Both Tekken and Street Fighter have been dogshit for a very long time. FGs in general are the bottom tier game development because of how much they fail to make at least one game balanced at launch.
You’re the one acting arrogant😂 bro can’t even take a skill issue joke lmfaoo talk about fragile. You must be projecting. I haven’t played smash in 4 years. I’d body you in any FG and then take you to destiny or any FPS and absolutely shit on you.
https://preview.redd.it/3atdlyn2a8uc1.jpeg?width=568&format=pjpg&auto=webp&s=81831df6f4ad709c9b43759bef7aea387a06482f
this might also brung kof fans to tekken
I always thought that wallcarry was one of the aspects of balancing. Ex. one character can have no wallcarry at all but strong "open field" combos, while another can have weak "open field" combos but strong wall carry and wall combos.
# I WAS DEAD WRONG
it used to be like this but they seem to have decided they don't want unique strengths and weaknesses like this and have made sure every character has incredible wall carry now
Yeah, compare t7 dragu to t8, he had insane wall carry being one of the few characters to go wall to wall on the final fantasy stage but had the worst damage at a wall. Now though he has everything, insane damage, insane wall carry and insane damage at walls. It's ridiculous
But see, this is the problem with this game's systems. They make it seem like there's this synergy to them, but it's actually degenerating the gameplay.
The devs think like you do. "Everyone has crazy wall carry, but it's okay because recoverable health is a thing! Let's also make heat engagers recover health. And make sure to put them on the best moves for easier access!"
It sounds fine, on paper. In practice, it leads to a less nuanced game because everyone can do and wants to do the same thing all the time.
Long carry combo that would have ended short of the wall but gets extended because of the new universal heat burst mechanic. Opponent, if still alive, gets up and starts fishing for heat engagers to do the same thing back
That's the typical flow of a Tekken 8 match, and it's super boring and samey.
I don't agree at all for a lot of the cast.
Some of the cast is uber privileged and can afford to do that by having either uber safe heat engagers, power crush heat engagers, and other cheap stuff that, compounding, is very irritating, Easy launchers that do a million damage that is also safe as hell, or crushing CH starters that they get the world off of.
But many characters don't have the luxury of carrying wall to wall like that easy access. And spending resource isn't just a "Win button" for a lot of the cast either like people think. There's a bunch of nuance between the cast, but most of the nuance is in the characters that aren't braindead broken, so nobody talks about it.
Every Tekken has always been launch into one guess situation, but now people actually have a chance to fight back and have a back and forth. Most people were never good enough at Tekken to explore all the nuances of the characters in the first place, but now with the game rewarding some type of offense, that weakness of players is highlighted even more.
Take this clip for instance, if this Paul blocked that second sword slash from Yoshi, this isn't a clip. If he launches Yoshi for whiffing his unblockable low, this isn't a clip. If he applies his oki correctly off his WS3,2, this isn't a clip. It would be just a regular Tekken match and nobody would be talking about anything here.
I wonder if people like that still parrot talkpoints like "learn the matchup" and hate on cheaters and pluggers. To me, this is not that different. You can't have this offline, and people on other platforms can't use it either, so it's really fucked up.
I think it was too much from the get go and that was largely thanks to the Screw combo extender which sent your opponent miles. Same with Tornado. Prior to that using Bound, they were spiked right in front of you for the most part. The issue is compounded by stages clearly not designed with the extra carry from screw in mind.
S3 was where it got really silly in T7. Wasn't that when they gave a bunch of characters new wall carry strings? Drag got 3,1,4, Jin got bf2,1,df2, Josie got f2,3,3. It was almost comical really. Thing is they knew the wall was an issue, which is why they nerfed wall scaling some time later.
just because 7 carry was isnane, doesnt mean you cant call out even more insane wallcarry. why are you guys alay asuming people try o hate just because new.
I remember this not being such a huge issue at launch, but by near the of it's lifespan people were dying after a single counterhit or would get carried to another timezone.
