Tekken 6BR system

Discussion in 'General' started by zakira, Oct 27, 2009.

  1. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
  2. Petrovsk

    Petrovsk Active Member

    OMG the bad man said dice and VF5 in the same sentence. Crucify! Crucify! No, I merely stated two perfect (read: equal) players will see an end to the match because there is no defense that works 100% and who wins would truly be a coin toss, sort of like how you bet on two boxers, even though the one that won obviously didn't do so through luck. And if that still confuses people, I'll have to blatantly state in a signature that I prefer VF to Tekken any day.

    Tekken, for lack of better words, is more turtle friendly. The pacing of matches is generally more driven by the fact that you have to try something in order to lower your opponents lifebar, so often it can be more baiting and patience than VF5. And for FFS, that doesn't mean its absent in VF5 and vice-versa. The two games are more similar than anything.
     
  3. wrinty

    wrinty Active Member

    Yo they couldnt ask some devs for fv5 for help with this ....fuck


    anyway yeah tekken is mor turtley because lack good throws easy to escape
     
  4. SuperPanda

    SuperPanda Well-Known Member

    SS actually IS reliable, but it depends on your character. A Jack player shouldn't rely on it for example, because Jack's size makes SS a risky option, but Jack's range, damage output, and juggles (and he has throws AND lows that are hard to spot) balance him out.

    ---

    LOL@ambassador comment. I was doing the same for VF for years, I'm just waiting for 5R like everyone else, and I'll be all over that like white on rice.

    ---

    I won't say T6 is turtle-friendly. This is probably the least turtle-y Tekken there is. Just waiting for an opening is risky because so many characters (all?) have some sort of low that will knock down on normal, or a throw mix up, or a low/launcher mixup. You're better off trying to maintain your offense, creating opportunities, and using the low/throw/launcher mixup, although some characters seem to be designed to be turtles (Jin, Alisa).
     
  5. Dennis0201

    Dennis0201 Well-Known Member

    Thanks for all the info and I'm getting better with TK system.
    But somehow I still feel uncomfortable......and I can't even remember the move list....they are TOO MANY!!!!

    Btw, can anyone tell me how to defeat the final monster? I would like to pick him if it's possible!!!!
     
  6. Bleed

    Bleed Active Member

    I'm liking Lars a lot, his patterns are confusing at first but he's fun to use the more you learn, like with Lei Fei.

    To remember all the moves, what I do is learn a few. Play arcade with those I know. learn a few more... play arcade, within 2 hours I usually remember everything.


    To beat Azazel on ultra hard with Feng Wei, I just spam the uf+4 launcher and do a simple juggle like df+1, f+2,1,2.

    Run up to him and do the hop kick again. He gets countered a lot because the kick is fast and his moves are slow.

    I tried with Lars, but couldn't beat him yet.

    That's one thing I don't like about the boss fights, feels dumbed down. Basically you find a trick and abuse it to win. It's a challenge till you figure it out. After that it's rinse and repeat.
     
  7. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I was just thinking how some people look at Tekken and think it's about spacing and whiff punishing with launchers while VF is more guessing based. I think that Tekken is played that way because the guessing game is so strong that players would rather put themselves at open ground, with neither opponent having an advantage, just so they won't have to guess and risk a mistake (as a general strategy and dependant upon the character that you're using). Players at an advantage have to guess too. It's just that they generally stand to reap greater benefits in this situation. You must consider that strong evading, crush moves, and low parrying can allow an opponent to turn the tide of battle quite severly, so obviously attacking when advantaged isn't always the best thing to do and can be quite risky depending upon the circumstances.

    I'm also thinking that VF is becoming more like Tekken with each game. If you compare how easy and effective movement is in VF now (think of how convoluted Minami Step was and how crouch dashing in VF5R gives an instant crouch) along the amount of moves that give pushback and crush (for a lack of a better term) now compared to VF4, you might understand. These things have facilitated defense and attacking from disadvantaged situations, raising the chances that you'll apply your advantage incorrectly and pay for it. VF5R is a high damage game like BR too, making those penalties higher. I think that movement is more important to VF now than it has ever been, along with risk of pressing advantages. IMO, the way both games are played has narrowed to a certain degree.

    VF has more mechanics lending greater creativity to what can be done I think. But that's not to say that Tekken doesn't have strong guessing games.
     
  8. SuperPanda

    SuperPanda Well-Known Member

    ^^^ Well spotted.

    ---

    I was just thinking about VF's ETEG and Nitaku, and I guess in Tekken, you could look at it like this:

    Standing block > high attacks (excluding frame-guaranteed punishers) and Mid moves that KND, including launchers and crouch throws
    Low sweeps/launchers and throws > standing block
    Low parry/crouch block > Low attacks/sweeps, high attacks, and throws (since you duck)
    Mid moves that KND, including launchers and crouch throws > low parry

    Generally, this holds true for all characters, because the other elements of the system (tracking/homing moves > SS; SS > throws and regular attacks; block then frame-guaranteed punishers > other options), have a success/fail ratio that is character dependent.
     
  9. Gernburgs

    Gernburgs Well-Known Member

    ^In response to this^

    IMO ----> I don't know the frames for shit but seems like blocking high is weak in this game. Meaning, they want you to have to guess right and duck low to avoid a high string finish because they mostly seem to have huge guard stuns and keep the other player advantaged. So in that way Standing block isn't always > high attack. I just get the distinct feeling you're supposed to duck any high attack you possibly can.

