It means the player on the receiving end of a huge combo(which take like one launcher) get a chance to fight back even after all that damage.
It’s a far cry from an auto win. A rage comeback is not common at all. What’s wrong with giving the losing player a slight advantage? Considering it’s pretty easy to be at a disadvantage like that regardless of skill level.
I’ve been browsing a crap load of SDtekken vids and tournament matches and rarely see them. I suppose you’ll see a lot of them if you go out of your way to look for them.
That should be a good starting point for you to learn. Most of the crushing info will only be good for T5 and up, but you can apply most of that to the other Tekken games.
As far as starting characters…Use Paul. Simple to use, has alot of fundamental attacks in the game(generic d/f+2, d/b+4, standing 4, 8 frame jab, etc), and can still hang with the rest of the cast. There’s a reason why EVERY player can use Paul to some degree. Once you get comfortable with him grab a frame data chart and get a idea on how to use it for punishment and safeness of attacks.
Back on T6, I don’t think Rage balances anything the way that it is. Giving someone who’s about to die an advantage like that makes no sense. And Bound is thumbing the game down alot, because everybody shouldn’t have juggle+bound+wall rape for easy mode juggles that do half life+. I’m hoping that Namco will add another major patch before it’s internationally released.
One thing I have noticed though…matches last roughly the same amount of time in T6 they did in DR, so players aren’t really losing faster per se. We’ll just have to play it and see for ourselves I guess.
I had the same problem coming to 2D as I think you are having coming into 3D. Regardless if your going to get into Tekken make sure to look up the legend for the move documentation system. Namco uses one but all the fans use the buttons in a numerical system. Also as mentioned earlier stay away from Christie and Eddie. These characters can make you feel like your playing really good…until you play someone good and get whomped. Don’t ever trust the CPU to gauge how good your skills are because often times skilled matches operate completly differently. Most of the time you can rush the CPU and take it down where as you’ll run right into death doing that in a real match.
As for starter characters as was said earlier: Paul and Bryan are good choices. The only problem I see around my arcade is that there are so many Paul players that everyone knows how to block all his mixups and traps. Lee and Law are also good choices as they can put out some good juggles without getting too complex.
I don’t see what the problem with Rage is. It appears to kick in around 5% health. A lot of times if you’re launched, and a hit somewhere in there leaves you with 5% chances are the rest of that can be taken off in said combo. A lot of times characters will just rage and die, so to speak. But when they don’t, they are still quite close to death and their natural reaction would be an all out offensive, leaving them to act recklessly. That would leave them open for the easy kill. However, what the rage system does is that if it kicks in and you get free, back up and look for a good opening, you get a chance to come back. Makes things exciting.
Where do ppl get data like this? Every time I turn around some tekken player’s sick, pregnant, doing military service, going to school, etc.
I was curious about Leedy. Heard about retirement and military…
I do. Reward for losing=bad. That’s the general premise. I saw a Kaz player lose today (courtesy of geesendou, Joybox and YouTube) and if a player goes into rage mode without the involvement of a combo your basically increasing your chances of getting beat the fuck up. You can’t always get that big launcher and often times players go to simple pokes and mixup. Now, at the later stages of a round players are forced to resort only to big damage combos (well, not forced but…I say they’d be better off doing that) to prevent a counterattack from an enRaged opponent. I’d say that’ll stifle gameplay if anything. Both players sitting there waiting to punish the other, and hoping not to die. It’ll be like Tekken, really; just worse.
That’s the way I see it, but evidently nobody wants to have to think about controlling the opponent’s lifebar. Just like nobody wanted to have to think about positioning when walls were introduced.
Anyway my local arcade just got Tekken 6, in fact TWO head2head cabs, they haven’t received their cards yet. Somehow they read Clear Sky’s and my mind about getting the Asian versions with PCBs.
May not be the Noir cabinets, but the New Versus Cities are just alright.
Well, what can I say about Tekken 6, only that it’s full of awesomeness, I messed around with Miguel today and some Bob and Zafia, fatty sure is fast. But I like Miguel’s 3 hit combos of death.
Rage system is ripped straight outta KMG, but that’s ok since they are both Namco Bandai teams anyway.
They changed some of Marduk’s stuff I noticed, and the mofo is quite slimmer now.
Nin was right, T6 KILLS DR.
DR is like watching paint dry compared to Tekken 6.
I guess Van City is one of the first or the first place in North America to get Tekken 6 eh?
Superking, Toronto just got T6 2 days ago too (lovegety arcade has it now with 2 jap setups)
no cards or tekken net though. So the Asian (english) version is out already?
It is guaranteed after a “far” wall push, or a wall push with your back to the wall. Nevertheless, DR Steve does have damaging combos after a wall push (albeit only specific wall pushes though…).
I can only quote what I said again. To be honest, I am not sure if DR Steve depends on close/far wallpush, I always stand against close wallpush after he rushes me near the wall and as far as I know, wallpush gives +10.
But you’re right, from far wallpush, there’s qcf+1 possible guaranteed.