SRK Lounge I'm about to shine the bat signal off yo mama's fat _____

closest broad to real life chun is Natalia Inoue…she has fake tits but, id give her the patented barcelona strokes

She seriously doesn’t appeal to me in the slightest. :rofl:

Probably as much as most people’s reaction to King.

bc youre gay obv

Mos def. :rolleyes:

http://www.tumblr.com/tagged/natalia-inoue

Yea i mean, if you wouldnt hit then id say your gay. Shes not the finest broad ever but, she has an amazing body and she isnt ugly. Yep

Let me rephrase, pretty face, would hit, but her legs are a big turn off for me.

I like toned women as well, but women that are muscular then most men don’t appeal to me.

Eww Jersey Shore-looking bridge troll get it away GET IT AWAY!

I just found out one of my dogs seems to like Gorillaz. Further bulletins as events warrant

lol epi, i told y’all about Natalia Inoue

This is seriously getting ridiculous, I can’t even scroll over my alerts or click on the av of another user without like 3 errors occurring and having to refresh the page.

that you did :china: (thats @Carpet Lints fav smiley btw)

so who can update me on this darry shit. i saw the article and was like, too long, dont care. i just thought it was a basic article about how ttt2 is new and awesome, but it turned out to be something else. so now the article is gone, maybe i can find it in a cache, darry apparently has deleted tweets he made (i would like to see those), and i wanna read it now. i heard ryan hunter isnt feeling ttt2’s complexity too.

in reference to darry, i still need to read the article, but that deleting tweets fuckery is the shit i dont like. if thats how you feel, then thats how you feel. fuck this fake hollywood shit. niggas is not making a career off of the fgc, or games in general really, so i have no idea why theyre so fake and or hush mouthed about this shit the past 3 years.

http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=125375
TTT2 Article saved.
I do agree that TTT2 needed a better tutorial mode.

Catching feelings from the SRK frontpage comments…

Here you go:

[details=Spoiler]

Getting Ready for a New Battle

Darry Huskey by Darry Huskey on October 1st, 2012 at 1:53 pm

As Tekken struggles to gain relevance within North American professional gaming, it battles to overcome its greatest weaknesses, which also happen to be some of its greatest strengths. Trying to chisel away at the fortress Capcom has constructed in the dead center of the fighting landscape, Namco has offered a masterpiece that can only be appreciated by the initiated and will be lost on most that come into contact with the game. If Heihachi means to overtake Ryu, Sagat, Vergil, and Doom, he needs Namco to take Tekken back to the drawing board and re-think the King of Iron Fist Tournament for new generations. It’s something that is long past due.

Tekken needs a reboot. The game, in its current state, has no upside for growth. Its potential is a siren song, drawing delirious fighters like Greek sailors only to gleefully crush them on the jagged edge of its staggering learning curve. At higher levels, Tekken is a test of mastery, a dance between true artists. Getting to that point, however, requires an investment of years, perhaps even decades. There are some that would simply shake their head and dismiss the complaint – to them, the demand of years to be sacrificed at the altar of Zaibatsu is a big part of Tekken’s greatness. To the players Namco needs to infuse its tournament offerings with vitality, that demand is the primary reason they refuse to take up the game.

No doubt, someone is preparing to name me a heretic, to smugly declare that I am calling for Tekken to be “dumbed down,” that I want Namco to go the route of Street Fighter 4 or Marvel vs. Capcom 3. Allow me to retort: that is exactly what I am saying. Tekken needs a dumbed down release. It needs its own take on Street Fighter 4. It needs a game that brings the series back to its roots and strips away years upon years of additions and renovations stacked on top of the core gameplay.

Namco’s dedication to their diehard fans is evident. Each subsequent Tekken release sees very little in the way of old content being removed from the title. You liked something from the previous game? More than likely, it’s in the new game, along with a whole bunch of other new features to go with it. It’s hard to find fault in such an admirable design philosophy, but when your intellectual property has been churning out titles for twenty years, never stopping to trim the fat creates a bloated, unmanageable monster that becomes nearly impossible to approach. Where would you even start?

When Capcom released Street Fighter IV, they gave the community a title that was, in essence, a modern take on the game that first drew our attentions. It featured a pared-down roster of staple characters and a simplified focus on fundamentals coupled with a few new features. The game launched a second boom period for fighting games and has helped fuel a surge in the popularity of professional gaming in North America. Namco’s participation in MLG with Tekken 5 and Soul Calibur V speaks to their interest in success as a publisher of professional gaming content, yet their approach couldn’t be more different than Capcom’s philosophy for Street Fighter IV and Marvel vs. Capcom 3.

Coaxing players into your camp requires you to have a clearly-marked entrance. People may be very interested in joining the party, but at this point, many of them lack the ability to see a way inside. When what you have is a roster of almost seventy characters, all of whom have a unique move set that creates thousands of possible action outcomes modified by venue selection, opponent, hit state, movement, and stage position? All on a ceaseless flow chart with thousands of branches? That’s not something that screams, “Hey, new people! Come check this out!”