    I do agree that it is a very strong guessing game though. It's difficult to defend all the mix-ups and the low attacks can be really fast, fast enough you may have to predict them to block.

    Then you have the good old NAMCO style Low to Mid string which is just a pain.

    Regardless, I have to learn which attacks leave my opponent with advantage on block.

    If I'm wrong, please explain to me why...

    PS. Naudin 3D is a beast in this game.
     
  10. TheWorstPlayer

    TheWorstPlayer Well-Known Member

    Whats strange is I'm probably a better Tekken player than VF player. It seems like I should like Tekken better but....I don't.
    Its probably because there was always Tekken players in the arcade while VF didn't have any real local comp except for VF2 and VF4 vanilla.

    Maybe I'll try this new Tekken, I don't have online right now though does it have nice offline options?
     
  11. wrinty

    wrinty Active Member

    ^LOL VS mode?

    Anyway I would like throws to be better, in this game there to easy to break...
     
  12. Petrovsk

    Petrovsk Active Member

    Yes, when I first started playing Tekken against a good player, he absolutely destroyed me by simply ducking my high moves and counterattacking from there. As far as NAMCO strings go, memorizing all those combos is unfortunately a huge part of stepping up your game in Tekken... more importantly, ensuring that button-mashers don't actually get the best of you. Even though characters have tons of mix-up combos, the majority of them don't branch of into guessing games, and if they do, they usually forecast them. Kazuya's little spinning-jump kick-to-sweep is the first thing that comes to mind.

    Heh. The more I play Tekken though, the more I miss VF. I wish VF weren't so unpopular. Settling is hard.
     
  13. SuperPanda

    SuperPanda Well-Known Member

    I know that was just a matter of example, but nobody uses that move at intermediate levels or higher. As you said, it's too obvious.

    He has other strings that are pretty much impossible to react to, just predict (his 0 distance b+3143_1 string for example). However, to underline your point: yes, it's crucial that you know which strings lead to what, otherwise the mix ups will destroy you, especially if your character doesn't have good crush/spacing/parry options.
     
  14. Happy_Friend

    Happy_Friend Well-Known Member

    Because I wanted a second stick, I got the limited edition T6. The Hori stick is really nice. The game came with a nice book with character art. Namco takes care of their fans.

    As for the game, I am not really feeling it. I couldn't find a command list mode in the training mode. It seems like a hassle to go a pause and look up strings.

    I am shocked that graphics are not better. I actually think VF5 looks a lot better.

    I do not understand Tekken wake-up at all. It is pretty frustrating. Then there's that guy with the wings and stuff.

    I think if I were 12, I'd really love Tekken. I'd be like, "Eye lasers! Awesome!" Now I am more like, "Uh... I just got KO'd by an eye laser from twelve feet away. Don't know what to think about that..." Maybe there is some eye laser parrying technique I can practice in the dojo.
     
  15. EmpNovA

    EmpNovA Well-Known Member

    http://www.eurogamer.net/articles/digitalfoundry-tekken6-resolution-game-blog-post

    Tekken 6 runs at 576P for both consoles whereas the arcade version runs at 720p. Pathetic really for the PS3 version of T6 because the arcade board is basically a PS3 anyways. So T6 is not arcade perfect on the PS3 even though Namco lied through their teeth saying that there would be no difference graphically.
     
  16. Bleed

    Bleed Active Member


    The projectiles and other unblockable moves are very slow on start up, so just move out of the way, duck or counter. It's very rare to get hit by those moves once you kind of know the system.


    The wake up game in Tekken is like another type of launch. Juggle the opponent off the ground with anything that works.

    You have to be careful when getting up because if you try to roll away, the opponent can hit you. Sometimes you just need to stay down for a second, so they miss the ground juggle and you can counter.

    I tried online today for the first time and wow it's bad. Super lag, I hope they fix it.
     
  17. VFnumbers

    VFnumbers Well-Known Member Content Manager Lei

    PSN:
    VFnumbers
    XBL:
    VFnumbers
    so i tried to give tekken another chance playin offline with my cousin i have one weird question why does it feel so diifficult to punish on guard. his miguel was mashing launchers and strings and i was guarding using leo do i have to resort to using a simple p string for punishing or can i use something stronger?

    btw how is the hori stick i need one for my ps3 feels arkward playin on pad for some reason
     
  18. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    It's a must that you execute your move at the very end of your recovery bcuz the buffer window is tiny.

    Who do you use?

    Let me know if I can come over to play... or you guys could come over to my place.
     
  19. PompeyFraz

    PompeyFraz Well-Known Member

    Yeah. This is really pissing me off at the moment. Whilst viewing the command list you can press Y to hold the move, but you can't scroll through the list when practicing without pausing again [​IMG]
    I thought it was because I was using my stick, but apparently not. I remember in DR you could do it.

    As for the game itself I'm enjoying it, but just don't have the time to learn it in depth [​IMG]
     
  20. Bleed

    Bleed Active Member

    To counter on block you need to go by frame data, see what works and what doesn't. If a move is not guaranteed, you can try a guessing game.

    Watching people play the game on youtube helps a lot.
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice