60 fps footage of sf stage demo:
https://www.youtube.com/watch?v=jYC3IKFxqpw
Beautiful.
60 fps footage of sf stage demo:
https://www.youtube.com/watch?v=jYC3IKFxqpw
Aris point about TTT2 is that it is not a good competitive game, not that it isn't competitive. He bases this opinion from watching american tournaments and seeing poor play, even from our best players who played previous installments at a very high level with few errors.
The amount of things you need to be aware of in a tense tournament situation is just too much in his opinion. You have your two characters who could have completely different play styles and punishment options, two opponents who have different things you have to remember how to punish, long combos with insane wall carry that need pinpoint optimization on the fly to maximize damage. After "playing Tekken" and getting rewarded with a launcher, your mind has to automatically go into "ok I launched them, are they on straight axis, or slight to the left or right? Can this combo kill? How far away from the wall am I? Do I need to tag out? Do I expect them to tag out when I'm done? Tag Crash or raw tag?" Doesn't even get into the wall situation variables yet!
Mr Naps loves this shit because he's a maniac. If Tekken could be made around his desires, he'd want TTT3 with 100 characters (he has said this). He is the ultimate encyclopedia of the game and that's why he's our best player. Aris is a "keep it simple, stupid" style of player that won't do 100% optimized combos in tournament if the execution is too difficult or has too many variables in the outcome. TTT2 can't be played like that at high levels.
The point about T7 being too similar to TR, Naps was saying that the loctest he played was Tekken Revolution movesets copy pasted into T7 with minor refinements. He admitted the new trailer had newer moves and move properties you would expect from a new Tekken. At high levels it will probably still feel like a T6 style of game, but Namco is making these adjustments for the mid and low level players.
Aris point about TTT2 is that it is not a good competitive game, not that it isn't competitive. He bases this opinion from watching american tournaments and seeing poor play, even from our best players who played previous installments at a very high level with few errors.
The amount of things you need to be aware of in a tense tournament situation is just too much in his opinion. You have your two characters who could have completely different play styles and punishment options, two opponents who have different things you have to remember how to punish, long combos with insane wall carry that need pinpoint optimization on the fly to maximize damage. After "playing Tekken" and getting rewarded with a launcher, your mind has to automatically go into "ok I launched them, are they on straight axis, or slight to the left or right? Can this combo kill? How far away from the wall am I? Do I need to tag out? Do I expect them to tag out when I'm done? Tag Crash or raw tag?" Doesn't even get into the wall situation variables yet!
Mr Naps loves this shit because he's a maniac. If Tekken could be made around his desires, he'd want TTT3 with 100 characters (he has said this). He is the ultimate encyclopedia of the game and that's why he's our best player. Aris is a "keep it simple, stupid" style of player that won't do 100% optimized combos in tournament if the execution is too difficult or has too many variables in the outcome. TTT2 can't be played like that at high levels.
The point about T7 being too similar to TR, Naps was saying that the loctest he played was Tekken Revolution movesets copy pasted into T7 with minor refinements. He admitted the new trailer had newer moves and move properties you would expect from a new Tekken. At high levels it will probably still feel like a T6 style of game, but Namco is making these adjustments for the mid and low level players.
There were similar criticisms of the vectoring system in Smash 4 that got removed. Too many options to try and calculate in your head in the spur of the moment.I don't agree with Aris. I think it is a good competitive game. From what you just listed, he thinks there is too much to think about (or stuff he doesn't like to think about) and that makes it not good competitively? Or there is to much new stuff to learn? And basing it on American players only? nada, haha. Maybe it's not good for him, but I think it's good.
Different strokes for different folks I guess.
Did anyone end up doing a gameshare for the PS3 version of GG Xrd? I'm at a point where I just have to accept that I'm not going to have a PS4 stick due to supply issues until January, and I would really like to play this game without having to double dip on the PS3 version at full price.
Casper I really enjoyed the OFL work you did during the Capcom Cup but I though the infos where too small on screen. Since it often happened while players where fighting, I didn't notice all this infos and was disapointed when I realised it. Your work needs to be better seen!
Beautiful.
There were similar criticisms of the vectoring system in Smash 4 that got removed. Too many options to try and calculate in your head in the spur of the moment.
Thanks, it's definitely feedback I'm going to send to the production crew. Also, as you know, Haunts was in here a few days ago so he might have seen that.
I also think they need to up the scroll speed a little.
Thanks again for enjoying the work, as always, hoping you'll see lots more very soon.
It really is. Silky smooth.
Oh hey, something I thought of but forgot to tell you. I know you do a lot of stats being how people fare against the people they're playing at prior tournaments, ever thought about looking at stats of how a person does with that particular character in Top 8 if they're choosing a character they don't normally choose? Something like with Ryan Hart picking Ryu
Just a thought that I was curious on, as I told you before, love the stats work you do always.
I just think a lot of players - older ones in particular - are starting to realize that mechanical complexity doesn't equate to a valuable depth. The valued depth comes from the meta, not a convoluted sea of mechanistic variables.
I think a lot of the games we appreciated when we were younger because we assumed they were mechanically complex were actually much simpler upon reflection.
![]()
That's kind of an amazing Santa'd avatar lol
so why don't people play VF? huh? huh? huh?
I agree with Aris. I'm all for more variables but ones where you can't reliably predict what the interaction will turn out like to some extent gets in the way of making it a good competitive game.
so why don't people play VF? huh? huh? huh?
Final destination, no items.
It's an admittedly lazy hypothesis though.
I said simple not boring kappa
I actually like items in Smash if they aren't overpowered. It's random but it's the one kind of random that I think actually adds something to the gameplay rather than muck it up.
VF5FS did have a pretty good run, all things considered. I'm not holding out hope for a third Sega Cup, but the two that were held were both great.so why don't people play VF? huh? huh? huh?
so they can be invisible?
![]()
Tekken needs to be updated to people in business suits.so they can be invisible?
![]()
Tekken needs to be updated to people in business suits.
Clowns in business suits then?for some reason I feel clowns are still relevant tbh
Tekken needs to be updated to people in business suits.
Tekken needs to be updated to people in business suits.
Tekken needs to be updated to people in business suits.
I just realized something. Poison has the peacock outfit with the green feathers... But Female peacocks do not have green feathers only the male ones does. Did Capcom finally confirm Poison to be a male at birth with this DLC?![]()
I just realized something. Poison has the peacock outfit with the green feathers... But Female peacocks do not have green feathers only the male ones does. Did Capcom finally confirm Poison to be a male at birth with this DLC?![]()
People who switch after winning when giving you the runback online are awful human beings.
People who switch after winning when giving you the runback online are awful human beings.
I just want the new Tekken to be robust with styles of play.
Bound-centric characters, Launch-centric characters, Crush-centric, Movement-centric, Grapple-centric, etc. et al, and all manner of various mixes and permutations in between.
I really liked what they tried to do with T6.
All I want is a tad a of refinement, towards the above, and it shall be the perfect Tekken, to me.
We doing this again?
People who switch after winning when giving you the runback online are awful human beings.
People who switch after winning when giving you the runback online are awful human beings.
People who switch after winning when giving you the runback online are awful human beings.
People who switch after winning when giving you the runback online are awful human beings.
People who switch after winning when giving you the runback online are awful human beings.
This is especially bad when they win unconvincingly.