Tuffty
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Post by Tuffty on Jan 28, 2024 15:27:37 GMT
I don't mind the soundtrack actually, some stages like the NY looking one and Ortiz Farm are good. And I have a glaring weakness for cheesy sounding main themes and this one is so Revengeance sounding I think it has to be the same people that did it. Beat the Story mode. That was a load of anime bonkers and it was kinda great honestly. Some genuine surprises in there too The Tekken Force mode was a nice throwaway mode, I can imagine them adding it as a seperate mode later down the line. And I did like that the final battle was not the Angel vs Devil, but just Jin and Kazuya and that Jin goes through multiple phases of his old T3 moveset, Jun's moveset, Devil Jin's and eventually an amalgamation of all of them at the end. I think it's prob the best story mode thye've done? Absolutely steps all over Tekken 7's at least, you can tell the difference in budget as clear as night and day.
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Onny
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Jan 28, 2024 17:51:46 GMT
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Post by Onny on Jan 28, 2024 17:51:46 GMT
(Final battle spoilers) Yeah Jin doing the Tekken 3 intro stance and then having his theme remixed and his old moves was really really cool. And realising the final battle was them first trailer was excellent.
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Tuffty
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Post by Tuffty on Jan 28, 2024 17:58:09 GMT
I wasn't aware of this. Absolutely incredible feature you hope to be in all fighting games going forward
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Dgzter
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Jan 29, 2024 7:31:51 GMT
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Post by Dgzter on Jan 29, 2024 7:31:51 GMT
Yeah I’m full on early-stage hype mode with this now lol Can’t stop playing it; so fucking good.
It’s like the polar opposite of my MK1 experience, where I immediately rinsed the story (and loved every moment of it), then pretty much dropped off entirely when there was only the grind to do, as Invasions massively fell flat for me.
Getting not only the volume but the variety of launch content right, in addition to excellent practice/learning functionality, is so important. Feels like they’ve really nailed it with T8.
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Vandelay
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Jan 29, 2024 8:34:08 GMT
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Post by Vandelay on Jan 29, 2024 8:34:08 GMT
There does seem to be a lot of stuff to do, even if you just want to play single player. You have the main story mode, the character specific mini-stories and the arcade mode, along with the usual practice and Vs modes.
One thing I do miss about fighting games of old though is the unlocking of characters. I guess now that they have moved into being more multiplayer focused, people want to have all their favourite characters unlocked from the get go, but I quite like having that drip feed of content and the nice reward for progression. Plus, seeing the full character roster right from the start is quite overwhelming.
What are people's recommendations for trying out particular fighters? As already mentioned, I've mainly played the arcade mode. I like the way it encourages you to try new moves and new gameplay features as you progress through that, but the way it does this also feels like it disincentives you from mixing up characters. The Character Episodes mode seems quite a good way to have a quick go at different characters, but it also doesn't give you the nice introduction to character moves you get from the arcade mode and is basically like just playing some Vs matches.
Did I miss character tutorials somewhere in the menus?
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Bongo Heracles
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Post by Bongo Heracles on Jan 29, 2024 9:08:35 GMT
No, its weirdly comprehensive and weirdly not beginner friendly. It front loads tutorials for the new stuff like heat for returning players but heat isn't literally the first thing you'd want to learn as a brand new player. Im sure arcade quest eventually comes up with decent tutorials for things like 3d movement, dashing, jumping and all that but I don't think they should be drip fed, they should be in practice or practice adjacent, too.
I've found the best way to try characters is to go through their combo trials in practice. Seems like it gives a decent overview of what the player can do and a starter for 10 for easy combos to do in matches. Everyone has a billion moves, so it barely scratches the surface. Like some only use one of a characters two or three stances. It probably could use a Strive-esque user combo cookbook mode. SF6 probably has the edge here with character guides, for sure.
It also, wrt new players *still* doesn't have proper notation. If you can't do a combo, you will need a dash. Watch the demo, you usually launch, hit on the way down, DASH, hit on the ground. It never notes the dash. It also still uses 'while standing' and 'while crouching'. 'While standing' is the transition animation between crouch and stand, letting go of down and doing the move while standing up. 'While crouching' is literally while you're holding down in the crouch state. Its so dumb and inconsistent.
I'm a proper legacy player. I still have vague muscle memory from when I used to play it religiously 20 odd years ago but dropped off it almost completely in the 2010s and even I'm find it overwhelming trying to get back into it.
