Hey everyone, I might be the only one left that cares about this game, but I’m going to update info…
From Zaibatsu mostly.
Gift Point Unlock Benchmarks:
Spoiler
Properly “documented” Gift Point Unlocks that I’ve been able to confirm via stream and personally are:
1,000(?) Gift Points: 1st Character
7,000 Gift Points: 2nd Character
10,000 Gift Points: 100,000G Reward
30,000 Gift Points: 100,000G Reward AND Third Character
40,000 Gift Points: 100,000G Reward
50,000 Gift Points: 100,000G Reward
60,000 Gift Points: 100,000G Reward AND Fourth Character
70,000 Gift Points: 100,000G Reward
80,000 Gift Points: 100,000G Reward
90,000 Gift Points: 100,000G Reward AND Fifth Character
120,000 Gift Points: 100,000G Reward AND Sixth Character
Earning Premium Tickets
[details=Spoiler]Ways to earn Premium Ticket(s) that I’ve noticed are also as follows:
x1 Ticket
Daily Login Bonus (once per day)
Beat Arcade Mode Once
Beat Arcade Mode 10 Times
Beat Arcade Mode 30 Times
Beat Arcade Mode 50 Times
Beat Arcade Mode 100 Times
Win 5 Matches (Total)
Win10 Matches (Total)
Win 30 Matches (Total)
Win 50 Matches (Total)
Win 100 Matches (Total)
Win 200 Matches (Total)
Win 300 Matches (Total)
Win 400 Matches (Total)
Win 500 Matches (Total)
Win 600 Matches (Total)
Win 700 Matches (Total)
Win a match while using ONLY a Premium Ticket or Coin (refunds your used currency)
(Some values in-between 100 and 300 are missing)
x3 Tickets
Login 10 times
x5 Ticket
Login 30 times[/details]
Gaining EXP[details=Spoiler]
Arcade Mode:
With a Regular Tokens: 10 EXP PTs Win/Lose
Final Boss Fight gives 30EXP Win/Lose
Online Matches:
With a Regular Tokens: 200 EXP PTs Win/Lose
With a Premium Ticket/Coin: 200~250 EXP Win 500 Lose
EXP gain may be based off of ranks, where higher ranks gain more EXP from a match.[/details]
Using Skill Points[details=Spoiler]
ALL characters gain 4 Skill Points when you level up.
If you unlock a character after levelling up they will have access to all of the Skill Points you’ve obtained relevant to your level. You can use them to upgrade one of the three attributes, each level requires a set amount of money. Currently the max level is 50.
Fight Money Cost Per Point:
1-4 2,00G 69-89 110,000G
5-9 10,000G 89-109 120,000G
9-19 20,000G 109-129 130,000G
19-29 30,000G 129-149 140,000
39-49 50,000G 149- ? 150,000
49-69 100,000G [/details]
For wall combos after a wall carry, you can still use:
4,3~DSS f+3 (works on most characters)
b+2,3,4 (delay the 4 for extra damage and it works on all characters)
b+2,3,d+4
I’ll post up some stuff about Lars next. He’s the character I actually use in matches. I run a lot of Law in arcade mode though, but I’m never sure how to punish properly with him, so matches = no dice.
Yep, I’m going to update it again after the release. IDK what other changes in accumulating points might happen, and at what level do Dragunov and Hwo get unlocked - or rather, characters 7 and 8.
That said, I wouldn’t mind paying $3-5 to unlock characters rather than this Gift Point bullshit.
If TR is a “testing the waters” for a Tekken 7 engine…
I really hope they decide to keep bound out.
Invincible Move: d/b+1+2
Critical Attacks:
d/b+4
u/f+4
u/f+3 - Second hit. Auto inputs the 4 after the 3.
b+1+2 - Second hit. No longer -10 on block. Can be easily punished, so it’s not as abusable as in TTT2.
Nerfs:
d/f+2 no longer can catch flinch, hit box seems to be raised higher in mid
d/b+2,1 can no longer catch flinch, knocks opponent away
DE 2 can no longer catch roll back
f,b+2,1 B! when used as a punisher / clean hit. B! doesn’t exist in juggles in TR. Only his f,f+3 causes bound other than this, again clean hit/punisher only.
f+4,1,2,1 stickiness has changed making resplat to f+4,1,2,1 much harder to fully land. Better off omitting the 1 at the end after splat.
CH d/b+1+2, will no longer launch
CH f,b+2 no longer KND/W!
u/f+3 has less mobility. Not as evasive as in TTT2.
d/f+2, d/b+2,1 can no longer catch airborne opponents (can only catch talls/bigs)
d/f+2, 2 can no longer catch airborne opponents
U/F~4, d/b+2,1 can no longer catch airborne opponents (e.g. Alisa b+3+4,3+4)
u/f+3, WS+4, d/b+2,1 no longer works
Buffs:
DE 1+2 is now a NH launcher
u/f+4 when blocked leaves opponent in WS mode.
1 and d/f+1 track.
f,f+1+2 hits mid.
Combos: all d/b+2~SE 1 enders can be modified to d/b+2,1 or d/b+2,3 for carry**
f+1+2 - Best punishment tool for blocked invincibles.