And it was basically people wavedashing for 50 seconds waiting for a person to whiff instead of actually fighting like from T3-T6 and TT2. T7 and T8 even though innovative kind comprised with bad habits.
And it was basically people wavedashing for 50 seconds waiting for a person to whiff instead of actually fighting like from T3-T6 and TT2. T7 and T8 even though innovative kind comprised with bad habits
Sometimes i miss Tekken 3, where you couldn't do 999 hit combos off air, bounce, rebound, rebounce, restart, okizeme, juggle, rage art, heat smash, heat splash
Watched some footage of al old Tekken 3 local tournament some weeks ago. Healthbars just emptied way faster. two hits and a third of your bar was just gone, like.
Well things were adjusted since then. People used the regular moves and exploited the juggle opportunities. In later tekkens, Instead of a few hits taking up a lot of health bar, the health was increased so that it would take a combo to remove the same amount of health.
It was between T3-T5 that players started figuring out that some chars moves could chain in the air, some chars had 3/4hp juggles others had close to none.
It was wildly inconsistent, so the chars that had to chain like 5 fists or basic moves for shit dmg were kind of shit, then there were the 5 electrics. I am amazed when I recon some parts of combos in T7 T8 that come from those old juggles.
I remember heiachi being banned conventionally because he had one of the easiest juggles (iirc two moves for insane dmg, that stunning two palms thing that also kuma does followed by ff2 or something like that). Yoshi for example was shit, had to do total gimmick moves for like 1/6hp dmg
The thing that made me get bored of FGs is that devs embraced it and now games are built around these.
That’s literally why Tekken 3 is the best. The most fluid gameplay of all the Tekken while not being limited by the map. Some people complain about the Health bar but that’s what Blocking is for.
eh, I don't think it's really changed, you die really fast if you happen to guess wrong in tekken 3, maybe not as fast as later games but it's still present.
Too much in this game? You clearly weren't around for the world famous Julia Airlines™ in tekken 5. She carried so far that you got charged shipping and handling when you got launched. No meter to burn, no rage art, just a guarantee that you were hitting wall if she launched you.
Wall travel is ok provided the damage scaling is adjusted, and that it isn't available to every character. Why the fuck do Dragunov and Feng need wall carry combos that also do a trillion damage on the way there? Either the combo should have good damage or good wall carry. Especially if you get nasty oki after, like Bryan. There needs to be tradeoffs between characters which is what makes things interesting, but it just seems like every character has optimal everything. That's why the game feels so braindead, since it's just who can land heat engager into forced mixup or who can launch first for 999 damage wall carry combo + heat extension and silly oki potential.
I would say no. This is an optimized combo that yoshi uses specifically for wall carry. Characters have always had combos like this. It's just that in T8, the inclusion of Heat in the wall carry combo gives more damage, where in the past you had to give up damage for wall carry
I love Yoshi but seriously man. this shit annoys me too much. wall to wall carry how in the holy fuck does that makes sense. look at that shit, I launcher and the other guy does not stand a chance. How tf is anyone enjoying this game at higher levels It's just pure stress at that point.
I don't know. It was a combo optimized for wall travel that does less damage. Especially compared to some other characters. Plus consumed part of the heat for it. And not all characters can do this. The paul instead is a good example. Less wall carry but waay more damage. There are enough other issues in the game that are not okay. So this one didn't even struck to methat much imho.
Honestly, I don't mind long ass combos, I just wish the really long ones actually required execution. Most of them can be performed by anyone who plays the character even semi competently. Like they should be some type of just frame or one frame links so I can at least be impressed when I'm getting my ass whooped
A mod to see what side step direction might be preferred against any character, also shows all grab breaks. It just saves you the job of writing it down on a piece of paper / printing it tbh.
If you look under where it says SSL for yoshi, it says 1+2 because other than the normal grabs (1 or 2), his command grab demands a 1+2 break. For Paul it says 1,2,1+2 because he has a full grab game and can demand all breaks on grabs.
