TEKKEN 6 Patch Reviews

The Japanese probably didn’t even care enough about KOFXII to complain about it. The game basically died on the floor in Japanese arcades any ways.

The patch is much better, but the only thing that really sucks is that its now harder to find a good 4-5 bar match.

What Namco should of done is like SF4 or BB where a list of players showing the area and connection strength is shown instead of constantly waiting to sync with a player.

What they need to do is just haul off and make servers. Make severs for the time zones/areas so we get better connection rates.

Is ok, it’s playable now. But only if you play with 4 or 5 Bars.

It’s true. I tried to convince myself that I could play with 3 bars, and tried to juggle more than once.

The game said (in a Chris Hu voice), “naw son! Ain’t no juggles goin down here. I will make you miss the juggle just so that you can realize you cain’t do that with 3 bars! GTFO.”

:bluu:

I haven’t tried it since the patch, but would anyone who has say that in good 4-5 bar matches, that it’s condusive to learning the game at any level(playing against people with a basis for what they are doing that is)? I’m basically at square 1 with the game right now and wouldn’t mind getting little base started before I up and head out to gatherings and such :sweat:

my toughts would be practice that sfIV yo, dont worry about tekken.

Tekken is to much fun to stop :smokin:

Patch dat shit and git in the battle! You can learn a lot online if you don’t lose your temper when you lose. All you have to do is look at what people like to do with certain characters, and work out ways to punish/defend, but really, it HELPS A FUCKIN’ TON if you hit up youtube and look at t6 br character combo breakdowns by “jkstan” and practice nailing those combos consistently…you say you’re at square one…if you don’t already have a decent basic game from tekken 5 dr experience, you’ve got more learning to do in order to get an instinctual feel for basic stuff.

Fucking FAIL

The online play is MUCH better post-patch. It’s still not something you want to take too seriously, but it can at least be used to help recognize other characters strings, so you can know when to block high or low for offline matches/tourney matches

Ya it’s going to be a heavy task to get it down but hey atleast T6 makes the process still enjoyable. I’ll look into those videos tho thanks.

The patch made things a lot better. I still get run over by people, but at least my moves come out without as much lag. I hope to get better the more I play this online.

[quote=“DevilJin_01, post:8, topic:86573”]

WTF? There’s like no reason not to buy this game. QUOTE]

For me it’s just fun to play especially when you have others around:tup:
Gonna update the game when I get back home fro the holidays and try a few matches against some friends online, glad to hear the patch improved the online.

Iono. The crush system as well as rage makes you NOT want to attack.

Non rage with wall Nina can get like 75% with ONE juggle. And most characters can get like at least 50%.

People complain about Sagat and random tu into ultra, but he needs 2 bars and ultra to pull that off. T6 all you need is a lucky low or high crush.

But it is still a very good game and a very balanced game. Other than 2 or 3 chars that have more bullshit than the rest of the cast.

Non rage Blanka could you hit you with c.MK x 2 to HP Blanka ball and take away half your life in Super Turbo. He was one of the lowest tiers in the game. If Chun Li spammed s.MP which beat everything and then walked forward in close enough to throw you with MP throw which is a zero frame throw and threw you twice…you lost half life. If Dictator crossed you up…the game was over. YuuVega (one of the best Japanese Dics) was known for being able to end rounds in 9-11 seconds. There was still plenty reason to move in and take risks in ST either way. In SFIV everyone is reversaling through block strings that are natural combos on hit (cuz the block stun is ass), backdashing and focus attacking everything…most matches in SFIV is just people whoring super defensive shit and the risk taking is minimal and limited to very few options due to the defensive nature of the game mechanics.

In SFIv you have so many defensive systems like focus, backdash and then on top of that a system that basically allows your most high priority move to be safe on block. When most of the match people spend zoning the shit out of each other when you finally get in you have to deal with the fact that Ryu or Sagat can destroy all of your options with a safe version of the move that already beats all of ur shit and is safe even if you guess right and block it. Sure…they need 2 bars and an Ultra to do it but when does Sagat or Ryu ever not have 2 bars and an Ultra? They’re going to be in that situation every round no matter what.

