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Playstation/Gaming Discussions => PS3 Discussion => Topic started by: clips on January 29, 2008, 09:04:54 PM

Title: Tekken 6 boss...
Post by: clips on January 29, 2008, 09:04:54 PM
Spoilers....if you haven\'t seen this game at all yet,..then don\'t proceed...now personally i think the boss is too big,..and it looks just hokey now...and out of all of the fighting games i like tekken the best, and even tho the juggling combos kind of define this series i think they need to evolve this system a bit...maybe make the fighting,(at least the juggling part) more realistic....i mostly like the tekken series for how they advance the story of the characters...no matter how crazy it is...i still like tekken...i just think they need to evolve the series a bit...



http://www.gametrailers.com/player/usermovies/140199.html
Title: Tekken 6 boss...
Post by: THX on January 29, 2008, 10:54:35 PM
a lot of people are holding out faith, but i think #6 will be a sore spot on the tekken series like #4 was.  combos are like frikkin killer instinct
Title: Tekken 6 boss...
Post by: §ôµÏG®ïñD on January 30, 2008, 01:16:02 AM
tekken is becoming shit. It\'s just overdone now.
Title: Tekken 6 boss...
Post by: Raz The Friggin Grea on January 30, 2008, 04:37:18 AM
Number three was the last one I enjoyed, after that I simply lost interest.

I do miss Killer Instinct tho\'.
Title: Tekken 6 boss...
Post by: Jumpman on January 30, 2008, 04:58:13 AM
Looks like Ridley.
Title: Tekken 6 boss...
Post by: politiepet on January 30, 2008, 05:07:24 AM
Quote from: Raz The Friggin Grea


I do miss Killer Instinct tho\'.


who\'s she?
Title: Tekken 6 boss...
Post by: clips on January 30, 2008, 05:37:09 AM
The boss is actually that creature from cloverfield!...:eek:.....:p
Title: Tekken 6 boss...
Post by: Paul2 on January 30, 2008, 11:26:04 AM
Lol
Title: Tekken 6 boss...
Post by: Unicron! on January 31, 2008, 06:11:33 AM
Yeah indeed the juggles are getting a bit overdone now. I ve noticed though that they reduced the damage they make, but still, it is annoying knowing that one little mistake will often end you juggled and loose a large proportion of your life bar.

I would have liked a lot more development on the ground fights instead of the juggling combos.
Title: Tekken 6 boss...
Post by: Bobs_Hardware on January 31, 2008, 02:59:15 PM
Juggles are huge, but to be honest, the only characters I\'ve watched videos of and thought "That\'s fuckin\' broken.." are Kaz and DJ.

Raven looks fun as hell without too overpowered juggles, so I\'m happy. :)

I think the game looks fun. If only they gave the characters more health, or added a second life bar (vis-a-vis a tag option) to off-set the juggle damage.

My city\'s main arcade gets the game in today, so I suppose Brisbane\'s entire scene will be around to check it out at some point. I suppose I\'ll post impressions for anyone who\'s interested.
Title: Tekken 6 boss...
Post by: Unicron! on February 03, 2008, 04:12:04 PM
Quote from: Bobs_Hardware
Juggles are huge, but to be honest, the only characters I\'ve watched videos of and thought "That\'s fuckin\' broken.." are Kaz and DJ.

Raven looks fun as hell without too overpowered juggles, so I\'m happy. :)

I think the game looks fun. If only they gave the characters more health, or added a second life bar (vis-a-vis a tag option) to off-set the juggle damage.

My city\'s main arcade gets the game in today, so I suppose Brisbane\'s entire scene will be around to check it out at some point. I suppose I\'ll post impressions for anyone who\'s interested.
I am interested. I am really worried about the overdone juggles despite that I am pretty good at them and can do lots of damage myself

Namco should take some hints from Virtua Fighter to make the attacks of each character feel more engaging.