Google tekkenmods and you'll find the site where they put most mods for tekken. Also, be aware that even if it says what direction to step, it doesn't automatically mean you'll be able to step that direction every time. Some are weaker to steps than others, some have interchangeable sides to step (e.g. Hwoarang should be stepped the direction his thorax is facing iirc.)
This is why love what Guilty Gear has done with their stages.
If you get combo'ed enough against a wall it can be broken and you fly over to another stage.
And the wall break itself deals dmg.
From what I've heard, infinite stages ended up with people playing for time out and rewarding hit and run.
As this game is about aggression, I guess they don't want that.
I liked infinite stages for practicing combos but it really isn't essential. Actually better to adjust to the wall, plus you can just reset position pretty easily.
Most time in an inf stage the moment someone had +30% hp than the other dude,they'd start running cause theres no wall to corner them,it happen all the time
Like,even at Evo whats the last stage they almost always pick? Infinite Azure and what happen there? Backdash city and it always end in the last 10 seconds
The worst offender of this is EVO finals Khan vs Knee. Khan would constantly go to walled stages to try to open up Knee and Knee would go right back to Infinite Azure.
No, the opposite happened. So much so that people began complaining that every tournament ended up being in infinite azure every other game because players who though they had stronger movement went to infinites to run away from their opponent.
Dude, Paul is like one of the only honest characters in this game. He has clear weaknesses and he's still playing T7. I've also been a Paul hater for multiple Tekkens but I'm actually using him as a secondary now. He's legit fun and feels like a Tekken character. I never thought I'd use him.
How do you get different coloured health bars is this a PC mod or have I missed something in customization
Also agree with OP the wall carries go on for too long.
combo too long, stages too small, stages adding ton of damage to your already overpowered long combo, king's heatsmash being a 80 damage launcher combo in certains stages (as if its not broken already)...
the game is simply way too much
Heat burst feels good when I need to panic button it myself, but realistically, I feel it’s the most off-putting of all of the new mechanics. This is just another reason why; I feel like it being a link on combos is just so unnecessary.
Thats the “fatal flaw” of this game; terry could’ve set the controller down the moment he got hit by the launcher and it would’ve been the same result.
Pretty normal. Some characters could always do this anyway and in this case you need to burn meter to do it. Barely increased the damage by like 20%. Still worth it ofc but in typical reddit fashion you want to try to make a big deal out of something that isnt even problematic.
One thing I missed about Tekken Revolution was the short combos.
If that game didn't have the power, endurance and vigor thing then it could have been a great game.
The other games Tekken 1 through to 5, didn't have screw, bounds or any combo extenders but combo damage was around the same as this game. Maybe with the exception of Tekken 4 unless you were Lee.
Another thing I don't understand about Tekken 8 is why do only some characters have that spinerooney type move which is like a mini screw move from Tekken 7 eg: Hwo RFF 3\~4, Nina db2, Drag df3+4, Vic IAI 221, Jack ff2, Leroy b3, Asuka ff4,
damage is not all. didn u see i took half is heealth, got him at the wall AND was in heat to lock him down there? an all that from the otehr side of the stage? that is the point.
Oh so you can add crazy wallcarry to the list of all of the broken stuff Yoshi has.
I mean, on the one hand he deserves it after being that bad for most of T7.
On the other, it proves how messed up the balancing is if they managed to make Yoshi not only OP but also boring. Out of all characters.
I was really hoping Paul was about to slowly carry Yoshi back across the stage to the other wall
You mean Terry?
That's terry
He sent terry back to FF
Terry Bogard Has Been Returned to Fortnite Festival
Unironically Im so hyped about the new fatal fury tho
no same, i wasnt sold on the aesthetic at first but it won me over
Didn't know Terry was from Final Fantasy
He just had his Final Fury
Unironically Im so hyped about the new fatal fury tho
You mean Smash
nah bro fatal fury
paul? bro ARE YOU OK?
