In neutral situations? Geeseās reversals would function more than likely work in line with Asukaās (while also having a low body blow counter). There may even be a chance of him having a parry that works in line with Jinās to a degree. In DOA, you can hold out of hit-stun (except a few, notably the sit-down stun, and the hold system itself leaves people exposed to hi-counter throws). Performing actions while in hitstun is not a thing in Tekken.
What kind of question is that? Why would NamcoBandai even try something like that? Geeseās frame data and move set would be adjusted to Tekkenās game play mechanics, much like how Goukiās was.
Oh well; Since Iāll be jumping on the pc boat this time round, Iāll just mod my favorites from previous Tekken games or from other fighting games. Kof, VF and GG have awesome music. Heck lots of fighting games have classic beats.
I am here because I have followed the series from the beginning and it is hard to look away from a train wreck. Not sure if any of you are serious about the rest of that nonsense. Tekken has almost always followed in the footsteps of Virtua Fighter. The first and second Tekken were directed and designed by Seiichi Ishii, who was also responsible for designing the first Virtua Fighter. A good portion of the early Tekken staff had already worked on Virtua Fighter. Even the stiff version of the Korean step that debuted in Tekken Tag Tournament play was an emulation of a Virtua Fighter 3 Akira player. Tekken 4 even emulated Virtua Fighter 3ās missteps with uneven ground. Tekken 5 completely ripped off Virtua Fighter 4ās ranking and customization system. Tekken 6 then borrowed Virtua Fighter 5ās bound mechanic.
Without a new Virtua Fighter the Tekken team has become desperate enough to resort to using mechanics from Street Fighter IV in an attempt to cater to attention spans that are unable to keep up with ten seconds of action without a flashy effect or cutscene. Instead they could have easily updated and innovated neglected aspects of the gameplay system and cut away some rough edges as I suggested. Apart from that they could have gone all in with the flash from the past theme they showed off early instead of embracing a divisive new Japanese pop culture style. Their decision to use this installment as a testing ground for the unfamiliar Unreal Engine 4 has also greatly reduced the quality of their product. The soundtrack itself has seen one of the largest downgrades in series history. Tekken 7ās marketing is nothing more than a facade of honoring the franchise while doing the exact opposite in every aspect.
Your original point was āthey ripped off stuff from Soulcalibur,ā because asset sharing has never happened before. Then you go on about āoverhauling Tekkenā (make throws 1+2 and 1+3, seriously?) with little mind that people actually enjoy the game of hacky sack as is, and donāt want it to be some great UFC impersonator. Of course people are gonna find it hard to take you seriously, regardless of what other points you have that may or may not be right.
I said they took development assets and I stand by that assertion. The stages I mentioned are not like others in Tekken 7. They have too little in common with Tekkenās stages and themes. Also, people like Takuji Kawano (character designer) would no doubt play a key role in Soul Calibur VI development whereas his role in Tekken is secondary at best. Thematically, there is a division between assets included in Tekken 7 and previous Tekkens. It would not be too much of a leap to say that assets from an ongoing project were re-appropriated to save money on assets of the expansion for Tekken 7 (Fated Retribution).
Considering many fighting games use a single button or button combination for throws and Tekken 4 used 1+3 for positioning with 2+4 and 1+2 for throws the change would not be very drastic. Tekken 7 already allows 1+3 and 2+4 throws to be broken with 1 or 2. Why settle for being mediocre when you can lead the pack (and I donāt mean by the process of elimination)? Why settle for being one dimensional when there are so many sub-systems in place? The only possible reason for running in place instead of moving forward is laziness.
And then they changed it back because it was silly, like a lot of Tekken 4. Yeah sure some things were nice (walls, side walking) but others were just change for the sake of it (R1F movement, obstacles in the middle of stages). Thereās no reason to change signature notations outside of the sake of being different. Itās not lazy, itās sticking to a fundamental style. If Tekkenās movement and general offense were to be overhauled, it would alter the signature fundamentals and flow of the game. Possibly into something that long time fans would drop the game over.
Ignoring that a universal mount mechanic would alter Tekken into something unrecognizable, way more so than borrowing SFIVās ultras. There isnāt anything innovative about taking what made Marduk unique and turning it into a universal move. And would change the way the game is played to the point where you might as well call it a different title. Doesnāt matter if the results are successful or not.
Also what the fuck would Steve look like being a boxer who can tackle and do other MMA shit? lol. Not that I care because video games, but you canāt use āauthentic martial artsā as an argument, and then advocate that a pure boxer should be able to perform nonsensically-illegal boxing moves.
Movement before round start is great and allowed strategic set ups that were more interesting than usual poke or run approach. Since Tekken 4 there has been a less aesthetic and less entertaining alternative to buffer directional inputs at round start. Obstacles in the middle of stages made spacing more important and hiding behind something made the game more comedic. Sidestep was changed from d,d to a simple d tap. Julia Changās three hit combo df+3, f+1, b, f+2 had a directional input removed. I have not suggested changing inputs for almost anything besides some throws and attacks/strings that use awkward button combinations.
Tekken already has a universal running tackle with punch flurry for all characters. Marduk is not unique in tackling, only in positioning before tackle. Several characters have throw options after tackle (Nina, Jin, Paul,Dragunov, etc.). The ultras (aka Rage Arts) serve as a heavily telegraphed panic attack for newcomers. Generally it is the rage drives that succeed in turning the tide of battle or extending the final juggle or just pressuring opponent. However, all they do is promote turtling until low parry with juggle follow up. Instead of diversifying viable strategies they just limit them.
