Check doesn't think the parry system is broken. I don't think anyone does.
Imagine every character has the same amount of safe moves,Same amount of unsafe moves and no character would have no Priority over the other. Oh wait,Thats Tekken.
No, that's definitely not Tekken. That's no fighting game.
Imagine every character has the same amount of safe moves,Same amount of unsafe moves and no character would have no Priority over the other. Oh wait,Thats Tekken.
No, that's definitely not Tekken. That's no fighting game.

0
m2dave Wrote:
Check doesn't think the parry system is broken. I don't think anyone does.
Imagine every character has the same amount of safe moves,Same amount of unsafe moves and no character would have no Priority over the other. Oh wait,Thats Tekken.
No, that's definitely not Tekken. That's no fighting game.
Check doesn't think the parry system is broken. I don't think anyone does.
Imagine every character has the same amount of safe moves,Same amount of unsafe moves and no character would have no Priority over the other. Oh wait,Thats Tekken.
No, that's definitely not Tekken. That's no fighting game.
How can you not?
I just dont see how you think the Parry system is not broken when there is a thing called P/Cing. Check found this to be able to duck throws and do combos with. That is not supposed to be apart of the game.
BTW,I should of put a "
I still say Reversals FTW!

0
The Virtua fighter series is considered to be the most balanced, not Tekken.
Tekken has many 100% combos, or close to death combos, they are pretty hard to pull off though. I've never been able to do a 100% combo, most I get is like 50 or 60% ones, which are pretty easy in T5DR.
Juggles are being toned down for Tekken 6, but they added a bounce feature, similar to what was added in Virtua Fighter 5. I imagine very high damage combos are still gonna be pretty easy to do.
Tekken has many 100% combos, or close to death combos, they are pretty hard to pull off though. I've never been able to do a 100% combo, most I get is like 50 or 60% ones, which are pretty easy in T5DR.
Juggles are being toned down for Tekken 6, but they added a bounce feature, similar to what was added in Virtua Fighter 5. I imagine very high damage combos are still gonna be pretty easy to do.
0
Personally, they just need to improve upon the Parry system but nobody can honestly say that MKD is better then MKA when MKA at least you can counter, get out out tight situations if you parry properly and a well timed one can make or break a match, it makes a big difference.
All I want is to have the parry recover faster and not be as open on a miss, otherwise I have no problems with it.
It gets the job done and if MKD had it, MKD would be a much better game. MKA in terms of gameplay is better IMO, MK:DA is the most balanced though easily.
All I want is to have the parry recover faster and not be as open on a miss, otherwise I have no problems with it.
It gets the job done and if MKD had it, MKD would be a much better game. MKA in terms of gameplay is better IMO, MK:DA is the most balanced though easily.
bleed Wrote:
The Virtua fighter series is considered to be the most balanced, not Tekken.
Tekken has many 100% combos, or close to death combos, they are pretty hard to pull off though. I've never been able to do a 100% combo, most I get is like 50 or 60% ones, which are pretty easy in T5DR.
Juggles are being toned down for Tekken 6, but they added a bounce feature, similar to what was added in Virtua Fighter 5. I imagine very high damage combos are still gonna be pretty easy to do.
The Virtua fighter series is considered to be the most balanced, not Tekken.
Tekken has many 100% combos, or close to death combos, they are pretty hard to pull off though. I've never been able to do a 100% combo, most I get is like 50 or 60% ones, which are pretty easy in T5DR.
Juggles are being toned down for Tekken 6, but they added a bounce feature, similar to what was added in Virtua Fighter 5. I imagine very high damage combos are still gonna be pretty easy to do.
That's the thing where they glow red and their attacks do more damage right? I hope there's an option to disable that like in online matches.

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-Jago- Wrote:
That's the thing where they glow red and their attacks do more damage right? I hope there's an option to disable that like in online matches.
That's only in Tekken 6, Jago. The ones bleed is talking about are just combos that take off large chunks of an opponent's health.bleed Wrote:
The Virtua fighter series is considered to be the most balanced, not Tekken.
Tekken has many 100% combos, or close to death combos, they are pretty hard to pull off though. I've never been able to do a 100% combo, most I get is like 50 or 60% ones, which are pretty easy in T5DR.