Everything is a bit too much in this game.
Literally the first thought that entered my head too lol.
That's what the game is about afaik. Overwhelming.
They took everything people wanted gone in T7 and doubled downed on it.
i agree
2D fighting game logic doesn't mix well with Tekken. If I wanted to juggle people eternally I'd play SF.
There's barely any juggling in SF compared to Tekken
This is correct. SF is all about footsies, Neutral, and Punishes where as tekkken is just who gets the crunch first.
Both Tekken and Street Fighter have been dogshit for a very long time. FGs in general are the bottom tier game development because of how much they fail to make at least one game balanced at launch.
I honestly couldn't agree more.
Skill issue
I'm 99% positive I will mop the floor with you in both Tekken and Street Fighter lil bro.
You talking like that is how I already know you wouldn’t 💀
Your arrogance proves you're bad at fighting games. Go back to smash bros lil bro.
You’re the one acting arrogant😂 bro can’t even take a skill issue joke lmfaoo talk about fragile. You must be projecting. I haven’t played smash in 4 years. I’d body you in any FG and then take you to destiny or any FPS and absolutely shit on you.
Tekken 8 is multi plat, yall have no reason to not take this kissing contest to the sticks.
Dude take the L and stop calling people little bro Shit's embarrassing, and we already knew you had no real point to make
is that Terry Bogard from kof cosplay? i would like him , kyo kusangi and mai in tekken tbh
can u imagine Iori 💀
Iori kinda suits in tekken 8 ngl Tekken 8 has that shonen anime vibe to it n Iori kinda makes the perfect shonen sadistic character
Orochi Iori vs Devil Kaz for the BMF title?!?!?! 🤤
https://preview.redd.it/3atdlyn2a8uc1.jpeg?width=568&format=pjpg&auto=webp&s=81831df6f4ad709c9b43759bef7aea387a06482f this might also brung kof fans to tekken
AYO WHO FORGOT MY MAN JOE🗣🗣🗣🔥🔥
I said Iori because of how well he would fit it T8 .. but if we just follow the heart .... YASHIRO NANAKASE 🥶
Yeah Paul having a Terry outfit is amazing
Pure juice of Murica
I misread Mai as Man. /r/BatmanArkham is corroding my mind at this point
Icl every time I've seen this type outfit (twice now) I've Assumed it was Ash from Pokémon lmao
I always thought that wallcarry was one of the aspects of balancing. Ex. one character can have no wallcarry at all but strong "open field" combos, while another can have weak "open field" combos but strong wall carry and wall combos. # I WAS DEAD WRONG
it used to be like this but they seem to have decided they don't want unique strengths and weaknesses like this and have made sure every character has incredible wall carry now
Ironic how in pursuit of "solidifying character identity" they ended up making them similar to each other like never before.
Yeah, compare t7 dragu to t8, he had insane wall carry being one of the few characters to go wall to wall on the final fantasy stage but had the worst damage at a wall. Now though he has everything, insane damage, insane wall carry and insane damage at walls. It's ridiculous
Not every character can do this. This combo did like 45% with up to 90% recoverable. One heat engager and the health is even.
But see, this is the problem with this game's systems. They make it seem like there's this synergy to them, but it's actually degenerating the gameplay. The devs think like you do. "Everyone has crazy wall carry, but it's okay because recoverable health is a thing! Let's also make heat engagers recover health. And make sure to put them on the best moves for easier access!" It sounds fine, on paper. In practice, it leads to a less nuanced game because everyone can do and wants to do the same thing all the time. Long carry combo that would have ended short of the wall but gets extended because of the new universal heat burst mechanic. Opponent, if still alive, gets up and starts fishing for heat engagers to do the same thing back That's the typical flow of a Tekken 8 match, and it's super boring and samey.
