Im just going by what it says right now. And right now it is saying that.
This is truth. if anything nerfing db+3 was a good thing for balance, that move was too good already. now if he was nerfed then they would’ve taken away his ridiculous wall combos and mixups that almost always netted 100% damage.
What about #R? Blue version, not red.
So T5.1 comes out next week in Japan? So I guess they are speeding past/skipping the testing phase. If that’s the case then they shouldn’t bother with a patch. T5.1 could just wind up a fighter with even less playable/winnable characters or characters with more broken traits.
I guess I always thought ggxx #r as a different game but I guess you’re right.
But usually minor updates don’t work out so well just look at sfa2 gold and sfa3 upper.
If it was reported and has pics in Arcadia, they’ve been testing in private for a bit, and had public ones over the last few weeks.
Then all is well. No more complaints from me… unless I hear that Bruce got a - and his 1,2 wasn’t fixed.
I don’t think they’re gonna fix 1,2. Just a gut feeling.
I was playing T5 Home last night, getting him up to Tekken Lord, and EVERY 1,2,3_whatever that wasn’t CH got iWS whatevered by everyone I fought. They’d eat the 1, duck the 2 for like, 1 frame, then do their WS move. EVERY TIME.
#R and VF4:Evo have been hugely successful (in Japan at least). They were pretty major upgrades though, and Tekken 5.1 might turn out to be a big one as well. The tweaks we’ve learned of so far drastically change the game.
Time to shell out for that King card…I have no reason not to relearn him now.
Roger and Wang got nerfed pretty good from the looks of it. Bruce got better.
Roger nerfed? I don’t think he moved one bit. The f+1,2,1,2 is a bummer, but the rest of the negatives don’t matter that much. db+3 can’t be abused anymore at -16 (which is fine) and as for tech traps not working, people aren’t falling for the cross-up stomp that much anymore. Roger didn’t move much from these reports, seeing that two important pokes of his got upgraded nicely (ff+2 safe and df+1,2 longer range). People are just going to play Roger differently from his original version, that’s all.
Mishima(Devil Jin, Heihachi, Kazuya) characters change are minimal, but try to dominate with them. :rolleyes:
Anyway excellent patch overall :tup:
Wang’s changes aren’t as horrible as they seem, it’s just that I can’t play bulldog(?!?) Wang anymore. He was always a patient, wait-n-punish type anyway. Now you can’t toss random shit out to bait for a launcher. d+3,4 and ff+4 haven’t been touched, so I can still bait for random 1~11s… But overall his game needs to be more thoughtful. I guess I’ll stick to d+4, d+4_4 if the 1 option recovers as horribly as they’re saying…=/
SBN got spanked in the ass with this patch. For me the there things that I’m glad they took out for SBN, for Steve it was his d/f+2 as that was such a BS launcher that hit mid as well, CH 1,2,1,2, and 2,1,2 no longer launch, and 1,2,1 and 2,1 into FLK~ALB is gone. For Bryan it was B+1 although it doesn’t launch on normal hit I suspect it will still have the block stun potential and imo can still be very effective even if only launchable on CH but still a tone nonetheless, and <wall> 1,2,1, d/f+3 catch no longer works :tup:, for Nina it’s definetly d/f+1,2 has delay on both hit and block, and her oki’s being nerfed and techable.
My guess from here on since that SBN is no longer that good is guys like Devil Jin and Marshall Law will become Top Tier.
I’m all for balancing games if it makes it more playable. Offhand, the main thing I can think of is getting rid of Steve’s infinite. I don’t know if the other changes are warranted though. I’m surprised they haven’t come up with a way to make link throws more useful. Like making the command for breaking the throw an actual movement (IE f,b,f+1), instead of random mashing that leads to a break. I’m not much of a King player anyways, but I like balance for all, and all for balance or some gay shit like that. My main gripe is that the home version came out not too long ago, so that means people shelling out another $50? I hope they have enough common sense to sell that shit for like $20.
Julia’s only a beast if you’re prone to counter hits or can’t break MA’s. Otherwise she’s incredibly hard to play because of her limited tools.
She has no tracking or oki. Her juggles aren’t really special anymore since everybody else can do about the same juggle damage. She can’t do anything about turtlers at all. She’s isn’t safe on her launchers. She’s easily sidesteppable. Namco’s taking out tech catches, so the small ones she did have will be gone, and they’re messing with the walls so her wall game will probably be worse. A tweaked 4 and d/f+3 isn’t going to conpensate for all her weaknesses.
As far as Asuka goes, they toned up her d+3+4 so if you get hit by the first low, you have to block the second hit. I don’t know if this means they changed it to low, mid or not, but asuka’s fine right where she is.
For Nina, I just hope that her d/f+1,2 isn’t any worse than TTT or T4. But Namco really should give you some kind of pushback for JF Spider Knee…
People have dominate for them for about 10 years, the new T5 patch will be no different. It will just be a mishima fest and like I said I dont see the game being anymore balanced then it is now.
This stun already exists. Hwoarang’s d+3,4 does the same thing. Get hit by d+3 then try to duck the 4.
She really didn’t need it though…But all the better, I guess.
You sure? The CPU ducks the second hit all the time after the low connects, but that just might be CPU shit. I’ll check it out.