But is it worth the price of reducing the game’s depth? That’s like taking care of an itch in your arm by cutting off the arm.
http://virtuafighter.com/view.php?section=vf4&file=vf4evo_sabaki_reversal.php
There is not a single Sabaki in the game that beats all mids and highs. The whole point in Sabakis and 3D reversals in general is that 1. They have a tight window. 2. They only work against very specific attacks. T7 is going to present the best Sabakis ever in the genre, which may dominate the game like the overpowered form of a parry shaped how SF3 is played. Of course nothing is final and all of this is speculation but this is how it looks to me at the moment.
Actually it DOES make PCs sound like a bad design idea, because mids and lows do not have the same role. Mids and highs are your common attacks and lows are attacks that get used more seldom. This is why games up until now avoided giving you a single solution that outright beats all mid attacks. There was no official “mid crush” move that crushes all mids. It’s too powerful in concept.
It just makes Tekken 7 alot less safe, which safe damaging/launching mids have been a complaint. What your seeing here Is Hopkick>Low>PC>Hopkick you have a 3 way guess of unsafe options to get you out of jail. Sure you dont have to learn movement if you rely on these techniques like dealing with offense regularly, but its not as safe or rewarding as playing what you would call “fundamental” Tekken. If the PC’s were safe or frame 1 hyper armor, I’d say yeah op but it looks like they were smart and didnt do that. 20% also isnt that great of a reward in Tekken the perfect read at any moment could grant you half a lifebar.
Again, I’m not talking about those moves in a vacuum. I’m talking about how strong the options are in the full context, mixed with all the other options you already have. (Which is why “just wait for the rage art and block” isn’t a real solution.)
It takes away from being solid in a closing situation
In tekken you can properly assess what you did right and what you did wrong to get hit
there are solutions to everything
safe mids might be easily sidesteped or homing ones backdashed because they have no range
highs ducked or lows parryed or blocked
or a move leaves them negative on block so the momentum is killed for the attacking player
these new options while flashy (and mostly corny) disrupt the overall web of nuances that happen in high level matches and devolve it into “is he gonna do it or not.”
while it will make low to intermediate level matches fun because it will stop nimrods from going on autopilot too much and force them to hesitate and be aware, the higher level matches will slow down to a molasses pace.
i think there are enough options to counter everything and keep the game at a happy medium along with the options from big move lists this seems like it was installed because people lack awareness to see the options character and universally specific that they have.
the overall things that go to winning a match
negotiating space
establishing tempo, dictating pace from 0 to far range
these over the top moves undercut them and its ugh
it will make for some hype but really looking at how tekken is they are kegs that dont really fit
Well lets look at the full context of these moves they generally look like they
-aren’t the fastest on startup
-Have long animations
-don’t look like they are very advantageous on hit, and push the players away from each other
-don’t have great tracking
-don’t have good range
-grant mediocre damage
so evaluating all the options you have in a very broad sense
you have
high
mid
low
throw
sidestep
dash/backdash
so only 1/3 of your generalized committed standing options at neutral can be beat by PC and all of these options grant greater reward than PC does when it performs its role correctly. You can think of it as a Sabaki or a Parry but those things , at high level, can be used to react. PC uses mid move armor to fill that role and as a result is a much harder read. Sabaki’s and parries also have near non existent whiff animations(in parry’s case none at all) While PC moves are probably around 60-80 frames from start to finish
Holistically I can’t think of one thing that makes PC OP or even bad for the game. Honestly I think it’s better for it and I like it a whole lot more than TR’s invincible moves.
How often has a game claimed to be running at “half” the visual power in location test and ended up looking 50% better at launch?
Because I cant remember. Sounds like a bs lie to keep people interested, and I love Namco. But this is bs, why even start lokitest when you dont have something respectable to show. Characters are almost identical to TTT2 versions…this is just confusing to say the least, and this isnt jumping the gun, this is giving an opinion on a piece of work put out to gain feedback.
You really shouldn’t be complaining about the visual aspect of the game because that’s not the main point of the location test. The main point was to show off the new system mechanics and to get feedback and reactions from people. So far, these new mechanics are getting 50/50 responses. Honestly, the stages are looking great and the stages themselves look like they are using the visual powers.
Because how many times has a game been location tested this early in development. I mean, look at it, it’s obviously full of placeholder assets, right down to character art being. This kind of early access is kind of rare and Namco may be breaking ground here not just by showing a playable build this early, but by giving stream access too it (whereas traditionally, taking any footage from location tests was frowned upon). Most recent locations tests that come to mind have been with more complete versions of the games being tested.
As for the characters being identical to their TTT2 versions, get used to it. Harada has already stated that he wants the characters to develop “iconic” looks/outfits in the same way characters in other fighting games do.
I see what you guys are saying and in the same token I’m saying I was around for the Tekken 4 and 5 location tests. Hell I remember the Soul Calibur 2 location tests on GuardImpact.
It just doesnt feel…fresh.
And Tekken is one of the few series that have gotten even better over time. I just dont want them to plateau.
It’s not that the many stances are noob-friendly, it’s that they provide an advantage. With so many moves at their disposal, it’s harder to react, counter, and punish what is going on. This combined with Tekken’s crush moves can be rather infuriating. Mishimas generally don’t have long strings. People usually end at two hit strings and rarely go for 3. Tekken is mash friendly and sure, if you have enough experience, you can punish properly but that is not always the case.
This is why each time a new Tekken comes out, you can always find complaints about Law(noob friendly), Hwoarang and Chreddy(stance mashing) and Lei(called a gimmick character). Sure mastering these characters take time but most of us are casual players that go in for fun. Having more moves makes it harder to adapt and Tekken being mash friendly doesn’t help. Mashers don’t care about frame advantage and such. You’ll have the advantage and they’ll do whatever. See why people hate hop kicks.
As has been stated, Harada now wants to develop an “iconic” look/outfit for each character. So characters that changed clothing with each installment wont be doing so now. You’ll likely have to wait for the alternate outfits for anything new.