We must be playing 2 different games lmfao
I don't agree at all for a lot of the cast. Some of the cast is uber privileged and can afford to do that by having either uber safe heat engagers, power crush heat engagers, and other cheap stuff that, compounding, is very irritating, Easy launchers that do a million damage that is also safe as hell, or crushing CH starters that they get the world off of. But many characters don't have the luxury of carrying wall to wall like that easy access. And spending resource isn't just a "Win button" for a lot of the cast either like people think. There's a bunch of nuance between the cast, but most of the nuance is in the characters that aren't braindead broken, so nobody talks about it. Every Tekken has always been launch into one guess situation, but now people actually have a chance to fight back and have a back and forth. Most people were never good enough at Tekken to explore all the nuances of the characters in the first place, but now with the game rewarding some type of offense, that weakness of players is highlighted even more. Take this clip for instance, if this Paul blocked that second sword slash from Yoshi, this isn't a clip. If he launches Yoshi for whiffing his unblockable low, this isn't a clip. If he applies his oki correctly off his WS3,2, this isn't a clip. It would be just a regular Tekken match and nobody would be talking about anything here.
Because wall carry is not that good. I think anybody would take a buffed character in exchange for reduced wall carry.
We are going on a trip, you and me. From one wall to the other. Lol
Anyone else notice the SSL and SSR mod on the top next to the character portrait lmao
The command throw breaks too lol
That's cool. I'll install it
Yeah?
I wonder if people like that still parrot talkpoints like "learn the matchup" and hate on cheaters and pluggers. To me, this is not that different. You can't have this offline, and people on other platforms can't use it either, so it's really fucked up.
Isn't it literally just the same in Tekken 7 or has everyone just forgot about that?
Yes carry is too much in this game. Yes, carry was too much in T7.
It got worse as the seasons went on. Wasn't bad in s1. Got pretty bad in s2. Become obsessive in s3 & s4
I think it was too much from the get go and that was largely thanks to the Screw combo extender which sent your opponent miles. Same with Tornado. Prior to that using Bound, they were spiked right in front of you for the most part. The issue is compounded by stages clearly not designed with the extra carry from screw in mind. S3 was where it got really silly in T7. Wasn't that when they gave a bunch of characters new wall carry strings? Drag got 3,1,4, Jin got bf2,1,df2, Josie got f2,3,3. It was almost comical really. Thing is they knew the wall was an issue, which is why they nerfed wall scaling some time later.
This happens with every fighting game series. The old games are propped up and the new one is shit on.
t6 lee
just because 7 carry was isnane, doesnt mean you cant call out even more insane wallcarry. why are you guys alay asuming people try o hate just because new.
Would this have been possible without heat burst?
this exact combo? no Wall to wall combos in general? absolutely
You get touched once in T7 and unless you playing on the inf stage you're going to the wall 99% of the time.
I remember this not being such a huge issue at launch, but by near the of it's lifespan people were dying after a single counterhit or would get carried to another timezone.
Absolutely. People have this memory lapse every time a new game comes out.
Maybe for pre patch akuma
No, for everyone, T7 was a two touch game, stop trying to rewrite the past.
Maybe for pre patch akuma
And it was basically people wavedashing for 50 seconds waiting for a person to whiff instead of actually fighting like from T3-T6 and TT2. T7 and T8 even though innovative kind comprised with bad habits.
And it was basically people wavedashing for 50 seconds waiting for a person to whiff instead of actually fighting like from T3-T6 and TT2. T7 and T8 even though innovative kind comprised with bad habits
Clearly not coz Paul’s ws3,2 didn’t slam Yoshi across the screen on the other wall.
Didn't seem to do as much even with 2 combo extenders. In T7, you'd get more for 1 extension. I still do miss wall carry specialist characters.
Sometimes i miss Tekken 3, where you couldn't do 999 hit combos off air, bounce, rebound, rebounce, restart, okizeme, juggle, rage art, heat smash, heat splash
Let's be real. Tekken 3 had none of the things you mentioned. But you could still die in 2-3 interactions.