Juggles are being toned down for Tekken 6, but they added a bounce feature, similar to what was added in Virtua Fighter 5. I imagine very high damage combos are still gonna be pretty easy to do.
The Virtua fighter series is considered to be the most balanced, not Tekken.
Tekken has many 100% combos, or close to death combos, they are pretty hard to pull off though. I've never been able to do a 100% combo, most I get is like 50 or 60% ones, which are pretty easy in T5DR.
Juggles are being toned down for Tekken 6, but they added a bounce feature, similar to what was added in Virtua Fighter 5. I imagine very high damage combos are still gonna be pretty easy to do.
That's the thing where they glow red and their attacks do more damage right? I hope there's an option to disable that like in online matches.

0
Tekken 6 has a Rage mode that turns on when your life is down to like 15%
You have a colored shadow effect on your character's body, like for the swords in soul Calibur.
During this state, you can inflict higher damage than normal and there is no time limit on the power up, it lasts till you die.
The bounce or "bound" as it is called, like in Virtua Fighter 5 lets you do a downward attack on the opponent during a juggle. It'll make them bounce off the ground a bit and let you land added hits. Unlike in VF5, in tekken you can go in to a normal juggle from this re-launch, not just low hits.
This bound can be done several times in the same juggle, even when up against a wall.
Death combos have been found for almost every character so far using these additions. Most are situational where you have to be on certain part of a certain stage. Still, even a incomplete combo can take around 60 to 70% life without walls, and the combos aren't even that hard to pull off.
I don't like the way these things were implemented, seems half assed to me.
You have a colored shadow effect on your character's body, like for the swords in soul Calibur.
During this state, you can inflict higher damage than normal and there is no time limit on the power up, it lasts till you die.
The bounce or "bound" as it is called, like in Virtua Fighter 5 lets you do a downward attack on the opponent during a juggle. It'll make them bounce off the ground a bit and let you land added hits. Unlike in VF5, in tekken you can go in to a normal juggle from this re-launch, not just low hits.
This bound can be done several times in the same juggle, even when up against a wall.
Death combos have been found for almost every character so far using these additions. Most are situational where you have to be on certain part of a certain stage. Still, even a incomplete combo can take around 60 to 70% life without walls, and the combos aren't even that hard to pull off.
I don't like the way these things were implemented, seems half assed to me.
0
Wow, I'd never think I'd see the day where Tekken/Namco would do something fans would question.....
I heard vaguely that T6 wasn't as good as the others, but what's wrong with it per-se?
So apparently they're making it like most other fighters that's more casual player friendly, pick up and play?
It's that drastically different then Tekken 4 and Tekken 5? Are there any vids one of you guys know of that I can see, I'm curious..Thanks
So apparently they're making it like most other fighters that's more casual player friendly, pick up and play?
It's that drastically different then Tekken 4 and Tekken 5? Are there any vids one of you guys know of that I can see, I'm curious..Thanks

0
They've been doing this little by little for a while. making the game more user friendly.
Links to tons of videos.
Devil Jin VS Steve Fox
direct feed videos
Lei Wulong new moves
Yoshimitsu VS Steve Fox
Asuka VS Hwoarang
King VS Bruce
Law, Jin, nina
Miguel VS Anna Miguel, Leo, Zafina and Bob are new fighters. Azazel is the boss and NANCY MIS47J is a bonus battle character.
Bonus battle vs NANCY
you get some money for beating this character, to buy customizations.
Tekken 6 boss Azazel
I found out a few days ago, there's a new Virtua Fighter coming out for arcades. An upgrade with new characters and stages, etc. It's called VF5R. There's what looks to be a Karate fighter similar to Ken in design, and Taka Arashi, the sumo from VF3.
VF5R
Links to tons of videos.
Devil Jin VS Steve Fox
direct feed videos
Lei Wulong new moves
Yoshimitsu VS Steve Fox
Asuka VS Hwoarang
King VS Bruce
Law, Jin, nina
Miguel VS Anna Miguel, Leo, Zafina and Bob are new fighters. Azazel is the boss and NANCY MIS47J is a bonus battle character.
Bonus battle vs NANCY
you get some money for beating this character, to buy customizations.
