I’m sure everyone has noticed how Tekken has changed over the years, with tekken 4 bringing on the wall damage hits, and the insane juggles that were made more expandable in Tekken 5, now with Tekken 6 having breakable levels, with smashing a character through one level, and carrying on with your juggle once you land, it just feels like the game has too many new “add-ons” wich when removed still made tekken a fun fighting game.
For instance I’m sure everyone has had that one “comeback” fight in games like Street fighter when you actually pull off an ultra or a nice combo when your litirally at 0.5% HP, but with tekken, you can have that one remaining hit of life left, only to be done in by a wall hit, or falling prey to a single shot at the beginning of the round that puts you in the air for a juggle that leaves you with around 25-30% left.
Does anyone like the direction Tekken is taking, with the wall damage, insane juggles, and breakable levels? What are your thoughts?
I also like the new additions. They’re what separate namco from capcom. imo namco games and much more in depth, although I love both; You definitely have to think more in T6.
Yep, date is closing in, I bet a lot of people are waiting to get their hands on the Wireless fightstick game bundle, and I agree with having to think more, the juggles some players have are just a bit sick, since you can pretty much wipe your opponent in two juggles with some characters.
What Tekken are you playing? Tekken 6 BR doesn’t leave you with 25-30% after a single launcher at the beginning of the round. Hell, the guy doing the combo would be pretty happy if he even took off 50%.
Also, juggles have their use:
No game remains “fresh” by repeatedly doing the same stuff year in, year out. Tekken’s wall game, oki game, and bound game have improved the game tremendously, taking the game to number 1 in all the arcade charts in Asia.
Besides, if you want to play the “old” Tekken, then go power up your PS1.
Well, this isn’t another flame post where I want to badmouth the new system, so lets just get that out of the way. I want to hear what the rest of the community think about the direction tekken is heading, so no need for the “if you want to play the “old” Tekken, then go power up your PS1”
It has it’s good points, and bad points, and I’ve seen some Lili juggles that do insane damage, etc, so I don’t think the posibility of a high damage juggle can be completely ruled out if done correctly whether it’s a single juggle, or linked into another one afterwards.
You’re talking about Kane’s Lili vid, which 1) required Lili to be in rage, 2) is range specific, and 3) stage specific.
If that kind of stuff could be pulled off by anyone at anytime, then Kane should have won Devastation, but he didn’t.
Also, I play BR everyday. I am fully aware of the “possibility” of High Damage Juggles, and they only happen when multiple factors coincide (such as CH + rage + walls + floor break + wall).
Juggle damage has been heavily toned down. In TTT, Kazuya’s CH WS2, 3xEWGF combo (4 hits) could wipe out a LOT of health. Whereas in BR, a 7-hit combo from Kaz would be lucky to hit half.
BR’s the best Tekken since TTT. In a Tekken-sense, there’s nothing wrong with it.
I don’t mean to come off as arrogant at all, so apologies if I did. The original post was asking a few questions and stating an opinion, and one of which was clearly a mistake (having 30% left after a first juggle), so I was merely cutting to the chase and pointing out that the basis of said question didn’t actually exist.
Well, thats what I’ve seen from some players in DR, maybe it’s been nerfed in BR as you say, thats why I’m asking the people who have actually played the game, so they can share some knowledge concerning the issue, since I haven’t played 6 yet due to a retarted country that doesn’t have decent arcade systems like the rest of the world, and we are all obviously waiting for the PS3 release.
Well, the juggles have been nerfed hardcore without walls. The best damage you can get (e.g. 50% or more without special stage breaks) would require you to be in rage, nail a CH launcher, bound, high wall splat, and a wall impact move.
If you’re able to get a floor break after already doing a bound move, consider yourself very lucky. Same thing if you’re able to do a post-bound wall shatter (wall splat that causes the wall to break, leaving your opponent stunned and open for a few extra hits, without worrying about the 3-hits-only wall limit).
Just to clear a few things:
Default: Bound can’t be done twice in a combo. Default: Wall splat can only be done once on a wall. However, if you’re able to re-carry the opponent to another wall, it’s possible to get another (side) wall splat. Is it possible to do 3 wall splats in one combo via 3 different walls? Maybe, but I AFAIK, nobody knows yet, and the stages aren’t exactly setup to allow for that to happen (although somebody might just be able to pull it off on a combo vid). Default: After a wall splat, the rule of thumb is that you’re given a window that allows for 3 more hits, depending on the speed. Speed-wise, think Paul’s d4,2:1+2 (All 3 hits will connect). Rapid-hitting mid attacks (such as Steve’s hundred punches) will net you more hits however, but not all characters have those moves. Likewise, you won’t have the time to connect 3 slow but powerful attacks post-wall splat. Maybe 2 at most. Default: AFAIK, Air-throws in combos do not scale. Which explains why King can be extremely dangerous: e.g. CH FC~df2, db2 B!, df4,3, 1, f221, df1,2 W!, iSW = the iSW’s damage will still be at full power.
I’m quite interested to see how my Paul will actually play in BR, since I’ve been maining him since Tekken 1.
d4,2:1+2 when I started playing DR lol, I couldn’t do it if my life depended on it, not knowing there was supposed to be a short pause between the first and second hit, since I always did them extremely fast one after the other, then the open palm never comes out. Eventually got the timing right, and thats all she wrote. Pauls sway moves are still my favorite, always catch a player offguard.
I remember learning Paul’s Double Palm JF but listening to Telley’s input timing. It’s all thanks to him. I didn’t learn JFSR or OTGF consistently till 5. I remember pulling off the OTGF on accident back in Tekken 4 and asked myself, “WTF just happened?” I was pretty good with his DTGF chain, though. I don’t think ANYONE remembers that:
DTGF: d, u, d/f+1_u/f+3, 4 or something like that.
I’m really struggling with Pauls sway moves on stick, I was able to perfect them on pad, but specifically the left sway doesn’t seem to come out on stick, right sway about 75% of the time, dunno why though, my inputs are perfect.
i enjoy the changes they’ve made. but i wish they would nerf Jullia’s combos. in every freaking tekken game. if michelle, or julia got 1 hit in on their combo than there was no chance for you to block the next hits in the combo because the game wouldn’t let you!:lame:
It would be nice if Namco snuck unlockable regular t6 in there for the ps3 version (I mean, really: 25gb disc space, the game probably only consumes about 4 gigs at best…easy peasy)