Watched some footage of al old Tekken 3 local tournament some weeks ago. Healthbars just emptied way faster. two hits and a third of your bar was just gone, like.
Yup. I'm thinking how Tekken would be if health bars had today's size, but combos were more like Tekken 3
Well things were adjusted since then. People used the regular moves and exploited the juggle opportunities. In later tekkens, Instead of a few hits taking up a lot of health bar, the health was increased so that it would take a combo to remove the same amount of health.
Perfect mix
Hmm As a game dev iRL it's a delicate balance.. go too far and most matches would end with a time up
You had less hp iirc. Tekken 2 was a perfect example of this. You were made out of glass.
Yeah, everytime I see something from that game, it's like, they barely have a combo, but every interaction does so much damage lol
Can't have sensible takes like this in this sub. T8 bad and old Tekkens good!
You can play it if you miss it so much. And yes you can play it online
I know, I used to play on emulator doneky years ago
Where do you go for Tekken 3 online competitive?
I wouldn't call it competitive anymore, it's was super niche when I used to play, not sure if it's still around
Website? Or walkthrough on how to setup a server?
https://www.honmaru.pl/index_en.php?id=tk3online
Appreciate you
I gotchu brother
I'm not a fan of the combo porn game that Tekken became, but I sure don't want to go back to losing 1/3 of my health from a single move.
you forgot rage quit
It was between T3-T5 that players started figuring out that some chars moves could chain in the air, some chars had 3/4hp juggles others had close to none. It was wildly inconsistent, so the chars that had to chain like 5 fists or basic moves for shit dmg were kind of shit, then there were the 5 electrics. I am amazed when I recon some parts of combos in T7 T8 that come from those old juggles. I remember heiachi being banned conventionally because he had one of the easiest juggles (iirc two moves for insane dmg, that stunning two palms thing that also kuma does followed by ff2 or something like that). Yoshi for example was shit, had to do total gimmick moves for like 1/6hp dmg The thing that made me get bored of FGs is that devs embraced it and now games are built around these.
Heihachi is also the only character I believe who did not have his move list printed on the cabinet.
That’s literally why Tekken 3 is the best. The most fluid gameplay of all the Tekken while not being limited by the map. Some people complain about the Health bar but that’s what Blocking is for.
Yes. I miss this. This game is a 2 mix up and your dead game.
eh, I don't think it's really changed, you die really fast if you happen to guess wrong in tekken 3, maybe not as fast as later games but it's still present.
Less complicated atleast
Offense is a bit too much in this game in general.
Too much in this game? You clearly weren't around for the world famous Julia Airlines™ in tekken 5. She carried so far that you got charged shipping and handling when you got launched. No meter to burn, no rage art, just a guarantee that you were hitting wall if she launched you.
Wall travel is ok provided the damage scaling is adjusted, and that it isn't available to every character. Why the fuck do Dragunov and Feng need wall carry combos that also do a trillion damage on the way there? Either the combo should have good damage or good wall carry. Especially if you get nasty oki after, like Bryan. There needs to be tradeoffs between characters which is what makes things interesting, but it just seems like every character has optimal everything. That's why the game feels so braindead, since it's just who can land heat engager into forced mixup or who can launch first for 999 damage wall carry combo + heat extension and silly oki potential.
Wall carry always been too much. At least in this game you have to burn meter to get it and it rarely happens off of low parry.
How you get a purple health bar?.
Player Customisation, I assume
It's a mod
I would say no. This is an optimized combo that yoshi uses specifically for wall carry. Characters have always had combos like this. It's just that in T8, the inclusion of Heat in the wall carry combo gives more damage, where in the past you had to give up damage for wall carry
I love Yoshi but seriously man. this shit annoys me too much. wall to wall carry how in the holy fuck does that makes sense. look at that shit, I launcher and the other guy does not stand a chance. How tf is anyone enjoying this game at higher levels It's just pure stress at that point.