Tekken 6 boss Azazel
I found out a few days ago, there's a new Virtua Fighter coming out for arcades. An upgrade with new characters and stages, etc. It's called VF5R. There's what looks to be a Karate fighter similar to Ken in design, and Taka Arashi, the sumo from VF3.
VF5R

0
bleed Wrote:
They've been doing this little by little for a while. making the game more user friendly.
Links to tons of videos.
Devil Jin VS Steve Fox
direct feed videos
Lei Wulong new moves
Yoshimitsu VS Steve Fox
Asuka VS Hwoarang
King VS Bruce
Law, Jin, nina
Miguel VS Anna Miguel, Leo, Zafina and Bob are new fighters. Azazel is the boss and NANCY MIS47J is a bonus battle character.
Bonus battle vs NANCY
you get some money for beating this character, to buy customizations.
Tekken 6 boss Azazel
I found out a few days ago, there's a new Virtua Fighter coming out for arcades. An upgrade with new characters and stages, etc. It's called VF5R. There's what looks to be a Karate fighter similar to Ken in design, and Taka Arashi, the sumo from VF3.
VF5R
Shit. Azazel looks like Ridley. And why'd they call the giant (Cybertronian) robot Nancy?They've been doing this little by little for a while. making the game more user friendly.
Links to tons of videos.
Devil Jin VS Steve Fox
direct feed videos
Lei Wulong new moves
Yoshimitsu VS Steve Fox
Asuka VS Hwoarang
King VS Bruce
Law, Jin, nina
Miguel VS Anna Miguel, Leo, Zafina and Bob are new fighters. Azazel is the boss and NANCY MIS47J is a bonus battle character.
Bonus battle vs NANCY
you get some money for beating this character, to buy customizations.
Tekken 6 boss Azazel
I found out a few days ago, there's a new Virtua Fighter coming out for arcades. An upgrade with new characters and stages, etc. It's called VF5R. There's what looks to be a Karate fighter similar to Ken in design, and Taka Arashi, the sumo from VF3.
VF5R

0
I don't know, probably stands for a code of some sort.
mkflegend Wrote:
Wow, I'd never think I'd see the day where Tekken/Namco would do something fans would question.....
I heard vaguely that T6 wasn't as good as the others, but what's wrong with it per-se?
So apparently they're making it like most other fighters that's more casual player friendly, pick up and play?
It's that drastically different then Tekken 4 and Tekken 5? Are there any vids one of you guys know of that I can see, I'm curious..Thanks
Wow, I'd never think I'd see the day where Tekken/Namco would do something fans would question.....
So apparently they're making it like most other fighters that's more casual player friendly, pick up and play?
It's that drastically different then Tekken 4 and Tekken 5? Are there any vids one of you guys know of that I can see, I'm curious..Thanks
Are you serious? I've complained about every Tekken I've played. Visit Tekkenzaibatsu.com and you'll see me (along with other high level Tekken players) heavily criticise most Tekken games. I am a Tekken fan but I am by no means a blind Tekken fan. That is precisely what seperates this community from Tekken's community. If you expect more, you'll get it. Expect less, get less.
Tekken 6 is hard to judge because Namco is patching the game as we speak. However, these seem to be the re-occuring problems:
1. High juggle damage, especially in rage mode.
- Rage mode is similar to MK:DA's "power up" as it increases your character's damage once you lose more than 90% of your life. Your life bar will flash and rage mode will be activated. The damage in rage was particulary immense in early stages of the game but Namco has been weaking it ever since.
2. Bound System
- It is a new system used in juggles - certain attacks "bind" in juggles; in other words, these attacks plant you to the ground and allow you to re-juggle your opponent. What's so bad about this? The juggles, as a result, are excellent wall carriers because they cover a lot of distance. In addition, they annoyingly take too long to execute as well.
3. Crush System
- So, we have easy and high-damaging juggles that carry to the walls without much effort. To make matters worse, I introduce to you, MKF, the crush system. It is a system where particular attacks have 100% priority over certain other attacks. There are low crushers and high crushers - low crushers beat low attacks while high crushers beat high attacks. The problem is that some of these crushing attacks juggle. So, even if you did a little low poke to me, I can low crush you, juggle you + combo, bind you + carry you to the wall + wall combo.
