TEKKEN 6 Bloodline Rebellion Thread - PS3/XBOX 360 Oct. 27, PSP Nov. 3

The top, there are too many subsystems to wrap my head around. It’s got a lot going for it.

With Tekken 6 it’s just a matter of spacing, whiffing, trying to throw out the safest move possible, and going for the most damaging combo. I’m not saying it’s easy to get into(no game is at high level), just saying it’s a lot easier and lenient than other fighters. I wouldn’t exactly call it complex, I haven’t played BR, but from what I’ve seen much hasn’t changed.

I hope they’ll have some crazy stages in this game. 5 was lacking those stages. 4 had plenty great stages though like the mall, airport, statue area, rooftop, Ling’s stage. Cage arena.

What were they thinking in 5?

I dunno, T6 has some nice stages. Just hope they add more levels :smiley:

What the guy above me said, movement, SS/bd/cancelling is Tekken’s version of “zoning” and is incredibly difficult not only to execute, but to use properly. Zoning in BB is infinitely easier IMHO, which leaves us with mindgames.

It’s actually a LOT LESS lenient, because those whiffs you mentioned WILL get you sonned off the stick in a lot of cases. SF4? 30000 frame reversal window. projectile spam. etc etc.

What I like about BR is that the more damaging combos require more execution on the players part. It’s like they took tekken4 damage scaling with combos and added bind and it’s gravy now, rather than you get hit a few times in the air and 60% of your life is gone through some really, really easy B&B. Difficulty of execution is relative though, I do realize this.

I was thinking MS, cause I’m in AL… and I’m sure no one wants to hang around in some strange place @ NOLA lmao, we will figure something out though.

What’s your job/school/whatever schedule like?

Feel free to send PM if this is a lil too public for that.

You’re over-simplifying it in terms, first off… Spacing in tekken is a LOT more complex than most other fighting games, including BB. It can take a LONG time to learn proper spacing, especially if you’re up against an opponent who also knows his range. Side-stepping and canceling, back dashing and canceling, character specific movements, there’s tons of stuff to learn just on spacing alone. There’s also crushing, which is a big factor that you’re completely leaving out.

Also, due to pokes being beefed in in BR over T6 and juggle damage being toned down, it’s nowhere near as much of a launch hunt as T6 was. Pokes add up pretty quickly.

You also completely left out oki, which is a huge part of tekken. There’s so many wake-up traps for each character it’s just crazy. Some of them are insanely costly as well, like my infamous Asuka “doom trap” in T5: DR… Launch, b+2,1,3, F+3… If you tech roll you eat the unblockable, if you don’t I can cancel into 3~4 for good damage(and a free 3+4 if you tried to quickstand after the sweep), if you attempt to wake-up kick d+3+4 beats BOTH wake-up kicks for a free launch right back to where we started from, and if you just lay there I get a free 3+4. All options are 100% confirmable. This is just one example, off ONE set up.

Seriously, anyone who thinks tekken is lenient hasn’t ever played at high-level. :tup:

I got some fam out there in Jacksonville MS. So we’ll have to hook up sometime soon.

I was too wasted/tired to mention most of this stuff. Thank you! :tup:

I wish that stage with the colored water shooting up was in 6.0, its probably my favorite stage to play on. And I think they should also add another 2-3 level stages for the consoles.

But no matter what stage it is, the music is badass. I wish they brought over moonlit wilderness from T5. That stage was nice as hell.

I don’t think I’m over simplifying things at all, I think you’re doing the opposite. Everything you mentioned is more or less standard in 3D fighters.

Last time I played VF(which was 5 on the x360) oki was no where NEAR as indepth as tekken’s. They still had the invincible wake-up kick, and there was still generally only 2 options to hit a grounded opponent unless his own move put him there(in-which case you could score a low after he hit the ground). No other fighter that I’ve EVER played has had a oki system like tekken has, the closest was SC, and even there’s isn’t that deep.

I also am not quite sure you understand what I mean when I say back-dash canceling or side-step canceling… A solid example of BDC in Tekken is b,b,d/b,b,d/b,etc. That cancels each back-dash into a guard, and the d/b also counts as the first b motion for the next backwards movement. In VF, you cannot cancel a BD into a guard, at least you couldn’t in 5 and I am not keepin an eye on VF5: R because the US will likely never get to play it.

Side-Step canceling, I’m talking about the E-Step, aka the molester step. It’s generally done by doing quarter circle to down from back, which allows you to cancel each side-step instantly into a guard, thus avoiding linear attacks, and a chance at guarding mids and highs. In VF you generally have to cancel that side-step into a crouch dash or you’re wide open if your opponent didn’t attack with a linear attack, and this leaves you wide open for punishment. Again, this may have changed in VF5: R, but I don’t know as I’ll likely never get to play it.

