I am reading that people are saying the health bars are a bit low on the screen, anyone confirm or deny? Not a deal breaker for me but kinda odd having your characters head bob up and down through the health bar.
Tekken 6
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Re: Tekken 6
Unless you are a huge wrestling fan, Tekken provides far more depth 40+ characters, and you really have to dig deep to master them. Most people can pick and play this game by "mashing buttons" and fare well against low level players, but if you fight someone who knows what they are doing it won't be close. But, I am biased I guess. I have been playing this game since the PS1 days.Comment
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Re: Tekken 6
Unless you are a huge wrestling fan, Tekken provides far more depth 40+ characters, and you really have to dig deep to master them. Most people can pick and play this game by "mashing buttons" and fare well against low level players, but if you fight someone who knows what they are doing it won't be close. But, I am biased I guess. I have been playing this game since the PS1 days.Comment
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Re: Tekken 6
Courtesy of: http://www.tekkenzaibatsu.com/
Hi everyone. I'm not actually asking a question, I'm posting info for those who have never played the game. (I've got a number of T6BR machines and a great scene near my area, so I'm pretty fortunate in this regard.)
Since the T6 that we'll all be playing come Oct.27 is T6BR, everything posted here will be talking about T6BR, and not the vanilla T6 that no longer exists.
Info sources: SDTekken, TekkenZaibatsu.Com, Local Testing
Just in case you guys are wondering: who the hell is this dude posting: some of you guys may know me from other fighting game forums, such as SRK and 8WR: My nick there is XLCowBoy (Yep, I'm the guy who put together the Lars movelist FAQ)
Also, this is intended for people who are:
Unfamiliar with T6 because they don't have an arcade near them
First-time/Beginner Tekken players
People who think that memorizing 10-hit strings are actually a good idea (No.)
People who think Tekken is all about launchers and button mashing (No.)
Before we begin, you'll need to know the notations:
LP (left punch) = 1
RP (right punch) = 2
LK (left kick) = 3
RK (right kick) = 4
Right, let's get on with it...
The Fighting System:
If you haven't been keeping up with Tekken, there are a number of changes and improvements that have been made. Some of these include:
The fastest moves in the game are 10 frames. No more 8 frame jabs, etc.
Hitboxes have been tightened, which means that a lot of moves have picked up evasive properties (e.g. a kick with a low ducking animation can "slip through" mid hitting moves if timed right.) This also means that sidesteps/sidewalking has been refined significantly.
Juggle damage has been reduced. While it is not uncommon to find large damage juggles in 3D fighters (Virtua Fighter has 50-70% juggles), players wanted the damage reduced in Tekken, and so T6 is a reflection of that.
A new feature, called bound, or B! for short, has been added.
Tekken's wall game has been tweaked. A lot of it revolves around wall splats, or W! for short.
Low parry is now universal, but unlike DR, where a low parry placed your opponent in a crouching state, a low parry in T6 puts them into bound.
New "tracking" moves have been added
The "nerfing" of back dashing.
The inclusion of item moves.
The inclusion of rage.
Dynamic Stages - wall breaks and floor breaks
What is Bound?
Overall, Bound moves are essentially combos extenders, but when/why/which to do depends on the situation. A Kazuya combo in the past would something like EWGF (f~df+2), EWGF, EWGF. In T6, you can now do EWGF, EWGF, db+2 (Kazuya's elbow, which causes bound) B!, EWGF, dashing EWGF.
However, because characters have several moves that bound, and each of these moves have their own recovery animation, some moves which work post-B! will not work when the bounding move is different. To explain:
Lars has a bound move which is done by f,b+2,1 - and afterwards, DE 1~SE 1 (f+3,1~F+1) is guaranteed.
Lars also has a bound move which is done by WS+2,1 (while standing from crouch, 2,1) - but the DE 1~SE 1 post-B! combo does not connect because of the bound move's recovery animation.
So yeah, you do need to know what options you have.
Also, some bound moves can catch tech rollers (a way to get up after a knockdown), and places them in bound. This benefits (and balances) characters that don't really have crazy good okizeme, like King (his db+2 elbow hammer will hit a backroller, bound, and then he can do a spinning powerbomb air throw).
Yes, you can do air throws post-B!
Juggles, Walls, and Bound Primer: (these are default properties)
Default: Bound can't be done twice in a combo. "Double" bound only happens if you manage a stage floor break AFTER you've done a bound move.
Default: Wall splat can only be done once on a wall. However, if you're able to re-carry the opponent to another wall, it's possible to get another (side) wall splat. Is it possible to do 3 wall splats in one combo via 3 different walls? Maybe, but I AFAIK, nobody knows yet, and the stages aren't exactly setup to allow for that to happen (although somebody might just be able to pull it off on a combo vid).