Many love the fact that Tekken is so demanding, that it requires you to have an intimate knowledge of not only your own character, but also every other character you may fight. That it requires you to memorize thousands of lines of frame data, that it requires thousands of hours of hand-eye training and muscle memory development for even the rarest of circumstances. As a competitor, I can certainly appreciate that sort of richness. However, if Namco insists on creating this sort of content to appeal to players that have dedicated a decade or more to Tekken, they need to come to terms with only being able to achieve a certain level of success.

Tekken is standing at a pivotal point. Tekken Tag 2 has drawn awareness back in Namco’s direction, but the game is arguably the most complex release yet. It will move units for casual fans, but it isn’t going to do much to infuse new talent into a slowly diminishing pool of North American players. However, with the possible release of Tekken x Street Fighter on the horizon, Namco has the opportunity to capitalize on that awareness by preparing a release that brings the series back to its roots and captures hundreds of new recruits.

Where to begin? The roster is a great starting point. Do we honestly need so many characters, many of whom are only minor variations on the same theme? Three different capoeira fighters, all just different enough to require you to learn their individual traits? Jaycee… and then Julia Chang returns as DLC? Two different Law characters?

Tekken x Street Fighter presents an especially advantageous opportunity in that Namco can create a simpler game to serve as a springboard into the more complex titles within the central Tekken brand. With Tekken x Street Fighter, familiar Capcom characters can be leveraged with casual gamers to help introduce core Tekken concepts that get refined through simplified gameplay. Once fighters become comfortable, Namco can gut check them with Tekken 7 and release a massive game to a prepared audience.

If Namco expects to do more within the tournament space, they need to tackle these challenges head on. Often, the company seems aware of its problems and elects a passive approach to correcting them. Tekken’s success at the register is often one of its biggest hindrances. After what many considered a failure in Tekken 4, the company seems far less eager to experiment with the basic formula. They can create Tekken games, sell millions of units, and still have the same faces, the mainstay players, working the circuit. However, if they are serious about moving into a space where they compete with Capcom in the North American pro circles, they have to find a way to bridge the gap between the millions that are moving units at retail and the hundreds that are actually turning out to play in tournaments.

Compounding matters further is Tekken’s uneven support for, by, and from its community. Good information for the games is buried in an equal amount of bad information, all of it collected in haphazard repositories that are often poorly organized. Want to learn Tekken? Well, first, sort out good information from bad information. Then, be prepared to Google for information to help make sense of the information you Googled. Book publishers reach out to tournament pros to create content for guides, then muddle up the process with bad formatting and the insertion of content during the editing stage. If there ever was a title that could use a “Mission Mode” style offering, its Tekken Tag 2, and yet that feature is only somewhat implemented in fragments with improvements to training mode and the addition of the Combot pieces.

A return to a basic Tekken allows the community to also refocus in the same manner that Namco needs to refocus. Its easy to point the figure at certain forums or websites and place blame for the poor state of information about the games, but the reality is that when a community resource is trying to create content for a game that features so many characters that can do so much in so many ways, it would only be shocking if there weren’t chaos and disorganization.

Ideas like these are being talked about, but they meet resistance in the form of players who are paranoid that a return to base elements will create a bad experience. They also garner resentment from experienced players that have spent years playing Tekken, who feel as if having the skill divide narrowed by the elimination of many of the elements it took them years to master would be insulting to their dedication. Namco needs to decide if garnering that resentment from a few is worth sacrificing the potential of their property.

Tekken is amazing. Tekken also has a lot of problems. It’s biggest problem? It’s so amazing. It’s hard to have the inexperienced appreciate just how great something is when they don’t know how or why they should appreciate that something. It’s time to take Tekken back to its roots and allow everyone the chance to get ready for the next battle.

(The opinions expressed in this article are the author’s alone, and do not necessarily reflect those of Shoryuken)[/details]

Mofos over at Tekken Zaibatsu saved the article.:rofl:

He said they need to dumb it down like SF4 and make it easier so new people will buy it. Mr Dr Ultradavid was like WTF and so was the rest of the world. In his multimillion-dollar fortress of Tekkitude, Harada spat his coffee all over his expensive persian whores and screamed “Nigga ***WHAT?***”

Here’s the thing. The encounter was over as soon as it began. He touched my pants and I had literally enough time to be baffled before he was back in his lane, giggling with his friends about whatever it is that amuses adults who would touch the pants of a total stranger in public.

By attempting to make a big show of myself, I would be voluntarily extending the length of the encounter purely through my own action. This brings us back around to things that don’t need to have happened in a bowling alley/my life.

^^^ Now here’s a guy who knows how to perform a cost-benefit analysis.

Come to think of it, I did have a 16 pound ball. I could have pulled a Walter Sobchak.

Or at least the size of.

Shaft Agent.

Hey SRK actually decided to load for once…

…not like I’m missing much in here, save for a few noteworthy posts.

wow, the first 4 paragraphs are just wrong and atrocious at best. no wonder this got deleted. LOL. it sounds like the whining of a 12er or some shit. lol at this nigga saying years or decades to see results. i mean i guess technically ive been a tekken player all my life, but i didnt take it truly competitive until tekken 5, and it really only took about 7 months for me to get the point. people really over emphasize tekkens complexity, and no one listens when you try to simplify it for them to help them along the road.

the community has just been so wrong about tekken post sf4. its really just sad

Im fucking dying

and Vida Guerra went full Broly.

donkologists cryin