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Tekken 7 (Read 42116 times)

Started by Niitris, July 13, 2014, 06:31:03 pm
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Re: Tekken 7
#301  September 21, 2014, 05:25:02 pm
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Now that you mention it, yeah, she does look like her, except Violet's secretary has somewhat darker skin.



Re: Tekken 7
#302  September 21, 2014, 05:33:02 pm
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Re: Tekken 7
#303  September 21, 2014, 07:45:45 pm
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she might be lee's secretary. miharu was just a background character/costume in tekken 4 but became playable in tt2 after two tekken titles. besides lee needs to be a serious character this time.
Re: Tekken 7
#304  September 21, 2014, 07:58:19 pm
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Lee doesn't really care anymore about getting revenge against Kazuya now that he has his own successful company. He now loves making Kazuya's life miserable just because it's fun. He's gone through much better character development than the Mishimas.
Re: Tekken 7
#305  September 22, 2014, 01:16:45 am
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launcher combos is actually a good idea, but I can't imagine it right in 3d.


This game would like to have a word with you sir.

Wouldn't be be surprised if they added EX/ super arts in Tekken, but personally, It would more make more sense to add guard breaks in Tekken to add some more strategy in the game.
Re: Tekken 7
#306  September 22, 2014, 01:45:18 am
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Guard breaks add more strategy?? CvS and SFA3 already featured this an I'm not sure if it would translate well to Tekken. But that's just me and my taste for the first Tekken Tag Tournament. That I still play regularly.

At this point, I think it would be hard to implement anything game changing. It would be cool, and overly insanely complicated, if guarding had its own system outside of reversals/chickens. Which would translate into each attack having it's own block animation based off of a particular characters style, and those block animations would have options on how to counter/block/parry on the fly.

In my opinion, expanding the already established system would be better instead of building on it again. If Harada truly intends to go back to the games roots as stated, I think expansion on classic gameplay makes sense. But what do I know??  :-X
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Re: Tekken 7
#307  September 22, 2014, 01:55:18 am
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Rival School's game play is 2D, not 3D.
Guard breaks add more strategy??
I don't see how they don't, you can have blockstrings or have a game plan focused around that, for instance, Shen in KOFXII against someone with no super bar.
Re: Tekken 7
#308  September 22, 2014, 01:57:54 am
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Hi everyone, this is Harada from the TEKKEN Project.

Thank you for feedback about TEKKEN7 New character.
Now, We are considering about that character (It's not decided yet).

I thank you for your help in advance!

Well, they're in the process of considering the Arab fighter for Tekken 7. I seriously hope to God they consider the feedback of the Middle Eastern Tekken community, and mine as well (seeing that I'm Arabic).
Re: Tekken 7
#309  September 22, 2014, 02:13:50 am
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Tekken 7 should go the stereotypical route like SF2 did. :ninja:

Meaning an Arabic character should wear a turbin or one of those white headresses. What are those called again?? Yeah, one of those.
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Re: Tekken 7
#310  September 22, 2014, 02:16:47 am
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Tekken 7 should go the stereotypical route like SF2 did. :ninja:

Meaning an Arabic character should wear a turbin or one of those white headresses. What are those called again?? Yeah, one of those.

No.... just.... NO
Fuck the stereotypical route! A realistic representation is much better. We can't have that "camel-jockey" stereotype running rampant!
Re: Tekken 7
#311  September 22, 2014, 02:20:34 am
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LOL True. But it would be hilarious to have a sheik kicking some ass.
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Re: Tekken 7
#312  September 22, 2014, 02:45:18 am
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launcher combos is actually a good idea, but I can't imagine it right in 3d.


This game would like to have a word with you sir.

Wouldn't be be surprised if they added EX/ super arts in Tekken, but personally, It would more make more sense to add guard breaks in Tekken to add some more strategy in the game.

Rival School's game play is 2D, not 3D.
Guard breaks add more strategy??
I don't see how they don't, you can have blockstrings or have a game plan focused around that, for instance, Shen in KOFXII against someone with no super bar.

