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 No.23366

>note I’m speaking about tekken 7

I think it’s way to easy to preform combos in tekken
way to easy, yes I’m used to platform fighters like smash than the closed off arenas of a traditional fighter but I feel as if more time is spent mashing buttons in hopes of pulling off flashy combos in tekken more than other stuff like learning to space people out, mastering movement to counter both aggressive/passive players or timing things like blocks due to the stun lock thing youll encounter when stuck in a true combo.

It also doesn’t help to add in special attacks or finishers as I’ve always had that problem when smash started implementing them after ultimate came out as essentially those kinds of attacks take the concept of memory, timing and practice out of learning flashy moves and just lets the game play itself, maybe this would appeal to casuals but for me it makes matches feel cheap at times

Maybe if there was more recovery frames on combo starters learning input reads would become a priority hence the skill curve would increase, or place some sort of timed block mechanic that causes a stun frame to register would provide a reason to use the damb thing, or just lower the stun max time to promote reads even more would all change up the way people play but for now I’m just stuck in a sea of mashing atm.

 No.23379

It's only easy because there are so many combos that whatever inputs you enter will end up being a combo.

 No.23381

>>23379
This post right here is why auto combos in general should just be removed from fighting games entirely. Already made a thread on this it man knowing this shit really makes one realize how little skill these games actually require when compared to platform and 3d fighters where concepts like spacing and movement actually matter

Also fuck dbfz

 No.23390

>I think it’s way to easy to preform combos in tekken
way to easy, yes I’m used to platform fighters like smash than the closed off arenas of a traditional fighter but I feel as if more time is spent mashing buttons in hopes of pulling off flashy combos in tekken more than other stuff like learning to space people out, mastering movement to counter both aggressive/passive players or timing things like blocks due to the stun lock thing youll encounter when stuck in a true combo.
Tekken 7 combos aren't that bad to pull off but not because of what you said. In Tekken 7, combos aren't usually made up on the fly, but serve a purpose similar to that of platform fighters, although their conditions and outcome are different. It isn't just a single canned string you autopilot into (outside of like, day 1 "I just picked up a new character" play). You might execute a combo that costs a character specific resource but deals the most damage. You might pick a combo that goes into less damage but allows for more favorable oki (the equivalent of tech chasing in Smash). There are characters who might have to build up a resource in order to perform other moves and might use a specific combo to build that resource and cash out later. There might be a specific sequence that only works on a small amount of the roster, but you might only have to open up someone twice instead of three times if you can land it. Or you might think "I can't hit this specific combo today" and default to something that might be less rewarding but more consistent.
Movement in Tekken is also very complex, you're expected to take advantage of 3D movement and there is wavedashing, backdash cancels, an air game (even if a lot of the roster isn't goof at it) that heavily dictates the flow of a match.

>It also doesn’t help to add in special attacks or finishers as I’ve always had that problem when smash started implementing them after ultimate came out as essentially those kinds of attacks take the concept of memory, timing and practice out of learning flashy moves and just lets the game play itself, maybe this would appeal to casuals but for me it makes matches feel cheap at times

They fill the exact same role combo finishers in Smash do, I'm not really sure what you mean by this. There are tons of flashy moves, even in Melee, that like other fgs require you to set up a scenario in which they'll land, and in exchange you get major reward. If you're talking about Rage Arts/Drives specifically, rage arts are slow, punishable and not seen a ton in competitive play. Rage Drives see more use, but usually as a combo extention leading to more expressive play.

>Maybe if there was more recovery frames on combo starters learning input reads would become a priority hence the skill curve would increase, or place some sort of timed block mechanic that causes a stun frame to register would provide a reason to use the damb thing, or just lower the stun max time to promote reads even more would all change up the way people play but for now I’m just stuck in a sea of mashing atm.

It's because you fundamentally don't understand how the game plays. Combo starters are usually unsafe (you can hit them back for free if you block) and a lot of the ones that share similar animations have similar frame data (please look that up, also exists in Smash with similar applications). Also, slower combo starters exist in Tekken (Leo's db3 deals much more than their more reliable and faster df2) and if you see them coming, you should jab out of them or go for a punish with respects to how long you have based on frame data
(For example, if King does a move that, -13 on block, it will take him 13 frames before he can recover and block in time. If I'm playing Kuma, I can go for a 1,2 string that will deal a small amount of damage. If I wanted to go for a combo starter, like df2, that comes out in 14 frames, giving them enough time to hold back and block. Unless they mash, in which case they will get slapped).

>>23381
There isn't a time in competitive play where an auto-combo is preferred over practicing a real combo, in any game that has them. They all deal less damage than if you entered the same string manually outside of Type Lumina, and even then they have awful follow ups and tend to spend meter inefficiently.

The way you talk about other fighting games makes me think you don't even understand basic shit about how Smash works, because it has significantly more in common under the hood with a game like Blazblue than you think. Knock it off with the scrub shit, look up a b&b, take notes on what you lose to, and get your ass in the lab.

 No.23400

>>23390
>combo starters are usually unsafe
Like in every fighting game in existence who could’ve thought…
>auto combos aren’t used competitively
Then don’t fucking add them to start. It makes casual lobbies feel like a fucking cheese fest, ffs injustice 2 solved this problem ages ago

As for the movement in tekken I guess that’s a fair argument


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