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Tuffty
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Post by Tuffty on Jan 29, 2024 9:11:33 GMT
Nothing character specific no, the only thing you can do character specific are the sample combo challenges and punishment training from the training mode. For me I like to do the sample combo training to see how it feels then hit the Arcade mode and see how I do. 8 back to back battles of increasing difficulty and just frequently pausing to see what moves I can try out and apply the sample combos in practice. Anything more than that I go to youtube and see if there's any other combos I could be doing, but really at this stage I'm just messing around. 30 characters, I am not gonna be able to learn them all, so just picking ones that look cool
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Bongo Heracles
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Post by Bongo Heracles on Jan 29, 2024 9:26:20 GMT
This was why I think SF6 did such a good job. I don't *think* you would have needed to go to YouTube to learn anything. I think it did a decent job of tutorialising the basics. Im not sure this does unless it does and has made it weirdly oblique. In other news, these just dropped this morning and I scored the King one. www.uniqlo.com/uk/en/men/featured/ut-graphic-print-collections
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darkling
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Jan 29, 2024 9:33:16 GMT
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Post by darkling on Jan 29, 2024 9:33:16 GMT
I always liked the ability to change stance in Tekken with characters like Hwoarang and Lei. Did that make it to Tekken 8?
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Bongo Heracles
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Post by Bongo Heracles on Jan 29, 2024 9:36:18 GMT
Virtually every character has, to a greater or lesser extent, got at least one stance, yeah. More often than not, its just a modifier to launch other moves rather than an actual change in the way you're playing, though. There aren't that many snake stances.
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Tuffty
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Jan 29, 2024 9:58:29 GMT
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Post by Tuffty on Jan 29, 2024 9:58:29 GMT
This was why I think SF6 did such a good job. I don't *think* you would have needed to go to YouTube to learn anything. I think it did a decent job of tutorialising the basics. Im not sure this does unless it does and has made it weirdly oblique. In other news, these just dropped this morning and I scored the King one. www.uniqlo.com/uk/en/men/featured/ut-graphic-print-collectionsI imagine with SF it's probably easier to do as characters are more unique, some have projectiles while some don't, some are charge characters etc. Tekken characters have prob 100+ moves each that all functionally play the same, its just what style of fighting you prefer. I think the sample combos are a good intro but yeah there's def some stuff I wish was explained more. Messing with Asuka yesterday and I saw some moves that said it puts her into a Naniwa Gusto state and I'm reading it like....OK? What does that mean tho, more damage or something because that would be nice to know as it's specific to her. Think a more detailed guide per character would be nice, sample combos, setups, running through what they can do better than other characters etc. Fighting against my own ghost helps to recognise what I rely on too much and try to be more diverse. Tried the replay against an online Kazuya that thoroughly stomped my shit in and even the replay suggestions didn't pop up as frequently as you'd expect. It was as if the game was saying there was nothing you could have done here, you just got bodied. But interesting to watch back all the same, if I'm gonna be losing, better be watching so I can recognise it for the future. Starting to see I'm using too many moves that give opponents the advantage.
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Bongo Heracles
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Post by Bongo Heracles on Jan 29, 2024 10:09:18 GMT
Yeah, I find it much easier to tell when its your turn and when you can or can't blow something up/get blown up in SF. Again, its definitely something that should be front and centre in a tutorial.
I imagine new players tend to go for the big bonk moves all the time and just keep getting jabbed to death.
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Tuffty
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Jan 29, 2024 10:13:04 GMT
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Post by Tuffty on Jan 29, 2024 10:13:04 GMT
Even that match against Kazuya, there's a string where he broke my guard which was all new to me. Tutorials can only teach you so much I guess and I fully appreciate I'm still learning the characters, didn't even realise Hwoarang had moves that gave him armor. Just need to keep at it, more matches the better.
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Psiloc
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Post by Psiloc on Jan 29, 2024 11:01:46 GMT
Stances, for me, are just something a combo or move sometimes transitions you to automatically, that informs your follow up moves. My main has stances but I almost never deliberately change my stance, I'm just dimly aware when what I'm doing changes up my moveset and I have a sort of mental repertoire of how things flow. I'm really liking the arcade quest at the moment. Even if it is just a fancy frontend to a series of disconnected matches, it's a really fun way of presenting it. It's kind of weird hearing characters talk about it as a game within the game itself and use IRL terminology and stuff I skipped the basic tutorials that it offers, but the advanced tutorials explained the new rage meter and some other things quite nicely and the suggested move thing has genuinely taught me some moves I didn't use. I think it's probably where I'd recommend newcomers go outside of the straight practice mode. I've been playing since Tekken 3 and I'm still overwhelmed when I look at a full move list. When I try a new character I find it better to just play against an easy CPU opponent/mode and just try stuff out. Most of the game is learning to react to an opponent rather than memorising big combos
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Bongo Heracles
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Post by Bongo Heracles on Jan 29, 2024 11:17:34 GMT
The move list being split now is good, that's kind of a tutorial in itself. Having the main things you should care about, sample combos and calling out 'Use this if the person is crouch blocking' and whatnot is useful and kind of a character overview. It does seem to be 90% heat focussed, though, and you don't spend a ton of time in heat mode, so a lot of slots are wasted (or maybe I just don't get heat yet).
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Post by Matt A on Jan 29, 2024 11:31:12 GMT
Does it still work the same in terms of using pokes to get stuns and frame advantage to get guaranteed combos? It sounds very complex.
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Psiloc
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Post by Psiloc on Jan 29, 2024 14:45:07 GMT
Honestly I've always found that kind of stuff so self-explanatory when you just play the game that I've gone decades without even learning the correct terms for such things. I often haven't got the faintest idea what people are talking about on fighting game forums.
I'm pretty sure what you've said there just means "if you get a hit in, you can potentially follow up with more attacks".
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wunty
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Post by wunty on Jan 29, 2024 15:22:08 GMT
I'm expecting this to drop through the door either today or tomorrow so have been messing about in Tekken 7. It's very good (in fact I'm absolutely loving it) but also very unlike other fighting games I'm used to. I'm almost exclusively a Mortal Kombat player so it's a whole new kettle of eggs.
Any characters that are quite newbie friendly in T7 that also appear in 8 that anyone could recommend for me to try and get my heard around the combat a bit? Been spending a bit of time learning Bryan and Feng's moveset so far. I'm liking Feng a lot. Not sure if there's maybe someone a bit easier that I could be trying first though.
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Post by Matt A on Jan 29, 2024 15:24:17 GMT
heh, yeah pretty much. I used to be into virtua fighter and the Japanese reduced the games to arithmetic. Working out the number of frames a stun lasts and compared with the number of frames till the first hit frame fires so you guarantee damage. Probably sucks the fun out of it and you're right, you'll get there instinctively anyway.
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Post by Jambowayoh on Jan 29, 2024 15:25:51 GMT
I'm expecting this to drop through the door either today or tomorrow so have been messing about in Tekken 7. It's very good (in fact I'm absolutely loving it) but also very unlike other fighting games I'm used to. I'm almost exclusively a Mortal Kombat player so it's a whole new kettle of eggs. Any characters that are quite newbie friendly in T7 that also appear in 8 that anyone could recommend for me to try and get my heard around the combat a bit? Been spending a bit of time learning Bryan and Feng's moveset so far. I'm liking Feng a lot. Not sure if there's maybe someone a bit easier that I could be trying first though. I'd give Leroy a shout as he's one of the best for a reason but, what? Hang on...WTF IS A KETTLE OF EGGS?!
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Vandelay
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Jan 29, 2024 15:34:02 GMT
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Post by Vandelay on Jan 29, 2024 15:34:02 GMT
How else do you boil your eggs?
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Post by uiruki on Jan 29, 2024 15:38:03 GMT
heh, yeah pretty much. I used to be into virtua fighter and the Japanese reduced the games to arithmetic. Working out the number of frames a stun lasts and compared with the number of frames till the first hit frame fires so you guarantee damage. Probably sucks the fun out of it and you're right, you'll get there instinctively anyway. As someone who got noticeably better at VF when I started paying attention to that, it actually added a new fun challenge to the game - identifying what I’d blocked and working out what I can safely throw back. Seeing something come at you that you know you can block and hit a launcher for a big combo is extremely satisfying. The new training mode identifying those opportunities for you is like playing alongside someone who knows a lot more about the game than you, and as you talk through it you just absorb a lot of knowledge. Since Tekken is much less systematic than VF and as a result is more about knowing both characters, that’s a massive positive.
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wunty
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Post by wunty on Jan 29, 2024 15:40:06 GMT
Cool I'll see what Leroy is like as well. It's a bit overwhelming as I got the complete version of T7 with about 7 billion characters.
It's simply a matter of being economical. Boil eggs in kettle you get eggs AND tea/coffee, ready together. Can't have a cup of tea without eggs.
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Jan 29, 2024 15:53:28 GMT
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Post by Jambowayoh on Jan 29, 2024 15:53:28 GMT
Can't argue with that logic.
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Psiloc
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Post by Psiloc on Jan 29, 2024 16:27:03 GMT
I think Law is a good newbie character... but tbf he's like my second so I may be biased.