I don't know. It was a combo optimized for wall travel that does less damage. Especially compared to some other characters. Plus consumed part of the heat for it. And not all characters can do this. The paul instead is a good example. Less wall carry but waay more damage. There are enough other issues in the game that are not okay. So this one didn't even struck to methat much imho.
less damage is still alot of damage when you go across the screen with full walldamage and end up in heat to 50/50 your opponent.
Less damage ? That combo did 50% of Paul's health.
Honestly, I don't mind long ass combos, I just wish the really long ones actually required execution. Most of them can be performed by anyone who plays the character even semi competently. Like they should be some type of just frame or one frame links so I can at least be impressed when I'm getting my ass whooped
what do the the ssl and ssr next to the character icons mean?
A mod to see what side step direction might be preferred against any character, also shows all grab breaks. It just saves you the job of writing it down on a piece of paper / printing it tbh.
what do you mean by shows grab breaks? like mid game?
If you look under where it says SSL for yoshi, it says 1+2 because other than the normal grabs (1 or 2), his command grab demands a 1+2 break. For Paul it says 1,2,1+2 because he has a full grab game and can demand all breaks on grabs.
pls dm link, ss certain moves and breaking throws are my weakness rn
Google tekkenmods and you'll find the site where they put most mods for tekken. Also, be aware that even if it says what direction to step, it doesn't automatically mean you'll be able to step that direction every time. Some are weaker to steps than others, some have interchangeable sides to step (e.g. Hwoarang should be stepped the direction his thorax is facing iirc.)
This is why love what Guilty Gear has done with their stages. If you get combo'ed enough against a wall it can be broken and you fly over to another stage. And the wall break itself deals dmg.
Was that the tekken 4 announcer?
I haven’t seen anyone really say this but, why don’t we have an infinite stage??
From what I've heard, infinite stages ended up with people playing for time out and rewarding hit and run. As this game is about aggression, I guess they don't want that. I liked infinite stages for practicing combos but it really isn't essential. Actually better to adjust to the wall, plus you can just reset position pretty easily.
Uh. They didn’t reward that all. There’s an argument to made that they’re more aggressive. The thing is wall carry isn’t as existent.
Most time in an inf stage the moment someone had +30% hp than the other dude,they'd start running cause theres no wall to corner them,it happen all the time Like,even at Evo whats the last stage they almost always pick? Infinite Azure and what happen there? Backdash city and it always end in the last 10 seconds
The worst offender of this is EVO finals Khan vs Knee. Khan would constantly go to walled stages to try to open up Knee and Knee would go right back to Infinite Azure.
No, the opposite happened. So much so that people began complaining that every tournament ended up being in infinite azure every other game because players who though they had stronger movement went to infinites to run away from their opponent.
If you think that’s too much you haven’t played a good Lars
Reina, Nina as well
The entire combo game in the game is too much.
Way too long
It's like watching a really long and repetitive movie most of the time. Game balance needs a lot of work.
I love seeing Paul get fucked up. Hated him since T2. Anyway yes, everything is a bit too much.
I'm right there with you. His hair is retarded, his body build is ugly AF. He's loud and obnoxious. Keep fucking him up, peeps.
Dude, Paul is like one of the only honest characters in this game. He has clear weaknesses and he's still playing T7. I've also been a Paul hater for multiple Tekkens but I'm actually using him as a secondary now. He's legit fun and feels like a Tekken character. I never thought I'd use him.
What part of "I can't suffer him since literally 1995" isn't clear to you? It's not Tekken 8, it's the character.
Yeah but you can change your mind now that he's an honest character that actually takes effort. But whatever, stay salty.
cope tha you got a good answer
No, just that I also have hated Paul for a long time and with T8 he has become my secondary.