The result is this:
http://sdtekken.com/tekken-6/
Even though some of those videos may be old, you'll get the point.
that sounds bad
i wouldnt call it making the game more accessible to non tekken players, but rather quickening the matches as result of these add ons.
you can look at the rage system as a counter for the other 2. of course, waiting till you have10% of your life isnt gonna help much either when you have your back to the wall coming out a huge combo etc.
but yea, that sounds bad man, too bad. only solution is to take these things out.
dave - when will you be on AIM? Im sorry ive been busy, im actually completly free till next week or so. but i hope to have a nice long conversation with you again, as always ; ) hit me up.
i wouldnt call it making the game more accessible to non tekken players, but rather quickening the matches as result of these add ons.
you can look at the rage system as a counter for the other 2. of course, waiting till you have10% of your life isnt gonna help much either when you have your back to the wall coming out a huge combo etc.
but yea, that sounds bad man, too bad. only solution is to take these things out.
dave - when will you be on AIM? Im sorry ive been busy, im actually completly free till next week or so. but i hope to have a nice long conversation with you again, as always ; ) hit me up.
Check, I'm pretty sure it has simply been added to appeal to scrubs so they can say "omg look at the kewl combo i just pulled off!"
In reality, high level players will pick the game apart if it contains such flaws. Most of these implemented elements will encourage a lot of turtling. If I am in rage and there are walls around, you better not rush me down because I can take off 75%+ if I launch you. Dumb.
I'll catch you on AIM soon. We can discuss it more.
In reality, high level players will pick the game apart if it contains such flaws. Most of these implemented elements will encourage a lot of turtling. If I am in rage and there are walls around, you better not rush me down because I can take off 75%+ if I launch you. Dumb.
I'll catch you on AIM soon. We can discuss it more.
0
m2dave Wrote:
Are you serious? I've complained about every Tekken I've played. Visit Tekkenzaibatsu.com and you'll see me (along with other high level Tekken players) heavily criticise most Tekken games. I am a Tekken fan but I am by no means a blind Tekken fan. That is precisely what seperates this community from Tekken's community. If you expect more, you'll get it. Expect less, get less.
Tekken 6 is hard to judge because Namco is patching the game as we speak. However, these seem to be the re-occuring problems:
1. High juggle damage, especially in rage mode.
- Rage mode is similar to MK:DA's "power up" as it increases your character's damage once you lose more than 90% of your life. Your life bar will flash and rage mode will be activated. The damage in rage was particulary immense in early stages of the game but Namco has been weaking it ever since.
2. Bound System
- It is a new system used in juggles - certain attacks "bind" in juggles; in other words, these attacks plant you to the ground and allow you to re-juggle your opponent. What's so bad about this? The juggles, as a result, are excellent wall carriers because they cover a lot of distance. In addition, they annoyingly take too long to execute as well.
3. Crush System
- So, we have easy and high-damaging juggles that carry to the walls without much effort. To make matters worse, I introduce to you, MKF, the crush system. It is a system where particular attacks have 100% priority over certain other attacks. There are low crushers and high crushers - low crushers beat low attacks while high crushers beat high attacks. The problem is that some of these crushing attacks juggle. So, even if you did a little low poke to me, I can low crush you, juggle you + combo, bind you + carry you to the wall + wall combo.
The result is this:
http://sdtekken.com/tekken-6/
Even though some of those videos may be old, you'll get the point.
mkflegend Wrote:
Wow, I'd never think I'd see the day where Tekken/Namco would do something fans would question.....
I heard vaguely that T6 wasn't as good as the others, but what's wrong with it per-se?
So apparently they're making it like most other fighters that's more casual player friendly, pick up and play?
It's that drastically different then Tekken 4 and Tekken 5? Are there any vids one of you guys know of that I can see, I'm curious..Thanks
Wow, I'd never think I'd see the day where Tekken/Namco would do something fans would question.....
So apparently they're making it like most other fighters that's more casual player friendly, pick up and play?
