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Tekken Tag Tournament 2 - Tag Assault Trailer

Throavium said:
Any person who brings up the juggling argument has probably only played Tekken once, or never played it. And they haven't played it because of this assumption they make, which is why they'll probably never play it.
That's probably it. If beginner players face an experienced player for the first time (which often happens online), they probably get their ass handed to them and think that it's all just a juggle fest when there is so much more going on. If people can't take the time or make the investment to learn the game mechanics, then they shouldn't bother giving baseless opinions on it.

Edited statement for more clarity.
 
Landing a juggle in tekken is like landing a phat punish in any other fighting game. One or two juggles per round is pretty standard, as is any punish in other games.

Some things most people don't realize is that juggles in tekken come largely off mids and highs. Some come off lows, but for the most part those are slow to see and you can learn to block those when you become familiar with them. The quick lows don't really lead to ginormous damage, but rather to oki or minimal damage.

Pretty much in tekken, you can shut down options by -

1 - looking for bid damage lows, they're usually slow on startup so you can train yourself to see them.
2 - break throws, takes some practice but once you do you can guard those as well
3 - moving properly so you don't get smacked in your dashes

Once both players can shut those top 3 options down, then you get to intermediate tekken play where for the most part you fight standing and move right, so you don't get launched. From then on it's a footsie battle, and determining when you're opponent gets tired of eating ticky tack lows and doesn't want to take that damage anymore, once you've made a read on those two things then you've opened them up. Also if you make a read on a poke, you can always sidestep. Sidestep in tekken is pretty much teh same thing as a parry in 3s for the 2d dudes. You make a read on a button, and then punish the button with a universal counter.

BBBUUUUTTTT

Screw namco :/ I'd be a lot more hype for TTT2 if it wasn't going to be on consoles like 4 years later. A 1.5 year delayed console release for t6 pretty much destroyed the games tourney scene in the states, the game was damn near irrelevent the second the mlg circuit was over, and even until then it barely got attendance in most tournaments. As of now, it's pretty much dead. I'll enjoy TTT2 casually if it's ever released console, but there's no way I'll be exerting effort into a game that'll have a jacked up tourney scene stateside.
 
FindMyFarms said:
Landing a juggle in tekken is like landing a phat punish in any other fighting game. One or two juggles per round is pretty standard, as is any punish in other games.

Some things most people don't realize is that juggles in tekken come largely off mids and highs. Some come off lows, but for the most part those are slow to see and you can learn to block those when you become familiar with them. The quick lows don't really lead to ginormous damage, but rather to oki or minimal damage.

Pretty much in tekken, you can shut down options by -

1 - looking for bid damage lows, they're usually slow on startup so you can train yourself to see them.
2 - break throws, takes some practice but once you do you can guard those as well
3 - moving properly so you don't get smacked in your dashes

Once both players can shut those top 3 options down, then you get to intermediate tekken play where for the most part you fight standing and move right, so you don't get launched. From then on it's a footsie battle, and determining when you're opponent gets tired of eating ticky tack lows and doesn't want to take that damage anymore, once you've made a read on those two things then you've opened them up. Also if you make a read on a poke, you can always sidestep. Sidestep in tekken is pretty much teh same thing as a parry in 3s for the 2d dudes. You make a read on a button, and then punish the button with a universal counter.

BBBUUUUTTTT

Screw namco :/ I'd be a lot more hype for TTT2 if it wasn't going to be on consoles like 4 years later. A 1.5 year delayed console release for t6 pretty much destroyed the games tourney scene in the states, the game was damn near irrelevent the second the mlg circuit was over, and even until then it barely got attendance in most tournaments. As of now, it's pretty much dead. I'll enjoy TTT2 casually if it's ever released console, but there's no way I'll be exerting effort into a game that'll have a jacked up tourney scene stateside.
They are trying to keep the arcades alive. If the console release comes earlier, then that also means less profit for arcades. Plus, an arcade release gives devs time to fix all the issues and patch up stuff before console release.
In any case, the wait is going to be torturous regardless.
 
Sayah said:
They are trying to keep the arcades alive. If the console release comes earlier, then that also means less profit for arcades. Plus, an arcade release gives devs time to fix all the issues and patch up stuff before console release.
In any case, the wait is going to be torturous regardless.

I'm fully aware of why they're doing what they're doing. That doesn't change my view at all.
 
FindMyFarms said:
BBBUUUUTTTT

Screw namco :/ I'd be a lot more hype for TTT2 if it wasn't going to be on consoles like 4 years later. A 1.5 year delayed console release for t6 pretty much destroyed the games tourney scene in the states, the game was damn near irrelevent the second the mlg circuit was over, and even until then it barely got attendance in most tournaments. As of now, it's pretty much dead. I'll enjoy TTT2 casually if it's ever released console, but there's no way I'll be exerting effort into a game that'll have a jacked up tourney scene stateside.
I think we're going to have to wait until arcades die in Japan before this becomes a possibility.
 
Gintamen said:
720 is HD, even if not Full HD and as such used in far more console games than you may think of.

800x720 is not "HD," *bzzt* try again.

Sayah said:
They are trying to keep the arcades alive. If the console release comes earlier, then that also means less profit for arcades. Plus, an arcade release gives devs time to fix all the issues and patch up stuff before console release.
In any case, the wait is going to be torturous regardless.

That's nice... for Japan and Western US. But everywhere else Arcades are DEAD and buried. It's 2011, have Japanese developers never heard of PATCH systems? Oh, wait, Arc System Works has and rebalanced their fighting games through that system! *gasp* Maybe Namco and Capcom should get on board with that!

Also not hyped if this is going to be the typical Juggleken "hit first and then juggle forever" combat system.
 
TheSeks said:
800x720 is not "HD," *bzzt* try again.



That's nice... for Japan and Western US. But everywhere else Arcades are DEAD and buried. It's 2011, have Japanese developers never heard of PATCH systems? Oh, wait, Arc System Works has and rebalanced their fighting games through that system! *gasp* Maybe Namco and Capcom should get on board with that!

Also not hyped if this is going to be the typical Juggleken "hit first and then juggle forever" combat system.
:/
Juggles are an important part of Tekken now. It's where a lot of the heavy experimenting and creativity comes from (and it's a continuous process). That being considered, as far as mechanics, there's a lot more to learn than just juggles. One character alone can take a very long time to be experienced with. Spacing, movement, proper sidestepping, dashing, knowing move properties for your character, etc. That also constitutes a big portion of what goes into the mechanics among other things (and it's actually different for each character). I am far from becoming some Tekken guru but this is just from my experience.
 
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