-d/b+2, d/b+2,1, f+2,1~SE 1
-d/b+2, d/b+2,1, f+2,1~SE 1
-iWS+4, 1, f+4,(1),2, d/b+2~SE 1
Counter:
-CH d/b+4, WS+2, d+1, WS+2~SE 1
-CH d/f+2, DE 2, 2, f+4,1,2, d/b+2~SE 1
-CH d/b+4, WS+2, d/b+2,1, f+2,1~SE 1 (works at all ranges)
-CH d/b+4, WS+4, d/b+2,1, f+2,1~SE 1 (close range only)
Considering Lars without Bound.[details=Spoiler]
Via Tyler2k on TZaibatsu:
[/details]
With the lack of B!, what good is Lars? He’s got tracking jabs again… You can literally spam out 1’s and d/f+1 as pressure leading into high/low/throw mixups.
I hope at least one person benefits from that Lars post.
He’s a fun character. I love this game because sometimes I just wake up, and with my coffee and breakfast I want to get 2-3 matches in of Tekken, and this is the perfect way to do it. It just boots up faster than TTT2 and easier to find a match in.
Practice would be annoying, honestly because of the limited amount of rounds you can play. One dude comes in and dominates, eats all our tickets / coins up off of one ticket? No thanks.
I’m at 11th Dan, recently demoted from 12. Level 32, 161 wins as of this morning.
I think my Lars’ stats are like…
60 attack
31 endurance
37 vigor.
Thank you Tataki and SirMixahLot for the amount of work you’re putting in on researching game play elements in TR.
I did see Ice_Beam93’s stream and I saw a few new things on TR - most noting the practice mode and the costumes, all of which are pretty cool. (Ice_Beam93 also plays TTT2 as Zafina, the Lings, Lili, and Asuka… a very good player though he gets a little be TA!-happy at times, even against solo opponents).
Here you can find a little more insight on TR conditions: http://www.tekkenzaibatsu.com/forums/forumdisplay.php?forumid=258
To speak on Lars’s behalf, another player known as Ocelotlikespie mentioned that Lars’s overall movement is slightly nerfed (mainly his backdash).
As for the game itself - I like the premise of the game. Seems very arcade-based.
How is Jin Kazama in this game? From what I can tell, he seems to have a lot of useful critical moves, including his EWGF/EWHF.
Here is a video showcasing of Jin Kazama and his combo potential:
The game is only pissing me off more with every update. I thought “Tekken had too many characters making it too complex” so why add more and more, and even worse, put them behind a huge grind wall? The stats are still there, instead of grinding towards aesthetics.
I really hope the feedback Namco’s getting of this isn’t “Slow ass unlocking is fun! Leveling stats is fun!”
Can’t wait for DOA5U to come out since it seems to do the F2P model in the way I’d want Tekken to be. You really don’t have to make a “game for hardcore” and a “different game for casuals” if you have a good model…
Just wanted to make note of something.
If you use a Premium Ticket / Coin and go through arcade mode… There’s a chance you run into Moku/Tetsu/KingJin as stage 7. There’s also a chance to run into Purple or Gold Ogre at the end.
They give you more everything if you do.
KingJin gave me 100kG and 10x EXP (100)
Moku gives me 10x gift points and 10x EXP (100 of each)
Gold Ogre gave me a x10 on gift points and 2x on EXP. (100 and 20)
I haven’t fought Tetsu or Purple Ogre yet.
Agreed. I REALLY hope it stops at 17 characters. The 16 + Vampire girl would be perfectly fine. In fact, that’s more than enough, I think.
As for the unlocking thing, I agree. I would mind less to pay for gift points or just pay for the characters opposed to paying for coins to play to unlock.
Can you TLDR the DoA thing? I never got into DoA and don’t know anything about it.
DOA5U will come out in a regular disc version (and an arcade version!) and you’ll also be able to download the game for free and play 4 characters online, but if you went with that route you’ll have to buy each extra character or mode separately.
No forced unlocking, no leveling, no headaches for serious players who want access to the full game immediately, no problem in tournaments, no playerbase split online between 2 different titles. Perfect.
That’s exactly what I wish Tekken Revolution did…
I wouldn’t mind having paid $5 or so for training, $10 for versus mode, $5 for a character, etc. I literally have no incentive to buy coins, as my renewing premium tickets keep me occupied…
Went to refresh my memory. All modes will be open expect for story mode (15$), and 4 characters are free while each extra character costs 4$. The details are secondary to the fact that you have a 60$ full game option.
That’s not bad at all - regarding DoA5.
When is it out? I might give it a shot, though I’m hesitant. If it’s free, why the fuck not?
This is a long shot about TR, but I’m wondering if TR is a test to see how people would like Tekken if it once again didn’t have bound, gauging engine changes for TxSF / T7. I hope the next Tekken doesn’t, but I also hope that it doesn’t have specials and invincibles. If that’s a test to see how specials would work in TxSF, that would be cool too.
The game and the Free “demo” drops on Sep 3. I dunno about the demo for the 360 version though… But yeah I would enjoy TR much more if they didn’t have that stupid random chance thing and if there were ways to actually win more Tickets, like winning 5 matches in a row earns you 1 ticket every week or something like that…