Are… are there four versions of Kyo in KOF 2002UM?? Can anybody explain? @6-let ? …
I count, at least:
- Kyo
- Kyo-1
- Kyo-2
- Kusanagi
Is anybody else secretly Kyo in 2002UM? …
Are… are there four versions of Kyo in KOF 2002UM?? Can anybody explain? @6-let ? …
I count, at least:
Is anybody else secretly Kyo in 2002UM? …
What are some of your favorite one-liners (win quotes, intro quotes, etc) from fighting games that go super hard and help demonstrate a character’s personality?
(cc @bison2winquote ??)
Here are some of mine to get you started:
Haha oh noooooooo.
That was a hell of a whiff punish though.
Video from new Tekken content creator and game developer Valerie Palerie on, like the video says, how to overcome intermediate level Tekken where you kinda know what you’re doing and move into higher-level play. Tools for thinking about move weaknesses and game balance.
Really interesting discussion. If you’d rather read a guide than watch a video, here’s mostly the same content in text form!
That Blasted Salami’s video on Tekken 3, including the competitive meta, such as it was at the time.
It is recognizably the game we play nowadays, in a way that games like Tekken 2 and Tekken 1 are recognizably not. The movement, ground attack, punishment and juggle system all came together to make something magical. The graphics were incredible for their time, and still today retain a clean, functional simplicity.
If you weren’t around at the time (1997 for arcades, 1998 for PS1 home release), it’s hard to explain how amazing this game looked. We knew, and could to an extent read about, how this game was motion captured. Eddy was mind-blowing – he got me and a few of my friends got into real-life capoeira, eagerly learning about it on the nascent web and eventually finding IRL classes. But just overall, the game as a whole felt sprawling, just full of endless possibilities. We knew that the skill ceiling here was enormous, and to mix metaphors, we were just wading on the shores of a vast ocean of Tekken possibility.
Tekken 3. Just a classic. If you haven’t spent much time with it, please watch this video. If you have spent a lot of time with it, you’ll know that you want to watch this video.
eeyyyyy, hit Blue ranks again with Kazuya – this time on Steam.
Going to try to do that with Armor King, the rest of the Mishimas, and Anna too. Should be pretty doable.
I feel, at least on the US West Coast, the competition is a bit stronger on PC than on PS4. This may vary by region.
One of the things that’s pretty different in the experience of playing ranked (at least in the mediocre-to-almost-OK ranks here) on Steam here is that it seems like there’s more character variety. Playing through Red ranks again and again on PS4, I found I got a lot of points just from knowing how to fight against kind of same-y Laws, Kings and Alisas. That’s much less true for the Steam population, I found.
What we really need, of course, is crossplay across all the platforms.
Who do we think will be the other Season 4 character for Tekken 7?
Jun? Angel?? (they would fit with the “HOPE” theme in the S4 trailer…) … Wang? Bruce? Somebody else?
Oh yeah, maybe a guest from Yakuza. I feel that would be hype for some people, but also a waste of an opportunity for a story segue…
Going to do a 100 fighting game kumite myself real soon. Working on the list at the moment. I had my friends do request and I would add the rest myself.
Big thanks for @alexr-fightgames for the concept and I’ll announce when I do make it happen on stream
Hooray woooo! Thanks @6-let , best of luck, excited to see what weird stuff you dig up!
One of the concerns with Tekken 7 balance right now is that as of S3, damage output on combos is too high – there’s been some pretty good power creep and everybody has big danni, wall carry, and then wall combos. So rounds can be over quite quickly, off of like one or two interactions.
It’s a legitimate concern!
There are two easy-ish, universal changes they could have done to address this:
Other changes, I’d argue, would be more invasive, and would change the “physics” of the game – combos that used to work would break, and that would suck. You could also specifically re-tune individual moves, and I’m sure they’ll do a lot of that too, but surely they’ll miss some things that individual players would want re-tuned.
Option A has a drawback too – it would feel like your character is getting nerfed. When you’re in practice mode, and you think “oh yeah, I worked hard on this combo, and it does 72 damage”, and then suddenly it does less than that, you’d feel like something was taken away from you. And that’s no good. (OBLIGATORY CORE-A GAMING VIDEO on buffs vs nerfs)
This is going to have some effects on balance too – as a few people have pointed out, it makes it harder to be a poke-heavy character, like say Kazumi or Shaheen, but it’s hard to know beforehand how much it will affect them.
Say, hypothetically, they increase health from 170 to 200. If you were going to win a round with only Kazumi’s df+1, it would take you 17 hits in S3, but 20 in S4. But an increase of 30hp will only save you from half a combo, and not even from an entire throw…
Obviously Kazumi and Shaheen can do combos too. Maybe this won’t shake up the metagame that much. We’ll see!