Default: After a wall splat, the rule of thumb is that you're given a window that allows for 3 more hits, depending on the speed. Speed-wise, think Paul's d+4:2:1+2 (All 3 hits will connect). Rapid-hitting mid attacks (such as Steve's hundred punches) will net you more hits however, but not all characters have those moves. Likewise, you won't have the time to connect 3 slow but powerful attacks post-wall splat. Maybe 2 at most.
Default: Air-throws in combos do not scale. Which explains why King can be extremely dangerous: e.g. Counter Hit FC~df+2, db+2 B!, 2,1, f+1, f+2,2,1, df+1,2, W!, iSW (instant shining wizard, or fff+2+4) = the iSW's damage will still be at full power.
Why are Tekken's juggles a core part of the game, especially with damage reduced:
In T6, you'll be lucky to get 50% without any wall or a CH (hitting on counter). They've nerfed damage considerably, so nailing a CH hit (non-juggle/non-launcher) can net you significant damage. IIRC, MYKjamgi (TZ moderator) mentioned that Bryan's mach breaker (ff+2) on CH can net you around the equivalent of a post-low parry combo. It's not that stand alone moves got beefed - just combos got nerfed, which leads to the question:
You ask yourself: do I try to take them to the wall for some extra wall damage, and corner pressure? Or do I drop them in front for a chance to apply oki (short for okizeme) which "resets" the juggle (thus leading to another B!). I might have decided to go for a reset, and the opponent successfully defends, then I lose the small extra guaranteed damage I may have gotten if I chose to take him to the wall instead.
The other benefit to "taking them to the wall" is the opportunity for a move which gives you a W! (wall splat). Your wall options are major reasons why you need to know each stage very well. Knowing which of your moves can net you a high wall splat from halfway across the stage could spell the difference of the match.
In a non-walled stage, you lose the choice of being able to take the opponent to the wall, but you're given slightly more spacing options.
Stage Breaks:
Floor Breaks - as noted above, floor break = bound. However, since your character is also recovering from the fall, your post-B! window is actually rather small.
Wall Breaks - touching briefly on wall splats above, a wall break essentially means that you net a wall splat, where on default you should only have 3 free hits, a wall break leaves your opponent stunned in mid-air, meaning that you can continue "floating" (not launching, as they are already considered airborne) your opponent for more than 3 hits. However, a wall break or wall splat does not reset the combo, so no, you can't re-bound them after a wall break.
Item moves:
Item moves are taunts. Nothing more. Think SF3 Shaun's basketball taunt. They're slow as hell, do very little damage, and are easily avoided. Although they are good for a laugh if you think you can catch your opponent sleeping (e.g. they're on their last bit of life, and are running away thinking there's nothing you can do to catch them, and then you slowly pull out your gun, and shoot.) I've won twice this way, and the looks on their faces are priceless.
Tracking moves:
With the improvement of Tekken's sidestep and sidewalk game, Namco also saw fit to introduce tracking moves. If you've seen some recent videos on YouTube, you may notice a few moves that have a white "streak" or tail. These moves "track" your opponent in such a way that if they sidestep in the direction the move tracks, they will get hit. Some moves can track both left and right, but aren't game breaking in the least (annoying maybe, but not broken).
Rage:
Not unlike SF4's ultras - rage kicks in when a player is down to his last 5-10% of life, and acts as a comeback tool as it ups the raged player's damage by +30%. This also helps keep the winning player on his toes, making the matches very exciting. Most (all?) top Tekken players no longer complain about rage because when a player is down to his last bits of health, it doesn't take more than a sweep or launcher + one or two free hits to finish them.
Backdashing and Backdash Cancelling:
Backdashing is a technique that exists in a lot of fighting games, but only Tekken has backdash cancelling. To explain:
Q: What is backdash canceling used for?
A: You can use it to space away from your opponent, creating more room. You can also use it to force more whiffs. The fact that you cancel one backdash to another makes it a much quicker movement option.
Q: How is it done?
A: back, back, down/back, back, down/back, back....
Essentially, the only full backdash that you have to do is the first one. Afterwards, the down/back input counts as the first input of your next backdash, allowing you to do it much faster.
Q: I'm getting caught while I backdash (getting hit). What am I doing wrong?
A: You could be doing one of two things wrong:
1) You spent way too much time during the down/back, back input, forcing your character to go into a small crouch (coincidentally, this crouch WILL block lows but will let mids hit you).
