Why Tekken has the best control scheme of any fighter

Tekken uses the superior 4 button limb based system of combat, something all 3d fighters should use. It is the most intuitive control scheme for a 3d fighting game, and it amazes me others don’t use it. With Tekken you have more options than other fighters, thus adding more depth. Look at other control schemes when compared to Tekken:

Virtua Fighter - 3 buttons, punch, kick, and guard. Now this is extremely limiting. Unlike Tekken, where you can choose which limb you wish to use to attack with, in VF the game determines it for you. I press punch with Jacky, I could get a right jab or a left jab. Compare this to Tekken, where if I want say a left jab with law, or a right cross, I can hit the corresponding limb buttons. This allows for maximum intuitiveness.

Tobal - This uses 3 main attack buttons, High, Mid, and Low. This is one of the worst control schemes imaginable. You have no control over limbs or your attacks being punches or kicks, the game determines all that for you. The buttons simply decide whether your attack hits high, mid, or low. This is highly unintuitive and extremely limiting. It is also shallow. In Tekken, you have to figure out on your own which moves hit at which heights. Tobal it pretty much tells you, you know when you hit the high attack button, any attack done with that button will be high. Where is the depth in that? Instead of discovering things for yourself, the game just hands it to you. Tekken makes you work for that information.

Now another thing, take a character like Hwoarang. If he were in a game like VF or Tobal, he’d be ruined. Tekken’s superior limb based system of combat allows him to have so many moves. he can switch freely between stances, and has many kick attacks using both legs. Were he to be in VF, he’d be extremely limited and shallow, as now you simply press a single kick button for all his attacks. Tobal would be even worse, you’d now all the heights of the kicks laid out right before you, making him extremely predictable. What if someone was watching your stick as you play, and they saw the buttons you pressed as you attacked, they’d know which way to block since the buttons freaking tell you what height the moves goes.

Lastly, Tekken’s control scheme allows for something that is simple to learn, but hard to master. Games like VF and Tobal try to cover up their shallow control schemes by making the moves harder to do, using complicated motions. Look at Akira’s movelist in VF, his moves are loaded with nonsense motions like down back, down forward, diagonal up left, punch guard, forward kick. It’s needlessly complicated to fool players into thinking the game has depth.

Honestly, any new 3d fighter now is going to have to adopt the 4 button limb controls of Tekken if it wants to thrive. It’s simply superior to all other control schemes.

I play Tekken on my Logitech Steering Wheel.

Tekken control scheme is flawed!
I picked Steve one day and hit kick. Next thing I knew, he ducked. WTF GAME?!?!?

Quality thread.

But you know what I like about Tekken? That scene from the movie with that chick in a thong.

I picked Panda and it was a fucking bear. NOT INTUITIVE. I have no idea how to fight as an animal because I’m not one. WTF Namco, how does that make any sense!?

Easy, the limb based controls let you figure out what limbs to attack with.

Wow. I’m sure this amazing control scheme truly adds amazing amounts of depth to any fighter. Because depth is definitely not controlled by things like move properties and stuff.

tekken sucks

100% 4chan troll post copypasta.

The control scheme does add a ton of depth, believe me, and it’s more intuitive than VF or Tobal.

Now you wanna know a truly awful fighter? Dissidia. Not only is the control scheme terrible, the camera is too. Why is the camera behind the player like some action game or shooter? 3d fighters use a sideview camera, as this allows players to accurately judge distances between opponents for attacking, zoning, footsies. In Dissidia you honestly can’t tell, many a time my attacks would miss due to my perception of range being ruined by the damn camera.

I don’t really play Tekken hardcore, but I still don’t see how a button for each limb makes Tekken more intuitive than Virtua Fighter.

Mortal Kombat had the same scheme, but they had a “run” button, something tekken lacks. Why is it that I must input a direction twice to run, when I can simply hit a run button?

Pfft, Tekken…

Tapping forward twice is more intuitive and simpler than having an extra button just for running. same goes for blocking.

how is pressing something twice simpler than pressing something once.

nominated for article

Because to add a run button means yet another button to push, tapping forward twice is much easier. Unless you think SF should have a dash button.

I don’t understand why there is even a joystick is there to begin with.

This is why all the keyboard players have been winning tournaments all over the nation.

What about just one big button, and a basket of puppies?

:open_mouth:

Replace the puppies with kittens, and you got yourself a deal!!

A basket of kittens is fine too.