Steve hits the back of the head in a throw, breaks opponentās arms in a throw, punches below the belt, and performs a stand up kick which are all illegal in boxing. Boxers do compete in MMA even if they are usually at a disadvantage with a rulebook and scoring system that favors wrestlers. Steve can tackle and tee off on opponent as can any Tekken character after a running tackle. He could easily perform a lethal neck crank from top position without doing anything uncharacteristic. I am not even talking about universally incorporating half guard or any other positions that were not in Tekken previously. Though the back mount would need some updating too (likely to a lesser degree). Rear naked chokes for all! https://youtu.be/8RMnnxBHmZQ
I donāt think you get it. Tekken is Tekken. Virtua Fighter is Virtua Fighter. Both series (along with EVERY OTHER FIGHTING GAME SERIES) will borrow or emulate elements from each other, which can either be unintentional or deliberate. You act as if this is a new concept. This isnāt the fucking 90ās anymore. Virtua Fighter already has its own identity. What you seem to want is for Tekken become some sort of weird mix of another game that you already enjoy and a goofy MMA simulator (which is the last thing that Japanese-made fighting games need at this point. There is only so far you can go with ārealismā in a game like this, especially when you are talking about a fighting game series that is already has a lot of crazy shit going on it, devils, big ass robots, animals, androids, dudes pumping electricity out of their fists, and thatās just me getting started). That is the point where Tekken is no longer⦠Tekken. There is a very good reason why Tekken 4 was problematic at the time of its release, hence why a lot of people went back to TTT1 which also had its own problems but was generally better than Tekken 4 from the competitive perspective. Tekken 5 (Plus, T5DR) was a major improvement when it came out years later. Another thing that you really got to stop is putting too much emphasis on the aesthetics of a game. While the aesthetics do contribute to why some people (even in the competitive fighting game community) do play the game, that is only a secondary concept. What really matters is if the game is functional: Tekken 7 fits the bill perfectly as far as functionality and even the aesthetics go. But, this isnāt gamefaqs. This is a competitive fighting game forum. And, this is not a good place to start complaining about juggles (or as you call it āhacky-sackā) especially in a game where they have been a part of the series since the very beginning.
Didnāt you say that you were no longer going to associate with anyone here or were you just throwing another hissy fit?
Never said I would be gone, simply that I would be playing Virtua Fighter in place of Tekken 7. Aesthetics do not have to go hand in hand with gameplay, but can be the difference between being memorable or forgettable. Would you still play Tekken if it looked like Tekken 1? I wouldnāt. I would however still play Virtua Fighter 10th Anniversary Edition any day of the week for its gameplay design alone. Aesthetics are only one aspect of the whole package.
Tekken 4ās biggest problem was balancing, which goes far beyond mechanics. It needed more time in that respect. The slowed pace, low jab properties, and wall properties were also suspect. It is however far from the worst Tekken. Tekken 1ās gameplay is abominable by todayās standards. Tekken 2ās is comparatively clunky. Tekken 3ās balancing is arguably worse. Tekken 4ās Jin and Steve are roughly Tekken 3ās Ogre tier. Tekken 4ās Nina is comparable to Tekken 3ās Xiaoyu. HOwever, no character in Tekken 4 is as bad as Tekken 3ās Bryan and Kuma. Tekken 4 has nothing on Tekken Tag Tournamentās balance, but almost none of the Tekken games do (except Tekken 6 Bloodline Rebellion and Tekken Tag Tournament 2 Unlimited though the mechanics are more one dimensional).
Tekken 5ās Steve is much deadlier than 4ās Jin. The rest of the balancing for Tekken 5 is roughly comparable. The mechanics for 5 are far more one dimensional in its predominantly run or launch into wall carry juggle then catch opponent during tech roll gameplay style. Movement was too powerful and the newly implemented high crush property was too strong in Tekken 5. Dark Resurrection corrected some of those issues and more making it better than Tekken 4, but given the amount of additional development money and time it only makes sense. Tekken 6 and Tag 2 had much more development and as a result were even more polished.
I donāt think you get it. I only care whether they fit into the game organically without homogenizing the gameās offerings. If you think Tobal (a game also designed by Seiichi Ishii) is a MMA simulator I find that quite laughable. I do not believe the elements of a single designerās work are mutually exclusive. Regardless, my suggestions donāt veer that far from Tekkenās own offerings. Tekken 4 as a game of its own I have already touched on. There are great fighting games that have had no scene and terrible ones that have become a publicity lightning rod.
This thread is so competetive that the last post with move notations, move properties, or frames excluding my own was two months ago. At most there have been three such posts every page. If you were into Tekken 7 competitively, you would be in the arcades or the competitions. Watching competitive play makes you as competitive as listening to music makes you a composer. Playing Tekken online makes you as much of a competitive Tekken player as playing chess online would make you a Grandmaster. Functionally you could use scissors to mow a lawn but that does not make it a good idea. You are free to enjoy what you like as I am free to enjoy what I like and the same goes for the opposite.
Then why are you still rambling? Does it really upset you that people like this game?
You already shown that you have a superficial (at best) understanding of the game for suggesting such an asinine idea. Iām not sure where anyone is supposed to be impressed by anything that was just said, as if no one else here knows about the good ole days.
It is hard to take serious anyone that does not know the various sub systems in Tekken or its history. It is the equivalent of boxing someone with blinders or an eyepatch. Individuals have posed questions and I have provided answers. Thinking and questioning preconceived notions does not make one stupid, blind acceptance does.