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Onny
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Post by Onny on Jan 29, 2024 16:48:29 GMT
heh, yeah pretty much. I used to be into virtua fighter and the Japanese reduced the games to arithmetic. Working out the number of frames a stun lasts and compared with the number of frames till the first hit frame fires so you guarantee damage. Probably sucks the fun out of it and you're right, you'll get there instinctively anyway. As someone who got noticeably better at VF when I started paying attention to that, it actually added a new fun challenge to the game - identifying what I’d blocked and working out what I can safely throw back. Seeing something come at you that you know you can block and hit a launcher for a big combo is extremely satisfying. Yeah understanding what can be punished is a good fundamental skill to have in Tekken. Especially what you can do when blocking lows. I do think it needs a “system tutorial”. The VF4 one is to this day probably the best FG tutorial there has ever been and has formed the basis of my understanding for that game and Tekken as well. When you consider all the different ways you can get up or recover on tekken - even the different positions of your body on the floor and the different risks of recovery options - there are a lot of mechanics that every character shares. And then you can consider how high-mid-low attacks work, along with relevant crushes etc. While some bits like side stepping are somewhat fuzzier, there is still a lot of scope to go over the basics. For example, a big change in this version is that moves which require a QCF motion can be buffered from crouch. This is not mentioned anywhere in the game itself!
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Post by paulyboy81 on Jan 30, 2024 0:20:18 GMT
This is my first beat em up in a long while, Dead or Alive 4 was the last one I put any serious time into, although I've played around with Injustice and MK on and off as well.
Anyway, it's good, my first Tekken purchase since 3 believe it or not.
Also for anyone on Xbox, can grab this for about £22 on Gamivo. It's an Argentinian key, but it's as simple as firing up the VPN and going to redeem.microsoft.com, from there you just login and redeem the code as you normally would.
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Bongo Heracles
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Post by Bongo Heracles on Jan 30, 2024 9:12:37 GMT
I do think it needs a “system tutorial”. The VF4 one is to this day probably the best FG tutorial there has ever been and has formed the basis of my understanding for that game and Tekken as well. When you consider all the different ways you can get up or recover on tekken - even the different positions of your body on the floor and the different risks of recovery options - there are a lot of mechanics that every character shares. And then you can consider how high-mid-low attacks work, along with relevant crushes etc. While some bits like side stepping are somewhat fuzzier, there is still a lot of scope to go over the basics. For example, a big change in this version is that moves which require a QCF motion can be buffered from crouch. This is not mentioned anywhere in the game itself! So I played a bit more of arcade mode and....all that might be coming, maybe? I played for like an hour or something and it finally deigned to give me a tutorial on how to punish unsafe moves on block.... I get what they are going for but these tutorials should absolutely be front and centre and not locked behind hours of fucking around with gimpy little chibi goons. At this rate its going to take a day before they teach you how to dash. And while Im complaining... you still can't set your health to not regenerate in training which is kind of dumb ordinarily but Jun has a slightly annoying mechanic where here 'soul power' moves drain her life outside of heat and she has a stance to partially recover that health. You literally can't test any of that in training. Or gray life regen. Like I said in the other thread, this really needed going over by someone who has never played the game before. You can't be locking tutorials behind hours of content or introducing mechanics you can't practice with in practice mode.
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Tuffty
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Post by Tuffty on Jan 30, 2024 9:35:30 GMT
For example, a big change in this version is that moves which require a QCF motion can be buffered from crouch. This is not mentioned anywhere in the game itself! Plus if you're going from one move to another which requires 2 button presses, you can hold the first button down and tap the other. So one of Asuka's moves I think is 2, 1+2. You just tap 2, hold it and then tap 1 and it works. Again, pretty forgiving for execution, useful to know, but I don't think the game mentions it either (I'm like 1hr into Arcade Quest so maybe it will later)
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Vandelay
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Jan 30, 2024 10:14:07 GMT
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Post by Vandelay on Jan 30, 2024 10:14:07 GMT
Just finished Arcade Quests last night and it really did skip over some of those basics. Bongo mentioned punishing from a block and I think there is maybe one other tutorial after that for Heat Dashing.
I like the way they are presenting the tutorial, but it is true that a lot of fundamentals just aren't mentioned. Now that I've finished it, I'm left still going into fights and mostly button mashing. Against the AI it seems to be pretty effective (except when it suddenly isn't), but I am assuming I would be crushed by most people online.
I did do some combo challenges, which seemed pretty good. Within the confines of the challenges I was doing pretty well, although that all went out the window when I went into actual fights.
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