So, ummm… where are you getting this “everything I mentioned is standard in 3d fighters”? I’ve never seen any other 3d fighter that does function in anyway CLOSE to how I’ve been talking about.

^ You seem to forget the most technical 3D fighter.

Most technical 3D fighter

Spoiler

DOA(4)

Lol, Someone from the stockton thread said every 3d fighting game is shit, The game he was basing this off of? DOA. Newbs are so funny.

Bilal, you won the thread for this one… If it wasn’t for how well you broke down the noobs on other forums who said DOA was the greatest fighting game ever, down to the fastest possible move in each of them, it wouldn’t have been nearly as funny to me. :rofl:

Sorry mate, you’re ways off. The two most technical fighting games are VF and Tekken. “Spacing” in both games are several subsystems deep. In Tekken, aside from backdashing (defensive spacing), you also have wave dashing/snake dashing (offensive spacing), which are only available to characters with a srk-motion move.

Characters with a hcb “duck back” also have their own version of a defensive step, called the hayashida step, which is done by hcb~ss~hcb~ss.

Characters with a quick ability to BT (back turn) also have their own defensive step, originated by Lei, commonly called a “ha ha” step.

(I forget if Hwoarang’s stance-switch~BT back step technique is called a ha ha as well. Here in Asia, they call it rabbit hopping.)

Lars also introduced his version of offensive stepping, which you do by canceling his slide stance quickly and then repeating it again. You cover ground quicker, and you can throw out an attack at any time.

Keep in mind that the steps themselves are full-on techniques in themselves. They’re not simple ff or bb taps.

We’re not even discussing block stuns, high/mid/low crush moves, frames, SS properties (speed/size/circumference), fuzzy guarding, wall splats, bound, the different kinds of launch properties (spinning, face down + head toward, face up + head toward, face up + head away, etc.), the different wake up properties, (feet toward + face up, feet away + face down, tech rolls, side rolls, lunges, character-specific wake up moves, etc.), etc. etc. etc.

You have to study Tekken. Just because you can do a few juggles and a few JF’s don’t put you anywhere near competitive level. You would only be just barely past beginner. :tup:

Duh. Whoever doesn’t agree with this is a fucking idiot.

Idio-(be nice). No one is particularly “hard” to play. You have to play against other people and therein lies the issue. You don’t play against how well you learn a character. You’ve missed the point of competitive gaming completely.

You ARE oversimplifying it. High level players in other fgs, who don’t even like Tek, but who has seen high level play, know the amount of work it takes to win. Tek requires a lot of studying and knowing. Probably moreso than a few of the other games with all the subsystems and gimmicks. You honestly can’t compare this shit that way. It’s almost like saying monopoly is more strategic than chess because monopoly has more variables and shit to deal with.

Tekken receives much idiocracy because it’s so unique within it’s levels. At a casual-mid level, it can be one of the most easily accessible fgs. But at it’s high and competitive level, it’s certainly one of the most strenuous and brutal. Try not to get this confused. And if you still don’t agree, feel free to ask any competitive player of possibly any fighting game. You will not receive a biased answer. I’d like it if you became one more knowledgeable person.

P.S. Deception strikes again. BB isn’t even one of the most difficult games. It’s not even close to the level of GG, a game that many people will often compare it to. I could drop a whole list of what makes the game less “competitive” but I’m tired and it’d probably be a waste. I will just say that it is a “mashable” game. The timing on combos and such is not very strict, and so you don’t even need great execution like you would in some other games. Not very tight or polished. Dumb shit within certain aspects of the system that can force a player to play mindless or reckless just to avoid getting penalized. So things serve to do the exact opposite of what they were created for. It can get very random and “stupid” at times. The decent players themselves know this. It’s learning the subsystems and gameplay that seem complicated and intimidating and initially turn people off (akin to GG), but unlike GG you have more of a “chance” in BB than you think. This is what makes it stupid.

The learning curve is pretty easy in Tekken, but to many players shock and dismay at the hairpins that lie ahead. The hours and hours of learning to throw break, space, and learning all the characters is a daunting task.

Backdash canceling and wavedashing in Tekken is like doing two to six dragon punches per second in Street Fighter (not the SFIV easy ones either). Just to get the point across on what the spacing is like in Tekken.

QFT.

Visually, you can look at it like this:
Beg—Inter------Adv--------------Expert

Beginner to Intermediate is where 90% of people exist in Tekken, and where most of the preposterous reviews / opinions come from.

I was playin’ some T6:BR earlier and decided to try out a new character for once (I main Law when it comes to Tekken)…Zafina seemed to kinda click with me. Any pointers I may be able to get from y’all in terms of learning her? Hell, maybe even Law as well? His moves kinda threw me off this time around. Not too bad, but it’s obvious that for once I’m gonna have to learn what I can about his new shit, and change my mentality with him because he doesn’t seem to have much in the way of launching options…oh well.