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Author Topic: Tekken 6 boss...  (Read 2914 times)

Offline Coredweller
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Tekken 6 boss...
« Reply #15 on: February 21, 2008, 03:57:11 PM »
Quote from: THX
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
Who\'s the big orange muppet with the purple top hat????  :o
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Offline Unicron!
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Tekken 6 boss...
« Reply #16 on: February 21, 2008, 04:29:46 PM »
Physics and animation seems kind of improved

Offline BizioEE

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Tekken 6 boss...
« Reply #17 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 ?
« Last Edit: March 11, 2008, 05:00:35 AM by BizioEE »
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Offline Unicron!
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Tekken 6 boss...
« Reply #18 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.
« Last Edit: March 11, 2008, 06:50:02 AM by Unicron! »

Offline Bobs_Hardware

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Tekken 6 boss...
« Reply #19 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.

Offline Unicron!
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Tekken 6 boss...
« Reply #20 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
« Last Edit: March 11, 2008, 07:16:21 AM by Unicron! »

Offline clips

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Tekken 6 boss...
« Reply #21 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....
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Offline Unicron!
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« Reply #22 on: March 12, 2008, 02:20:42 AM »
Yep, probably they should have included the wall evasion of Tekken 4.

Offline Bobs_Hardware

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« Reply #23 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.

Offline Unicron!
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« Reply #24 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.

Offline THX
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Tekken 6 boss...
« Reply #25 on: March 12, 2008, 01:21:34 PM »

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