It's that drastically different then Tekken 4 and Tekken 5? Are there any vids one of you guys know of that I can see, I'm curious..Thanks
Are you serious? I've complained about every Tekken I've played. Visit Tekkenzaibatsu.com and you'll see me (along with other high level Tekken players) heavily criticise most Tekken games. I am a Tekken fan but I am by no means a blind Tekken fan. That is precisely what seperates this community from Tekken's community. If you expect more, you'll get it. Expect less, get less.
Tekken 6 is hard to judge because Namco is patching the game as we speak. However, these seem to be the re-occuring problems:
1. High juggle damage, especially in rage mode.
- Rage mode is similar to MK:DA's "power up" as it increases your character's damage once you lose more than 90% of your life. Your life bar will flash and rage mode will be activated. The damage in rage was particulary immense in early stages of the game but Namco has been weaking it ever since.
2. Bound System
- It is a new system used in juggles - certain attacks "bind" in juggles; in other words, these attacks plant you to the ground and allow you to re-juggle your opponent. What's so bad about this? The juggles, as a result, are excellent wall carriers because they cover a lot of distance. In addition, they annoyingly take too long to execute as well.
3. Crush System
- So, we have easy and high-damaging juggles that carry to the walls without much effort. To make matters worse, I introduce to you, MKF, the crush system. It is a system where particular attacks have 100% priority over certain other attacks. There are low crushers and high crushers - low crushers beat low attacks while high crushers beat high attacks. The problem is that some of these crushing attacks juggle. So, even if you did a little low poke to me, I can low crush you, juggle you + combo, bind you + carry you to the wall + wall combo.
The result is this:
http://sdtekken.com/tekken-6/
Even though some of those videos may be old, you'll get the point.
Before this, I honestly only remember you criticising what was it way back, Tekken :DR I think that's the one where there's the extra super broken character or is is the other Tekken game, he was banned from tournaments and stuff? I can't remember at the moment but I remember you talking about that a while back one of those games.
Wow, nice explanation of the game lol and btw thanks for the vids Dave and Bleed, interesting stuff...
That "Rage" mode is definitely similar to MK:DA's "power up", just curious does everyone in the game have this or is it like MK:DA where only certain characters have it?
That new Crush system sounds weird....from a few vids and your detailed explanation it sounds like it's almost pointless to do certain attacks since you can "crush/counter" them, guessing this is no doubt the parry replacement?
My friend has a PS3, he has all 3 consoles actually so perhaps next time I hang at his place we'll rent Tekken 6 and play some games, sounds interesting with the changes and want to try out these new elements added to Tekken 6. It's also online too right? Does anyone know how the online play is? I heard it's like most fighters, typical lag but playable

0
The online mode hasn't been seen yet for Tekken 6, but It will be there.
Tekken5 DR on the PS3 has online. It's OK if both players have a good connection. In general, it's playable on a casual level. I don't bother trying to land any fancy stuff like just frames or complex juggles. I just stick to the simpler combos, because the ones I normally do almost never land online because of lag. Even if you can't see the delay, you can feel it and it messes you up.
I've found that low attacks and throws are really useful online.
Steve Fox and Nina were pretty broken in Tekken 5.0 They got toned down for later versions.
If anybody has been banned from tournaments, it would probably be Jinpachi on the PS3 version, but I don't keep too much track of that.
Every character has the Rage powerup. You can also do the normal power up 1+2+3+4 like you can do in the older Tekken games. I hardly ever see anybody using that though. I usually do it at the end of a match like a Taunt with Feng Wei, because it looks cool.
Or I'll do the kenpo step f+3+4.
The crush system is supposed to be like if you do an attack to the opponent's head, they can do a low attack that will automatically have the ability to evade your move. Like it's invincible against certain types of attacks. It needs more development, it's kind of sloppy still.
Sometimes you'll see attacks connect visually but not register a hit because of the evasive properties of the crush move. That and it's unbalanced like mentioned above.
I wish it worked more natural, like if someone does a high attack during a combo, you can cancel the block stun in to a sweep or something. Like in the movies. The moves probably shouldn't launch either, unless you have a juggle recovery of some sort to balance it out.
The crush system in Tekken doesn't make attacks useless because nobody is psychic. You have to fake the opponent out don't become obvious, or you'll be easy to counter like with a reversal.
