Tekken 7 announced

…and NO B!

Look man, Hopkicks are fine. If you’re even semi decent at the game you know that those “random sloppy hopkicks” can be baited and punished hard…and that Paul video, thats a very rare occurrence my friend. You don’t see too many Clean Hit, Rage,Just Frame, Counter Hit, Deathfists. Very very very very few.

I agree with the fact that scenario campaign mode was a PITA, it should of been an extra mode like tekken force instead of forcing us to play through it.

One of my very favourite things about Tekken 6 was how how characters’ fists would start glowing even while they were being juggled to death.

There’s nothing wrong with Bound either. Walls are okay, but they need to tweak the stages and oki situations more.

I gotcha man. Though I don’t play VF, at least not to the point where I’d consider myself competent in it (Though I’ll definitely be getting Final Showdown regardless if it’s released in the US). I pretty much only play Tekken, with SF4 / Melty Blood on the side.

Yeah bound was one of the best additions to Tekken, it changes the game for the fact that it gives you a better variety of mixups (assuming you don’t want to complete the combo and use bound as a tool for oki/mixups). Only thing I hate is the low parry Bound. I don’t mind reduced damage on low parries, but it Namco should fix it so that all characters net around the same damage. Some characters struggle to get 33+ damage off a low parry, while King or Nina get like 45-50 damage on average… I mean 17 damage isn’t “too” big of a difference… but I’m still mad since my character is one of the ones who struggle to get over 35 damage… lol

bound balanced the juggle system, i like it a lot in fact

I know that the Paul video doesn’t happen very often. The poster above me wanted to see the Paul video, and I posted it.

There are a lot of attacks with strange properties, though (some moves like Steve’s b+1 and Law’s Magic 4 have a little too much going for them, although they are not game breaking or anything). Not to mention some characters (ex: Raven) have bnbs that whiff if you are even slightly off axis. Again, Tekken 6 is still quite good; it just needs refinement from things like hitboxes/tracking/side-stepping/etc. Some things can just seem plain ugly at times.

One question, though: How well did Tekken 6 sell on Xbox 360? That seems to be the main reason why the console port was not very good (even though they had a lot of time to polish it before release). I don’t have anything against Xbox players, though I figure that the majority of Tekken players play on PS3 (especially pad players).

I have my own ideas on this, but why do you think bound balanced the juggle system?

I wish Tekken 6 focused less on Juggles and more on ground game, but that isnt the case sadly. and I’m pretty sure T7 is gonna be the same and add yet another way to juggle an opponent (double B! ?) or some sort of wall rebound so you can juggle to the wall WB! them then juggle them all the way to the other way…yay

I liked T5 the most coz it had a great balance between the juggles and ground game. and I may be alone in this but I also want the roster reduced a bit, 40+ (adding new characters in T7) is way too much, learning the match ups with just 1 main is a pain in T6, I hope it wont be that way in T7.

just my $0.02

I agree with you man. Though, I’d say TTT had a better balance between juggles and ground game. I especially like some of the stuff you could do in Tag, that’s why I think a sequel would be greatly appreciated. Though, I’m sure it’d be concentrated on juggling moreso than T6.

Tekken 6 was shit get over it. The last good tekken was TTT. Come on even Blazblue and marvel get more players at tournaments (evenhere in germany) then tekken.
Casuals picled it up for the shiny graphics played it 1 month and traded it back at gamestop.

I feel ttt would have been better with less damage, more voice samples and actual speech for the characters (like t4-t6…my main complaint with Tekken is that until 4, everybody felt…“dead”, despite how real they looked. First fighting game series I ever played where the only one talking was the announcer), and if the rounds went to last man standing, rather than “beat one dude and the other team loses”.

long live the idea of ttt2

Another reason why nobody who matters comes from Germany and why no body gives a flying fuck about Deutschland.

butthurt?

If you are referring to the American tournament scene, then you are lying.

Tekken Tag 2 anyone?

Yes plz.

One primary thing I would like to see changed in Tekken is the throw system. In SF it doesn’t bother me when you have constant throwers. There’s just one way to escape a throw and command throws can be punished with a l. burning kick.

In Tekken there are three different ways to escape from ground throws. There’s square & x triangle & x, and triangle & square. In battle when somebody does a THROW YOU the animation or position of the hands is different, a triangle & square throw always looks the same, but a 2 & 3 throw changes depending on which side of the screen you or your opponent is on. Also there are some throws that don’t display hands like Law’s foot, and you have some throws where the hands lie to you, like King and Roger Jr.'s giant swing. Let’s also take into account in the heat of battle and at close quarters it seems near impossible to distinguish what kind of throw someone is doing on you, so suddenly and when it happens so fast. You also have to remember that 1 & 2 throws change when you switch sides. All of that is unnecessarily frustrating and I doubt namco made that intentional. I also forgot that there is a fourth throw escape. Lars overhead throw requires you to press down to escape it. Most players will probably escape it without knowing how they did or thinking that they pressed 1 & 4 to escape, since they were probably moving at the time that he was doing the throw anyway, so it automatically let them escape from it. I tried to come to an alternative that was a little better for me. I tried to remember everyone’s 1 & 2 throws by their animation and would press the proper escape button by according to the animation. Sometimes that worked, but a lot of times it doesn’t because simply some throws are a lot faster than others, like Jin’s 1st throw. It is obvious to me most of the time when someone goes for a 3rd throw(1&2) and majority of the time I am able to escape those, probably because the hands don’t change from side to side. Ultimately I found it all to come down to having to guess what kind of throw the opponent is going to make and that doesn’t work against a throw spammer, because he could be doing an indistinguishable throw pattern, that has a 1/3 chance of you randomly guessing to escape.

This creates a throwing system that is very abusive. I think that namco should either eliminate the throw system to a single escape, or two escapes at maximum.

What’s so abusive about a move that you can punish with a launcher if you crouch under it? (Unless you’re Heihachi or someone else with bad WS options)
It’s like a risky hell sweep, but even worse because even if you do stand up you still get a chance to evade it.

Regular throws are fine when you mix them with all your different attacks, and they’ll even won’t get punished by launchers if you do that well, just by WS+4s.
But they are pretty bad as a part of a pure 50/50 mixup because the risk-reward ratio is not worth it.