brb fapping to kuroda turtling.
People who act like Tekken is just non stop rush down are kidding themselves. People can turtle all day long in this game as well. There are people who just hold back, and only attack when you rush in to pursue them. And, then there’s the “Tekken dance”, which involves standing at long/mid range and side step/back dashing. That’s TURTLING. I know people are afraid to call it that…but that’s what it is.
But, can you blame them since every fricking move in the game can cost you half your life? Throwing out a jab can cost you half your life, thanks to high crush, attack reversals, and random counter hits, walls. Trowing out a crouch jab can cost you half your life thanks to low parry, hop kicks, low crushes, random counter hit, walls.
Random counter hit is the scariest thing ever.
It doesn’t really matter how safely you approach your opponent, how knowledgeable you are about their character. Sooner or later, you’re going to have to put out an attack in close range. And, if they happened to throw our their attack an instant before yours, congrats. You just lost half your life.
No meter required. Not character dependent. The threat is ALWAYS there.
Crush system is basically the 3D equivalent of invincibility frames. Making low reward moves high risk, and high reward moves slightly less risky. The result? Being hesitant to attack, and becoming more defensive.
Whatever. That’s your opinion, I suppose.
There is nothing wrong with turtling. I think the fact that you have offensive and defensive options in Tekken makes the game great. Anyway if you guys haven’t noticed, the thread is impressions on T6 patch. Can this thread be derailed anymore than it has?
You can turtle in tekken… and in fact against some characters you SHOULD turtle as they have a problem dealing with it. Yoshimitsu is a prime example, as he practically gives you no reason to duck.
As for the tekken dance, it doesn’t have anywhere close to the same effect in T6. If you’ve been playing it, you’d know this. Back-dashing and side-stepping both got nerfed compared to tekken 5: DR, which means forward movement is faster than backwards movement, and with smaller wall stages now, if you were to be running you’ll put your back on that wall pretty quickly.
Really? They can? I can promise you right now, if used at the appropriate range, king’s f+4 will NEVER cost you half your life. There goes that line of BS.
Throwing out a jab costs you more if they don’t high-crush with most characters. WS launchers are usually beefier than what they have for a high-crush launcher. Duck and punish has been around since the dawn of fighting games. Attack Reversals can be broken, random counter hits doesn’t happen very often if you’re SMART with your offense, walls…well, they’re a dozey.
Low parry doesn’t give half life for ANY character in the game, hop-kicks take 5-6 frames before they even crush, most characters don’t have SOLID low crush moves out-side of hop-kicks(which I just explained why they aren’t GREAT for crushing). Hop-kicks definitely aren’t made for crushing faster lows, that much is for sure.
What makes you think it’s so “random”…Most of the time they’re planned.
WTF are you talking about? Fastest CH in the game that leads to damage is magic number 4, 11 frames for girls and 12 for guys, but it’s a high. You should always approach with smart moves, if your opponent is turtling you use something that sets up a follow-up on hit or block. Basically, you set up that “random counter hit” which actually isn’t so random.
Most crush moves have their inherit risks.
Asuka’s d+3+4, the best low crush in the game IMO, is death on low block or side step and trust me, it’s one of the easiest moves to SS in the game.
Her b+3 is juggle bait, but an excellent crush
Her d/b+2 is amazingly risky unless you KNEW they were going to throw a high
Her d/b+1 has practically no range AND is horrid on whiff, but an awesome high crush.
Also, no move crushes shoulder barges like paul’s d+1+2 or fengs b+1+2.
See what I’m getting at here? Yes, crushes beat a specific RANGE of attack(news flash, 2d fighters have that aspect out-side of invincibility frames), but they aren’t “I beat everything you can do except block” moves. That’s a MASSIVE difference. To consistently crush requires insane reflexes. Invincibility moves are just straight up BS.
I’m seriously tired of people acting like crushing is all random or luck, just like they called parrying in SF3. Crushing in a lot of cases was planned, no luck to it, they saw you go for something and they crushed it. How is that lucky? How is there no skill in that?
Also, let me go ahead and say this… Even with rage, NO ONE IN TEKKEN GETS MORE DAMAGE THAN BALROG OFF A JAB.
btw, weren’t you the same guy who said throwing out kaz’s f+3 randomly was safe? Now you’re saying everything costs you half your life… WHICH IS IT? Seriously, don’t argue just to argue, LEARN the game you’re talking about before you talk about it.
I love it when people talk about Tekken’s crush system, backdash, low parry, et al like all you have to do is press mp+mk…
Seriously. You couldn’t have waved that noob flag any higher.
Terrible, it’s better than before but still terrible.
I can’t even play people 5 miles away in my own fucking state without lagging.
Wait so is the patch you guys are talking about for both consoles?
Agreed. Smart Turtling types go far in tourneys. It is style of play. And turtles can go for any fighting game. At first I saw it as cheap, but I realize that turtling works as it is a low risk defensive option. It is a part of the game. People have to deal with it.