Tekken5 DR on the PS3 has online. It's OK if both players have a good connection. In general, it's playable on a casual level. I don't bother trying to land any fancy stuff like just frames or complex juggles. I just stick to the simpler combos, because the ones I normally do almost never land online because of lag. Even if you can't see the delay, you can feel it and it messes you up.
I've found that low attacks and throws are really useful online.
Steve Fox and Nina were pretty broken in Tekken 5.0 They got toned down for later versions.
If anybody has been banned from tournaments, it would probably be Jinpachi on the PS3 version, but I don't keep too much track of that.
Every character has the Rage powerup. You can also do the normal power up 1+2+3+4 like you can do in the older Tekken games. I hardly ever see anybody using that though. I usually do it at the end of a match like a Taunt with Feng Wei, because it looks cool.
The crush system is supposed to be like if you do an attack to the opponent's head, they can do a low attack that will automatically have the ability to evade your move. Like it's invincible against certain types of attacks. It needs more development, it's kind of sloppy still.
Sometimes you'll see attacks connect visually but not register a hit because of the evasive properties of the crush move. That and it's unbalanced like mentioned above.
I wish it worked more natural, like if someone does a high attack during a combo, you can cancel the block stun in to a sweep or something. Like in the movies. The moves probably shouldn't launch either, unless you have a juggle recovery of some sort to balance it out.
The crush system in Tekken doesn't make attacks useless because nobody is psychic. You have to fake the opponent out don't become obvious, or you'll be easy to counter like with a reversal.
0
I see what you're saying, that was just the vibe I got from Dave's point of view concerning the Crush system.
And yeah, Jinpachi I believe is the character that I was referring to. That name rings a bell.
And yeah, Jinpachi I believe is the character that I was referring to. That name rings a bell.
mkflegend Wrote:
I see what you're saying, that was just the vibe I got from Dave's point of view concerning the Crush system.
And yeah, Jinpachi I believe is the character that I was referring to. That name rings a bell.
I see what you're saying, that was just the vibe I got from Dave's point of view concerning the Crush system.
And yeah, Jinpachi I believe is the character that I was referring to. That name rings a bell.
Don't get me wrong, the crush system is by no means broken but it is a dull and random feature that everyone can take advantage of even at a high intermediate level, and that is not what you want in a quality fighting game.
In fact, the crush system is present in Tekken 5: DR as well but none of the top tiers (Devil Jin, Heihachi, and Kazuya) actually even depend on it. The question that Namco must answer is - why add something so simplistic in the game when you can implement something much deeper? Many players consider DR to be the most balanced Tekken game ever created but not necessarily the best tournament game, and features, such as the crush system, are precisely the reason for it.
Jinpachi is banned. He's just a console character that Namco added in the game to increase replay value. He wasn't even tested properly, and that's why he's not even selectable online, and players have also agreed to ban him in tournaments as a result, which, by the way, is for the better.
That would be a kool idea too, (What KARATE started out with)
How about something like this.....
When your fighting the online version. you can only fight against other fighters of that level. When you reach a certain number of wins, you advance to the next level and can only fight that level. That way the lower level players have a chance of fighting against the same levels and not get there butts whipped in a matter of secs. And if you use the same move 2 or more in a row, you get "dizzy" and your opponent can have a chance to get.... REVENGE
Kool Huh?
What do You think???
How about something like this.....
When your fighting the online version. you can only fight against other fighters of that level. When you reach a certain number of wins, you advance to the next level and can only fight that level. That way the lower level players have a chance of fighting against the same levels and not get there butts whipped in a matter of secs. And if you use the same move 2 or more in a row, you get "dizzy" and your opponent can have a chance to get.... REVENGE
Kool Huh?
What do You think???
0
m2dave Wrote:
Don't get me wrong, the crush system is by no means broken but it is a dull and random feature that everyone can take advantage of even at a high intermediate level, and that is not what you want in a quality fighting game.
In fact, the crush system is present in Tekken 5: DR as well but none of the top tiers (Devil Jin, Heihachi, and Kazuya) actually even depend on it. The question that Namco must answer is - why add something so simplistic in the game when you can implement something much deeper? Many players consider DR to be the most balanced Tekken game ever created but not necessarily the best tournament game, and features, such as the crush system, are precisely the reason for it.