Project Justice "Rival Schools 2" is 3D
The side stepping is what I'm sure he was referring to.
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Re: Tekken 7
#313  September 22, 2014, 03:02:32 am
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3D graphics, 2D gameplay with side steps. The point is, jumps are a heavy part of the game in Rival Schools, just like in 2D, you have proper jump-in combos and air combos, which Tekken doesn't. 3D uses the horizontal plane to move around, 2D uses the vertical plane ; Tekken almost doesn't do jumps, and they certainly don't work the same way as in 2D. If one character has it, then everyone needs to have it to make it relevant, or else the one character will be way too situational. And adding 2D-like jumps to everyone would be a big change.
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What DKDC said
#314  September 22, 2014, 04:39:30 am
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Re: Tekken 7
#315  September 22, 2014, 04:45:13 am
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Project Justice "Rival Schools 2" is 3D
The side stepping is what I'm sure he was referring to.
wat

It was just cleared for up for you above. I said the guy was saying rival schools was 3d because of the sidestepping

3D graphics, 2D gameplay with side steps. The point is, jumps are a heavy part of the game in Rival Schools, just like in 2D, you have proper jump-in combos and air combos, which Tekken doesn't. 3D uses the horizontal plane to move around, 2D uses the vertical plane ; Tekken almost doesn't do jumps, and they certainly don't work the same way as in 2D. If one character has it, then everyone needs to have it to make it relevant, or else the one character will be way too situational. And adding 2D-like jumps to everyone would be a big change.

What about the bloody roar series? They are a mix of all of these games
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Re: Tekken 7
#316  September 22, 2014, 05:30:09 am
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Oh I guess Fatal Fury  is 3D because of the line change?
No, you didn't clear up a single thing, DKDC cleared up things for you.

Also, Project Justice isn't "Rival Schools 2"
Re: Tekken 7
#317  September 22, 2014, 06:29:10 am
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In my opinion, expanding the already established system would be better instead of building on it again.

But that's what they did... with bounds.

Guard break moves already exist in Tekken (some running hop kicks come to mind), but that nuance isn't as prevalent as in other games of course. I was thinking more along the lines of a universal notion that the entire cast can use.

Or at least make it to where some characters have their gameplay revolve around it more than others (new character is supposed to place emphasis on whatever the new mechanic is).
Then again I suck at Tekken so what do I know?
#318  September 22, 2014, 07:19:15 am
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Yeah there are unblockables and proper guard breaks, but it's probably easier to formulate strategies around it when you have a visual cue like a guard meter, I do know that enough people complained about bounds so I don't know it they're willing to keep experimenting with that.
Re: Tekken 7
#319  September 22, 2014, 08:51:33 am
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Maybe I'm wrong, because I'm a tekken player since first. And arcade. But I remember that "guard breaks" exists in certain characters from T3(Anna and King). Of course, they leave the rival open to ANY attack during a brief period of time...

About the stereotypical thing...I'd just leave that for the custom thing, and just one option. I mean, one casual outfit, one "fighting" outfit and then, whatever for the custom, including a stereotypical one. Miguel was a Hell of design in Tekken 6. First, he was a Caribbean torero and his second outfit seems to come from one of those Resident Evil 4 villagers D:

Re: Tekken 7
#320  September 22, 2014, 06:26:23 pm
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Guard break moves already exist in Tekken (some running hop kicks come to mind), but that nuance isn't as prevalent as in other games of course. I was thinking more along the lines of a universal notion that the entire cast can use.

But I remember that "guard breaks" exists in certain characters from T3(Anna and King). Of course, they leave the rival open to ANY attack during a brief period of time...

Guard breaks in Tekken, well at least in Tag and 5 AFAIK, came from immediate followup moves where the first one made you stagger and the second hit broke your guard. They were very few and in between, but they were there. What made these moves work is that they flowed seamlessly with the rest of the system/command list and fit in naturally. I.E. no exploits. With playing Tag so damned much, I can't help but say that the game is incredibly balanced. I also base all of my opinions off of it.

The problem with bounds is that only a few moves truly activated it. So you now have a handful of moves that allow for lifebar crushing combos, and those moves existed in a sea of very complex movelists. So while Tekken Tag 2 did have depth and strategy, everyone leaned towards combos, so the bound system pretty much cancelled everything else out in favor of glorious, one dimensional combos. I think Tekken 5 had the best variety of play because you still had closed in stages and juggles, but they weren't restricted to bounds. Combos weren't minutes long. Things were balanced!!

So leading up to a new gameplay mechanic, it had better mesh well and naturally flesh out what was well established throughout the series subsequent titles.

3D graphics, 2D gameplay with side steps. The point is, jumps are a heavy part of the game in Rival Schools, just like in 2D, you have proper jump-in combos and air combos, which Tekken doesn't. 3D uses the horizontal plane to move around, 2D uses the vertical plane ; Tekken almost doesn't do jumps, and they certainly don't work the same way as in 2D.

They had better not add in jumping. Tekken was always about poking and interruption strategies, kinda like an actual sparring match. Guard breaks, in my opinion, would ruin the defensive game and take away from Tekken's established and different style of play.
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I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.