Zafina is one of my mains. A good player would turtle my Zafina because of her unsafe and slow nature of moves. Good strategy I say.
My pro tips. Spacing and punishing gets you far in this game.
As for netcode, from playing since saturday, it is decent still. Most of everyone I know say it is great. General consensus is that it is really good.
bnb into ultra with rog doesnt even do 50%.
what exactly are you trying to argue in your post? “if you approach them safely you wont get hit” is basically all you’re saying. it’s the same in any fighting game. like your bolded statement “I can promise you right now, if used at the appropriate range, king’s f+4 will NEVER cost you half your life.” if ANYTHING in ANY GAME is done at the appropriate time it’s not going to cost you ANY life.
the point that everyone is making, like i said in an earlier post, is that for everything you complain about in X game there’s just as much bs in Y game.
idk how the fuck this sf4 vs t6 argument got started but who the fuck cares, this isnt the thread to argue that type of shit.
My review of online play post patch by bars
1 bar=unplayable
2 bar=unplayable
3 bar= playable if you like inputing stuff 1-2 seconds before you want it to come out
4 bar= pretty decent at times and at other times theres way too much input lag, either way theirs input lag that occasionally fucks up me 1,2 after a launch on reaction
5 bar= still input lag but only a bit, can generally react to a launch with the apropriate 1,2 on reaction without input lag fucking it up so its gotta be ok.
Yep, patch is out for both consoles. Also, it’s definitely not terrible shodo, just check the reactions at TZ.
Read that line again, I said no one gets more damage off a jab in tekken than balrog does. Balrog can ultra off a jab, while most people don’t even get a KD, much less 20% health, off a jab in tekken.
Also, I didn’t say appropriate time, I said appropriate range, i.e. where they can’t back-dash it, it tracks both ways naturally, and is safe on block. You aren’t going to lose half your life bar using this move. He said any move can cost you half your life, and that one definitely won’t.
Finally, I agree with the end of your quote, but lone has specifically been attacking tekken for who knows how long, and his arguments are always pointless and wave the noob flag. People shouldn’t attack games they don’t fully understand, plain and simple. Frankly speaking, as fighting game enthusiasts we should embrace all the fighting games that have graced us the past year and be HAPPY for the community, not dog all of them!
So, the only attacks they’re using are launchers?
You’re seriously complaining about the easiest strategy to counter?
Okay, have fun with that.
You could lose half your life at any moment in Super Turbo also. Though that is considered one of the most solid fighting games of all time and plenty more reason to make an offensive in that game than in SFIV where people are just going to use a ton of defensive systems and abuse the lack of solid attack strings.
Though I love ST, it has it’s share of problems. I don’t think SFIV is a perfect game, but I think people are overly critical of it. GG also has a shitload of defensive options as well. Defensive universal systems does not necessarily make a game super defensive or turtly. If anything I just believe SFIV does not promote CARELESS offense. You can obviously be offensive in the game.
Tekken is much the same way. I don’t believe Tekken is anymore offense driven that SFIV at higher levels.
i REALLY think you didn’t mean that in your original post and are just covering what you said (cause who in the hell gets over 50% off a jab?). the only thing that’s close to 50% off a jab with rage is maybe Lee’s ch 223? Maybe others but I don’t know too much about T6 yet.
appropriate anything, time, range, place, whatever. same thing. is king’s f+4 the same as it was in DR? if
:smokin:
A lot of CH moves lead to over 50%. And some chars even have safe launchers. Do you know what you’re talking about?
Check your net connection holmes. Me and FrostyCyke played, and he’s in San Antonio, meanwhile I’m in New Orleans.
I played my first game in years and the online was pretty good. I got destroyed from not knowing how to block and there was some noticeable delay here and there.
Oh, so he uses slow moves without pressure on the opponent or with a high frame advantage, cool.
Safe on block, not on crouch (If it hits high) or Whiff, making the opponent whiff and countering with your own launcher is quite common.
Like all fighting games, Tekken’s competitive nature comes from Knowledge, and Yomi, guess if the opponent’s going to crush a high move, and don’t do a high move, just like you have to guess and block any move in 2D fighters with invincibility frames.
If you really want to prove the Tactic’s overpowered, go win a Tournament using it.
I’ll quite gladly give a big “Fuck this game” if you can beat someone with a reputation for being a good player.
Agreed, your style of play has to do with your own preference more than the game you’re playing.
It’s definitely what I meant. He was talking about people getting stupid damage from the tiniest mistake, and I think ultra off a jab is beyond ridiculous. I always point it out when people talk about quick moves doing big damage in tekken, because frankly that’s as ridiculous as you get.
King’s f+4 tracks now, and thanks to the hop best you can get off him is a float if you manage to hit him during it, which no one can get hit during it, so no worry about CH damage… It’s similar to DR but it’s a 100% safe tracking moves.
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