One of my biggest complains compared to Virtua Fighter is that the interactivity between attacks is not as natural. They are slightly off. In VF you can really feel the attributes of an attack, and you can predict their effectiveness because they act and interact in a more natural and realistic manner.
Title: Tekken 6 boss...
Post by: THX on February 04, 2008, 09:37:03 PM
Nancy!

http://www.youtube.com/watch?v=IU_p_hJzVu8
Title: Tekken 6 boss...
Post by: Unicron! on February 05, 2008, 02:35:08 AM
what the...WOW!!
Title: Tekken 6 boss...
Post by: Bobs_Hardware on February 05, 2008, 05:19:56 AM
rofl

Someone at the arcade was telling me about that today.

Anyways, played fairly extensively today. Though, mostly against scrub level players. Still adjusting to the new systems and the new moves. But I can tell you the game is damn fun and well worth looking forward to if you have a healthy arcade scene.
Title: Tekken 6 boss...
Post by: THX on February 21, 2008, 02:55:54 PM
This Yoshi player makes me wet: http://www.youtube.com/watch?v=SFxOVxMsc7s

Not sure if it\'s Souten (Japan\'s best Yoshi player) but the style is familiar.  I have to say, the more I watch these videos the more the game is growing on me.  But I still need to play it ;p
Title: Tekken 6 boss...
Post by: Coredweller on February 21, 2008, 03:57:11 PM
Quote from: THX
This Yoshi player makes me wet: http://www.youtube.com/watch?v=SFxOVxMsc7s (http://www.youtube.com/watch?v=SFxOVxMsc7s)
 
Not sure if it\'s Souten (Japan\'s best Yoshi player) but the style is familiar. I have to say, the more I watch these videos the more the game is growing on me. But I still need to play it ;p
Who\'s the big orange muppet with the purple top hat????  :o
Title: Tekken 6 boss...
Post by: Unicron! on February 21, 2008, 04:29:46 PM
Physics and animation seems kind of improved
Title: Tekken 6 boss...
Post by: BizioEE on March 11, 2008, 04:49:08 AM
Tekken 6: Hands-On Preview.

Quote
New to the series are multi-tiered stages akin to those in the Dead or Alive or Mortal Kombat games. It\'s very cool to knock somebody through the floor and into the level below, but it doesn\'t really add anything meaningful to the gameplay. Every character has completely re-done animations for their every move, something which has admittedly been sorely needed. Tekken 6 also features day/night cycles, and a larger health bar, but the most important and gameplay affecting changes are the introductions of "item moves" and a "rage" system.
The item moves are self explanatory. Enhancing on the character customization possibilities found in Dark Resurrection, items bought can now be used during gameplay meaning that dramatic finishes should now be ever more common. The new "rage" however is probably the most gameplay affecting feature and allows your character to deal more damage once your health bar starts flashing red. Essentially what this means is that your enemy will potentially be at their most dangerous just as you going in for the finish and it should, in the higher skill level matches at least, allow for some spectacular comebacks. How these changes will impact competition play is yet to be seen, but from my hands on experience I found them to be very welcome...


http://games.kikizo.com/news/200803/027_p1.asp

It\'s mine!

...anyway, it\'s just the arcade version of Tekken 6, and we\'ll see what kind of improvements and/or what they will add for the PS3 version;right now Tekken 6 is 720p at 60 FPS, maybe on PS3 they will manage to achive 1080p at 60 FPS ? we\'ll see, as Namco have time to add and improve things...and Tekken 6 not having the same depth as VF5 ?  thoughts ?
Title: Tekken 6 boss...
Post by: Unicron! on March 11, 2008, 05:11:08 AM
AND mine! ;)


Hopefully I will have a better upload connection until then too for better online play.
Title: Tekken 6 boss...
Post by: Bobs_Hardware on March 11, 2008, 05:48:45 AM
Tekken has never had the same depth as Virtua Fighter.

