That is honestly hilarious from a old, old used to play Tekken player.

  • ampersandrew@lemmy.world
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    6 months ago

    It highlights the crucial flaw with Tekken for me: you have to just memorize how to defend everything your opponents can do to you rather than being able to intuit it on the fly. Which moves hit high/medium/low/overhead or track horizontally? There’s no language to it; it’s just done on a per move basis for balancing reasons, which means it would take me forever to get to the part where I actually get to think and play the game. This string, mashing 3, has highs, mediums, and lows all built in, plus it low profiles some counter attacks from opponents. This bot would beat me, too.

  • PDFuego@lemmy.world
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    6 months ago

    I haven’t played Tekken since 3, but Eddy is one of the few characters I remember and he was unstoppable back then too. I just realised he certainly would have unconsciously been my inspiration for getting into Capoeira years later. Godspeed, Mr Gordo.

    I watched the clip in the article, is that slow-mo and zooming part of the game by default? That’s unbearable, it’s worse than a Zack Snyder movie.

    • ampersandrew@lemmy.world
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      6 months ago

      Slow mo and zoom only happens in Tekken 7 and 8 when each opponent has a move coming out that could potentially end the round.

      • PDFuego@lemmy.world
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        6 months ago

        Ah that makes more sense. I thought it was doing that throughout the match which would be a nightmare.

  • Katana314@lemmy.world
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    6 months ago

    There’s a Smash Bros mechanic called Stale Moves where repeating the same move many times causes it to deal less damage. It feels like a worthwhile topic to delve on for more interesting fights, but given the way knockback works there could be a better target than just damage adjustment.