It’s the ever recurring problem that comes with a lack of direct feedback, any sort of accountability, and the fact that people are too retarded to not buy something to make a point. Why should Capcom bother to design something according to today’s standards when people are going to buy their shit either way? The FG genre is lightyears behind other genres in simple fucking things like menu design, intelligent UIs, and what not.
The CPU character always goes away. Make sure you don’t have infinite cross assault enabled.
After a week, and like Tosh1977, I’m also kind of pissed off by 90% of online players jabbing approach strategy (whatever rank they are) :
- cross jump on wake up (or dash to close quarter if wakeup-rollout)
- jab, jab, jab, …
- throw, or if throws don’t work, combo + secure an escape with special or char swap + re-jab. And if not enough super meter to swap, turtle mode forever.
There’s no risk to take in this game, really. There’s a safe escape for nearly every attack string.
And the safest strategy is the one posted above, so everyone is using it. There’s no fight, it’s a rinse and repeat pattern. The first to have the chance to land a jab is the one who wins, as most combos do eat 50% of lifebar.
Yes 50%, most of them, and they’re really not hard to trigger, plus they last for an eternity. Some of them don’t even need to partner swap… With Law I can output a 408 damage with little to no effort (not even needing a super bar), and if I have one super meter bar I could even call my partner on last hit and go on for another round of endless combo… p.s : for reference, a Super Art takes away from 350 to 380 damage.
From these points, the fights feel broad, repetitive, and depraved of any adrenaline.
Considering how fantastic SF4 / SSF4 were, I feel like it’s a wasted potential.
The positivism in me tries very hard to believe that Capcom will react and re-balance everything as soon as they can, as it’s only a problem of hit data.
bonus rant : I found some frame timing methods very lame. For example, one Hwoarang special ends up with the idle standing stance, and it lasts nearly 300 ms… how are you supposed to know if you’re not locked anymore if it’s the same animation as the idle pose … ? (yes I know you have to pace yourself, but it’s totally counter intuitive and misleading).
Wow; it’s a masterpiece! Completely agree. Time to order some custom t-shirt with that pic printed front and back :lol:
You can do this. Just press “Y” (on Xbox360) while highlighting said stage on the selection screen.
You probably know already but aren’t you sure that the attacks hitting you aren’t mid attacks that some of the tekken cast have?
The overheads of SF characters all have animations that seem to hit you on the top of your head if you are blocking low but some of the mid attacks of tekken characters can have an animation that seems to be blockable by down back but actually count as overheads. Maybe that is why you have the downback problem?
…I am just looking at the inputs in training mode and seeing a lot of :d: and without any :db:.
There seems to be something different about it from SF4. I am not really saying that there is anything wrong with it.
Ya, I get this as well, I try to jump Diagonal forward and I get straight up.
0 recovery rolls.
graphical effects. (stages, gems etc)
grounded AAs are ass
even more shit throw range than sf4
7 frame throws
dlc gems
taking a step back from the omg new game, im leaning towards dislike
I know it is an early call, but I am about ready to give up on this game already. I have little doubt there will be enough tech to satisfy the top-end players, but this game fails on the most important criteria for me: is it fun?
Where is the reward for playing single player? I would almost go so far as to put this game’s single player in the same level as Soul Calibur V. I understand the core fans (especially here) do not really care, but the casuals probably make up a larger percentage of the potential customers, and failing to provide what they are looking for seems a losing formula. This seems especially bad considering how much of the budget was wasted on controversial elements that the players are still dissatisfied with after release.
Gems, ignoring the rants about balance or whatever, are just not fun. Do they add to the game? No. Do they detract? Only if you waste time trying to create a gem set. Pandora? A stupid concept that I would never use. It seems any time it would be dire enough to use, you would still be better off not using it. Throw ranges are tediously short. Rounds timing-out is reaching hear-tearing levels for me. The UI is awful, and it is just plain lazy that Capcom have not bothered looking to improve in this area after people complaining for several past games. The DLC issues? I never buy that kind of DLC (characters, costumes, etc) anyway, so I could not care less.