2) You're doing the d/b, b input really well, but you let go of the stick too early. Even when you just do ONE backdash, if you hold back during the entire duration of the backdash, it will still block. If you ever let it go, it will no longer be blocking. This applies to the initial backwards movement animation. So make sure that your transition from b, letting go of the stick, d/b, b is completely flawless.
Q: Why can't I do backdashes well with Paul, Nina and Bryan?
A: Their sways make it extremely hard to BDC consistently. What you can do in this occasion is "stair step" (coined by Neorussel), which just involves backdashing, doing a short sidestep, and backdashing again.
Q: When should I BDC?
A: Whenever you feel the other guy is too close to you. Whenever you want to create space. Actually, you can pretty much BDC all the time and you'll avoid a lot of mixups.
Q: Which characters have the better backdashes in the game?
A: The only one which I can confirm about having the best backdash in the game is Marduk. The rest that I am about to mention are just me assuming: Eddy, Law, Jack, Julia. Lei has ha-ha step but it's much more hard to do, although it IS by far the fastest backward movement.
Source: TekkenZaibatsu.Com
So how was it nerfed?
In the past, BDC allowed characters with strong punishers (Mishima's notably) to rule the game, as it allowed them to space effectively, and punish with powerful moves. In T6, BDC has been lessened, meaning Mishima's, who already have powerful punishing tools, have been balanced out considerably, as they can no longer create the space they used to. This means that characters with less powerful punishment tools, but have "stance-based back dash cancels", such as Lei, can now space effectively.
Yes, T6 is incredibly balanced. The popular opinion amongst the top players is that T6 is the most balanced Tekken has ever been. Which is amazing, considering that are 37+ unique characters.
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Right, that covers the basics I think. For more detailed information (especially character-specific ones), do visit TekkenZaibatsu.Com, as they have the biggest resource of Tekken info.
I'll cover what I know from the console version in the next post (info via SDTekken's latest podcast, in case you want to hear about it in full).Comment
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Re: Tekken 6
In all fairness the game is officially released tomorrow.
I am glad they did it that way, so all you early birds don't get an unfair advantage. :wink:
EDIT: I heard that the online has a lot of lag. Can any of you guys that have it already confirm this?Last edited by LingeringRegime; 10-27-2009, 01:31 AM.Comment
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Re: Tekken 6
9.2 from Teamxbox:
Tekken is a near-perfect port of the arcade experience fans have been lining up to play. Newcomers and veteran gamers alike will love jumping headfirst into the fight.
This is how a fighting game needs to look. From the first punch to the final beatdown, Tekken 6 raises the bar to a whole new level.
Tekken 6's musical score is topnotch, matching the cinematic feel of the game. The voice acting, though, is a mixed bag ranging from the really good to the really cheesy.
With a cast of more than 40 fighters, a host of unlockables and an endless supply of online and AI opponents, there's more than enough to feed your fight-game hunger for a long time to come.
The old "if it ain't broke, don't fix it" adage applies here. Still, a few minor tweaks here and there polish up the gameplay. Scenario mode, though, tarnishes a little bit of that polish.
http://reviews.teamxbox.com/xbox-360/1793/Tekken-6/p1/Comment
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Re: Tekken 6
Initial thoughts on the game so far. (PS3 Version)
Positives: The momentum and speed of the fighters feels incredible. When someone gets hit you really feel the impact of the blows. The smoothness is also wonderful. The customization options are varied and deep. Also, there is an option to save and upload replays. (Ranked Matches, View them under gallery.) Custom Soundtracks as well. Just played an online match and it was buttery smooth, felt great. (Not sure what the complaints were about.)
Negatives: The loading times are a bit long, and on the PS3 version there are noticeable jaggies. (Especially on the loading screen.)
EDIT: There is an option to install on the HDD so that should take of the slow loading screens.
Verdict: If you enjoy fighting games you owe it yourself to pick this one up. 9/10Last edited by LingeringRegime; 10-27-2009, 12:37 PM.Comment
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Re: Tekken 6
i am excited about this game. gonna get it today after workMLB: Texas Rangers
Soccer: FC Dallas, Fleetwood Town
NCAA: SMU, UTA
NFL: Dallas Cowboys
NHL: Dallas Stars
NBA: Dallas Mavericks
I own a band check it outComment
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Re: Tekken 6
It's a fighting game.........this game will greatly be over looked with the Ballad of Gay Tony coming out Thursday, ModernWarfare 2 and Assassin's Creed 2 coming out in mid November. Hell Borderlands came out last week too. And dont forget the Dragon game coming out next week.Comment
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