![]() I still consider T3 and (especially) Tag to be among the best fighting games ever. I played 2 casually, but Tekken 3 is when the series really came into its own. That was when my college roommate bought Tekken 2 and a fancy strategy guide later, though. I would later discover that each character had like 30 additional moves and that the motions were tied to movements rather than quick inputs. I figured it was a trash game like so many other fighting games were back then. The manual only listed a handful of moves for each character and the notations were akin to Street Fighter (F, D, D/F + punch) and I couldn't get anything to work. It's getting to be like "the car built by Homer."įunny thing, I actually bought Tekken 1 for the PS1 and returned it after 2 days. ![]() With Tekken, they just keep piling stuff on top of what they have. I look at other fighting games, and they make wholesale changes to how things work with each major sequel. Well, that and finally overhauling the ground game. I'd like to see grabs and more viable lows instead. It looks like their answer to that = more armored moves. In reality, new players need tools that keep them from getting mashed out by high/low/mid/low/high sequences that can be repeated and alternated endlessly. Whenever the devs start talking about new players, they mention all of these techniques that allow people to do combos easier. At non-pro levels it'll forever be a battle of using obscure sequences with different mids and lows that you'll never see twice. Or in a few cases (like Arslan) playing as safe is possible and mid-poking people to death. ![]() At least outside of hellsweep characters. At high levels Tekken has become battle of timing your best 2-3 mid-level moves vs. Making throws free to break has compounded that. The easiest way for them to do that is to get rid of the "take the low" and mentality that has developed over the last few titles. ![]()
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