![]() ![]() Same goes for other fighters who share the same fighting style like the Mishimas (Karate) or King II/Armor King (Wrestling). There are technically around 25-30 fighting styles in the game, but fighters who share fighting styles are played differently like Jin (Karate) and Lidia (Karate), the two fighters are completely different in terms of gameplay. I wouldn't say that any fighters have the same gameplay. The mechanics still (mostly) work for me, there's just too much memorization and too little gravity now. Still, I think all the Tekken games look and play wonderfully. Plus the new characters started to feel like they belonged in Dead or Alive instead. That's when the movelists exploded with every move being a multi-part. Everything since has felt out of hand to me, though. Tag is the era when I was a borderline tournament player, although very much a fringe one.Ĥ kinda sucked, but 5 and Dark Resurrection were back to form. 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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