The game feels like a poor implementation of SFIV rather than a proper VS game meshing two `worlds’ together. The tag system and the juggling are (IMO) the worst parts of Tekken, but the best parts are missing/poorly implemented. The Capcom side seems quite lazy in its implementation, and I would honestly say I feel (overall) that the Capcom characters are better in SSFIV. The game feels like it will have a better metagame than MvsC3, but is definitely the least enjoyable of Capcom’s VS style games I have played. I really want to like the game (especially considering how expensive new games are), but I cannot help but feel it was a dud buy and one of the worst fighting games I have ever played (then again, I personally consider Tekken 6 one of the worst, so my opinion is likely controversial).
Why is that?
What is with these kids spamming launch combos non stop and not following it up with a combo? My number 1 gripe with the online community right now.
At its heart, the juggling is my biggest gripe. The game has a large number of moves and mechanics, enough to make it as interesting as Virtua Fighter or Dead or Alive, but most of them are meaningless. The gameplay really boils down to poke-confirm, combo into launcher, juggle, bounce, juggle, wall splat, 50% health off thank you very much. When on the receiving end of this, there is nothing you can do but go to the fridge, get a drink, use the loo, then come back in time for the last three or four hits. When dishing it out, you endlessly repeat the same combo time and again, which quickly gets boring too. It is the only game I cannot enjoy spectating either, as I quickly get bored of watching the juggles.
you could also stop throwing out unsafe pokes to reduce your chance of getting launched in the first place. Tekken 6 (like most tekkens in general) is just a very strict game, you just can’t be pushing buttons for no reason.
People are far far too rewarded for pushing buttons and jumping around like monkeys. Anti airs suck on most of the cast. Some characters have overwhelmingly more tools for offense than others. Blocking Heihachi/Kazuya is literally a guessing game because they both have so many overhead/lows they can switch up. The game is a blockstring/frame trap cluster fuck for the first 30 seconds most of the time and then once someone has the definitive life lead it’s turtle city while they run away waiting for the clock to run out.
I don’t really have a problem with the throws in this game because so many normals have huge frames on block. Right now the game is basically “blockstring, frame trap, confirm into combo”. With better throws it would be “blockstring, frame trap/throw”, which is even more boring considering the type of game it is and how knockdowns are basically meaningless. Plus it’s hilarious to walk right up to someone’s face and then launch them when they try to crouch tech.
That is not unique to Tekken. I cannot personally think of a single fighting game where an intermediate player cannot punish someone for unsafe moves and/or button mashing. If such a game exists, it must surely be the worst pile of garbage ever imagined. I have no difficulty with, and quite enjoy, playing a poke-based game in Virtua Fighter, so the concept of carefully using safe pokes is hardly alien to me
Color Edit being available in 1.0, without the colors or even the ability to really “edit” per se.
Quick Combo even being available under Customize, when your only current options are #1…or #2.
Removal of shortcut inputs being shoehorned to a (yet-to-be-released) assist gem.
I agree with tons of stuff in this thread. The amount of technical errors in this game makes it seem pushed out the door.
Something that hasn’t been mentioned though (okay, I didn’t read 20 pages of ranting, so maybe it has) is that now some charge moves require a precise forward to activate instead of down-forward. You can’t charge down+back, then press down+forward + button to do these moves. This made charge moves more lenient and allowed players to purposefully retain down charge while also doing a forward charging move. It hasn’t been like this in a modern sf game, and certainly wasn’t like this in SF4. This is bad for charge characters, some of which already seem like some of the worst characters in the game.
Just…fix the fucking sound without compromising the pretty good netcode (somehow)
It’s that much of a detriment to my enjoyment of this game I find my self hardly playing it at all. I can’t hit confirm shit, and I’m sitting there gently raging to myself whenever I play because I just can’t get over it. I need them hit and block stun noises, man. Oh yeah, before you tell me to play offline my friends are utter shit at fightan’ and have no real interest in them.