But that\'s not why people play Tekken. It\'s fun, and lots of other people play it. Therefore, there\'s competition.

T6 is good, but the problems:

 - Rage is completely pointless, and serves no purpose but to help the player who has gotten beaten down the most, fastest.

 - Bound just makes juggles too long. Sure, at high level play, it\'s surprisingly difficult to land a launcher, but for your average players, the random hopkick into huge wall-carry into even more huge damage is almost insufferable. If the juggles ended at the bound into oki, that\'d be sweetness.

 - Backdash and sidestepping has been nerfed. I guess to encourage more attacking at close range, but it\'s just a pain in the ass and encourages people to hold~B.

Regardless, the game is still damn fun. Particularly if you\'re the one landing the juggles.
Title: Tekken 6 boss...
Post by: Unicron! on March 11, 2008, 07:06:54 AM
They should have considered all the things you pointed out, since they were partially problems found in Tekken 5 as well.

The majority of the fight ends up being a straggle to get someone juggled or hit him with an attack that leaves him vulnerable for multiple hits.

Tekken 2 was the last tekken that involved effective turtling (similar to VF) and added some depth to the fight. Tekken 4 was probably the last effort to give emphasis to the defensive aspect with site steps and environment positioning. Every game is getting too offensive as it evolves. And one thing I hope is fixed is the engagement between each characters attacks. The interaction between these moves often doesnt make sense. And there is a huge deal of moves that are pointless and suicidal to perform, or moves that are only useful for juggles.

edit: "rage" can really turn the tides, way too much based on these so called "death" combos. To a degree that you wonder if it was a good idea.

http://www.youtube.com/watch?v=sTeWYQndTlg
http://www.youtube.com/watch?v=vX3Wgn8whDQ
http://www.youtube.com/watch?v=w-SEAgvbAww
http://www.youtube.com/watch?v=JoTYwtdE7Nw


Even if you have full health you might get literally obliterated by someone who had almost no health at all
Title: Tekken 6 boss...
Post by: clips on March 11, 2008, 08:02:35 PM
I hate the rage meter,....now battles will be even more unbalanced...get rid of the rage and tone down the juggles...i don\'t mind the borders,..but if you get cornered, you should be able to block and counter your way out of it,...the way it is now, once you\'re on that border, it\'s over....
Title: Tekken 6 boss...
Post by: Unicron! on March 12, 2008, 02:20:42 AM
Yep, probably they should have included the wall evasion of Tekken 4.
Title: Tekken 6 boss...
Post by: Bobs_Hardware on March 12, 2008, 06:09:39 AM
That\'s not true. Back to the wall is a disadvantage, but it\'s not over.

Those death combos are nigh on impossible to hit in-game, btw.

And Tekken 6, like Tekken 5 is heavy on the turtling. It\'s essential at high-level play.

I agree that they should include more wall-specific moves for each character, though. Just to help them get their backs away from the wall.
Title: Tekken 6 boss...
Post by: Unicron! on March 12, 2008, 11:53:07 AM
I have to agree it is not over, but it can often deal too much damage before someone can get away from it. It is a problem especially when some characters can exploit these situations more brutally than others. Lee for example can deal massive damage with his easy to perform 2 kick+somersault move, while Jin has less powerful exploits. Especially if you consider that Lee can start a long juggling combo before ending you on a wall with these hits.  
http://s10.photobucket.com/albums/a117/Vigil22/?action=view¤t=6850d24e.flv

I was referring to a specific backdash in my previous post. This was removed after Tekken2. Its great use is very eminent if you play against a highly skilled Tekken 2 player or in ultra hard mode. I appreciate its use a lot lately since its still intact in a similar form in VF5.
Title: Tekken 6 boss...
Post by: THX on March 12, 2008, 01:21:34 PM
^^ Bryan Fury has a better combo ;>

http://youtube.com/watch?v=7iz1LCpqtSY&feature=related