There’s still way more offense going on in Tekken because of the high damage, invincibility lacking nature of the game. Even if you do get hit by some lucky shit by Nina that could take 75 percent of your life off your character more than likely has an option that does at least half life and then get a throw or an okizeme mix up and you’ve evened it up. You talk about crushes but crushes don’t cover all offensive options like an FADC’d SRK does. All throws (SRK’s are throw invincible also) and all heights of attacks coming from the front of Ryu or Sagat get taken care of. It’s literally the worst option select in SF history. In Tekken you can’t crush throws (throws can crush attacks) and crushes will only work against high or low attacks. There are no moves that crush mid ranged attacks which are the most used attacks in the game. You just have to hope the move comes out quickly enough to beat the mid. So you may have a move that crushes low attacks but loses to mids or highs or crushes highs but loses to mids and lows.

What also helps is that defensive play requires just as much quick reaction and thinking as the offense does. In SF you can take care of most shit just by holding on down back and watching for the occasional mid and option select tap on throw to break throws. Only characters with instant cross up set ups or command throws can instantly break up someone just sitting on down back. In Tekken it’s always better to stay blocking high than to block low but all it takes is one well timed sweep or throw (that requires quick reaction to 3 types of throw animations to break) to put you on the ground and set you up for okizeme that could lead to big damage. Plus just sitting on block just means you’re going to get sidestepped all over when you finally do decide to attack.

Landing c.mkx2 with Blanka in ST is wayyyyyyyyyyyyy harder to do than a random hop kick, random big low, magic 4, or a lucky duck in T6. I understand the argument in SF4, but again you need meter to do that. T6 is a lucky guess.

focus and backdash can be beaten and are very risky to do if done too much, which is the same as your argument on t6’s crushes. sagat and ryu i can’t even argue with:sweat:

My point about crushes is that it keeps you from wanting to do attacks. Being a Nina player my best lows are db3 and d4. Now look at the risk/reward for doing a simple low poke in d4. I get like 10 or so (I honestly don’t know the number) damage if I successfully hit a d4. And then hopefully it’ll train them to duck a little more often so I can get some mids in. But who’s going to honestly want to duck more often for so little damage? If they decide to just hopkick even just for the fuck of it, I’m eating 50%+ for 10 damage. So what am I going to do? Spam mids that are - on block or just keep back dashing and sidestepping until they whiff something. Oh, and if I block the random hopkick I get a fantastic 1,2 punish :).

Throws DO get crushed (unless the char has an air throw). And some moves crush some mids, like Lili’s db4.

Now I’m not trying to say SF4>T6 or T6>SF4. I’m just saying that the everything someone cries “bs” for in either game, the other game has something equally as “bs.”

LOL, people argue that SF4 is a turtle game but Tekken is not. There is never a reason to take risk in Tekken. Sure you can do a risky launcher here and there, but that’s no different than Ryu doing a psychic DP, or fishing for focus attacks. When there are two Tekken players who know what they’re doing, you’re going to see a lot of back dashing, and side stepping. You’ll see the occasional SAFE block string, but you’ll mostly see spacing, baiting, movements, and punishment. People goes apeshit when they see a launcher in Tekken, because they start think “oh shit, this game is super fast, and really offensive”. Rarely are they paying attention to anything BEFORE you see the fancy juggle. I mean, look at most Korean Tekken matches, a scene known for being offensive and flashy, who at the end of the day will focus mostly on movements.

Oh yeah, and the crush system gives you more of an incentive to sit back and turtle in Tekken. Turtle isn’t a bad thing. At least that means my opponent is thinking instead of just attacking and hoping to hit me with some random and lucky shit.

Man so who the fuck is this Dr. B individual.

yea but its fun and cool in tekken and lame and boring in sf4. turtling in marvel owns. turtling in st owns. turtling in kof owns. doing anything in a good game is good, because the game is good, not cause the tactic is objectively good or bad. turtling is lame in sf4 cause sf4’s version of turtling sucks.