Because when people first discovered Korean backdash or whatever they didn’t say “this is hard, fuck this game.” Eventually it became an accepted part of the game, and now movement is probably the single most defining quality of Tekken. Namco could obviously remove it, but then it wouldn’t really be the same game.
For like the billionth time it’s not *bad, *it’s just a game that some people like and other people don’t like.
BDC is not “an option” in Tekken, but a necessity if you want to compete at high levels. He also doesn’t ask why it exists, but why it’s made hard to execute. But like… it’s Tekken… The game is full of shit that was made hard on purpose. At least there’s some area to maneuver in since there are characters which are easier than others.
Makes you wonder why the devs don’t just take a look at what stuff people are using competitively and figure out a way to integrate those things better in the engine.
They leave them that way for the fans I guess. I though you could cancel dashes into dashes or is that just VF?
Or they could make regular dashes go farther but still keep the movement options it has now with some kinda extra incentive to move about the way Tekken players are accustomed.
It kind of depends I think, the things that have become easier in general are things that were never considered/intended in the original system and gameplay. (well for tekken anyways, VF has really only gotten increasingly accessible, and totally on purpose)
Because ‘what people use competitively’ isn’t the same as ‘what makes the game more competitive’. If something is really really strong, people will use it, but that doesn’t at all mean that it improves the game… often it can be the opposite
Which is nice. I mess MTEs but VF still has its ridiculous amounts of Defensive options, even though it lost one, and it still trumps every fighter past and present in that regard. As long as I still have offline comp, which isn’t going away anytime soon, I’m pretty much set as far as this hobby goes.
Wavedashing probably improves some games and makes others worse The point is rather that the only thing important for it being used competitively is it being effective… if Akuma weren’t banned in ST, he’d totally dominate numbers in competitive play, and it most definitely wouldn’t be to the game’s benefit.
As a designer you’d want to be aware of wavedashing and think about how it would effect your game, but also not just include it because people do it in other games (or other iterations of that game).
Personally, I wish they’d just 1) study how it affects the meta, 2) study the concept behind it and then 3) find a way to better implement that concept in future games.