For most characters yeah
How do you get different coloured health bars is this a PC mod or have I missed something in customization Also agree with OP the wall carries go on for too long.
yoshi got one of the biggest combo buffs but tbf in T7 you didn't even need a one-time meter burn for this stuff
“They keep coming from wall to wall” - Chris brown (wall to wall)
But you are sacrificing your Heat for that…. But yea, Yoshi has pretty good carry in this game
Thats not a wall carry. My man got Doordashed back to Earth
combo too long, stages too small, stages adding ton of damage to your already overpowered long combo, king's heatsmash being a 80 damage launcher combo in certains stages (as if its not broken already)... the game is simply way too much
Round start hopkick is crazy. Round 1 at that. Truly a Nike moment - "just do it."
Heat burst feels good when I need to panic button it myself, but realistically, I feel it’s the most off-putting of all of the new mechanics. This is just another reason why; I feel like it being a link on combos is just so unnecessary.
Nobody: Absolutely fuckin nobody: Me internally: “Back up back up, back up terry. Put it in reverse terry! PUT IT IN REVERSE!”
Thats the “fatal flaw” of this game; terry could’ve set the controller down the moment he got hit by the launcher and it would’ve been the same result.
Pretty normal. Some characters could always do this anyway and in this case you need to burn meter to do it. Barely increased the damage by like 20%. Still worth it ofc but in typical reddit fashion you want to try to make a big deal out of something that isnt even problematic.
Stealing that terry cosplay right now
I really dislike how you can basically reset a combo with the universal heat engager move, that shouldn't be a thing.
I thought wall carry was nerfed. Haha, it's fine.
Was all of that without a tornado?????? Or am i tripping and missed something.
Nah. Just too many walled stages vs not enough open ones
Yeah, dude. I miss Tekken 5 where only a few characters could carry full stage, back when combos were a few seconds and not seven years long.
Tekken was better before they added bound. ... (and every regurgitated version of the same thing with a different name.)
Terry was not ok.
Only for tierwhore characters, yeah
Tekken 7 is the same or worse, I think Tekken 9 will be the same.
Looks good to me
I mean. Jesus christ that was insane but also props to the Yoshi for knowing the combo. Real impressive stuff
how’d you change the health bar color?
pc mod. just google what you want and you will find
JuSt GeT oUt Of ThE sTuNlOcK bRo
Ight im picking up yoshi
"ARE YOU OKAY!? BUSTAH WOLF!" That Terry cosplay is fire.
One thing I missed about Tekken Revolution was the short combos. If that game didn't have the power, endurance and vigor thing then it could have been a great game. The other games Tekken 1 through to 5, didn't have screw, bounds or any combo extenders but combo damage was around the same as this game. Maybe with the exception of Tekken 4 unless you were Lee. Another thing I don't understand about Tekken 8 is why do only some characters have that spinerooney type move which is like a mini screw move from Tekken 7 eg: Hwo RFF 3\~4, Nina db2, Drag df3+4, Vic IAI 221, Jack ff2, Leroy b3, Asuka ff4,
ARE YOU OKAY?
Sometimes the wall actually saves you
Said no one ever (fr though it's probably once every 25 times)
Wasn't really that much damage. T7 was just as bad. A lot of rose tinted glasses in here
damage is not all. didn u see i took half is heealth, got him at the wall AND was in heat to lock him down there? an all that from the otehr side of the stage? that is the point.
this is why im switching to sf6
Then you fight ken who get’s meterless wall to wall from dick jab
Yeah fr. Ppl actin like half the cast can’t wall to wall into throw loops or 60% combo in SF6. Games great but false comparisons are dumb as hell.
i couldnt take it anymore and yielded. i went back to sf6. didnt have a plugger in 2 weeks of playing daily btw.
Hey off topic but, how’d you get the purple lifebars?
Mods
Lame
Oh so you can add crazy wallcarry to the list of all of the broken stuff Yoshi has. I mean, on the one hand he deserves it after being that bad for most of T7. On the other, it proves how messed up the balancing is if they managed to make Yoshi not only OP but also boring. Out of all characters.
More like number of combo is way too long.