Jinpachi is banned. He's just a console character that Namco added in the game to increase replay value. He wasn't even tested properly, and that's why he's not even selectable online, and players have also agreed to ban him in tournaments as a result, which, by the way, is for the better.
mkflegend Wrote:
I see what you're saying, that was just the vibe I got from Dave's point of view concerning the Crush system.
And yeah, Jinpachi I believe is the character that I was referring to. That name rings a bell.
I see what you're saying, that was just the vibe I got from Dave's point of view concerning the Crush system.
And yeah, Jinpachi I believe is the character that I was referring to. That name rings a bell.
Don't get me wrong, the crush system is by no means broken but it is a dull and random feature that everyone can take advantage of even at a high intermediate level, and that is not what you want in a quality fighting game.
In fact, the crush system is present in Tekken 5: DR as well but none of the top tiers (Devil Jin, Heihachi, and Kazuya) actually even depend on it. The question that Namco must answer is - why add something so simplistic in the game when you can implement something much deeper? Many players consider DR to be the most balanced Tekken game ever created but not necessarily the best tournament game, and features, such as the crush system, are precisely the reason for it.
Jinpachi is banned. He's just a console character that Namco added in the game to increase replay value. He wasn't even tested properly, and that's why he's not even selectable online, and players have also agreed to ban him in tournaments as a result, which, by the way, is for the better.
From what I've read in here and in general about Jinpachi, I don't doubt it.
On the crush thing, I'll have to check it out sometime once my friend picks it up when it's officially released in the states. It sounds interesting.
On the tier front, the one thing I've noticed after years upon years of playing fighting games whether casually or competitively(in MK's case) is that there almost always seems to be top tiers, mid tiers and low tiers. I'm trying to think of a fighting game that had a near to perfect balance with characters which is tough to do if you think about.
Who's the top tiers in Tekken 6, do you know? Same as T5 or different would you say?
It is hard to say who's top tier in Tekken 6 because Namco patches the game constantly altering characters' move sets. The last time I checked Mishimas (Devin Jin, Kazuya, and Heihachi) and Bob were one of the better characters in the game. Again, this may have changed. I don't know.
There is one thing you need to know about Tekken, and that is that Mishimas are almost always top tiers because in most Tekken games they usually play exactly the same.
Check this out:
http://www.youtube.com/watch?v=ZgeTMkhchuw
That dash (called Wave Dash, or short, WD) allows you to cancel moves from it as you can see. It gives you mix ups when done correctly so you cannot react to them. Mishimas also have a move called EWGF (it's in the video above), which is sort of like a just frame. It's a fast launcher that recovers very quickly. Thus, you'll be seeing the following mix ups in a high level match:
WD~EWGF, WD~Hell Sweeps (low attack), WD~mid attack (depending which Mishima you play with), WD~throw mix ups, etc. You get the idea.
This is how it looks like in a match (DR):
http://youtube.com/watch?v=EZBOYHaSTS4
And that's pretty much how Devil Jin is used in T6 as well.
There is one thing you need to know about Tekken, and that is that Mishimas are almost always top tiers because in most Tekken games they usually play exactly the same.
Check this out:
http://www.youtube.com/watch?v=ZgeTMkhchuw
That dash (called Wave Dash, or short, WD) allows you to cancel moves from it as you can see. It gives you mix ups when done correctly so you cannot react to them. Mishimas also have a move called EWGF (it's in the video above), which is sort of like a just frame. It's a fast launcher that recovers very quickly. Thus, you'll be seeing the following mix ups in a high level match:
WD~EWGF, WD~Hell Sweeps (low attack), WD~mid attack (depending which Mishima you play with), WD~throw mix ups, etc. You get the idea.
This is how it looks like in a match (DR):
http://youtube.com/watch?v=EZBOYHaSTS4
And that's pretty much how Devil Jin is used in T6 as well.
About Me

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on the subject of the blocking system...i dont like the reversal idea but i do think there should be some way to be able to break through a block if needed. if they do a reversal system,i think it would be best only for throws.
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Hmm, interesting vids. I could never play any Tekken game well, but enjoy playing it casually with my friends from time to time like DOA. Some characters can also teleport too in Tekken right? have a few special powers? Not nearly as many as MK or SF I know but there are some right?
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