My blog devoted to Tekken, Fighting Games, and the FGC.
Hey guys, long time no see. I've been helping out a couple of new Tekken players new to the NorCal scene and I've seen a few things that are definitely holding them back and would imagine these same things are holding back other new players as well. Unfortunately with how the YellowMotion situation was taken, it puts a hamper on plan for setting up this series. So far with how I've handled my Tekken 7 videos so far, I've used Namco's official videos and effectively made speculatory videos. Not quite as "trashy" as pure reaction but ultimately I'm dependent on third-party content to make Tekken 7 videos.
With that being said, similar to generic reaction videos that litter YouTube, they're effectively protected through copyright laws presuming a few things, the most commonly being: A) They're a parody B) They're educational C) They're supplementary. In my case, the reason my viewers watch my videos aren't for the third-party content, they're watching trying to learn something that they may not actually know. Also I do realize that in the case of YellowMotion specifically is that he rehosts other people's content (disregarding the recent anti-group rants of course) and otherwise makes questionable edits/changes which really stretches the line of where original content creation and stealing is.
Ultimately, what I'm trying to get to, is that I need to make a decision. Do I use third-party footage (for instance generic match footage) and highlight things to look out for while risking because called a content thief? Do I wait for Tekken 7 to come out of console which as of yesterday, has been somewhat officially confirmed as delayed? Do I use TTT2 which might be instantly disregarded by newer players when Tekken 7 is released, although will still be pertinent? Do I do a combination of the two, use both TTT2 for the primary footage and use Tekken 7 footage as a very small supplement (e.g. <15%)?
So I'm in a weird place. I want to make the series but the amount of time I'll need to invest without using raw, third-party Tekken 7 footage might be incredibly prohibitive. So much so that at that point, I might as well restart Project 62.
If you're not already watching the KotIF tournament, it's not too late. Watch the Grand Finals, coming up soon:
In case you haven't seen it, Namco has officially announced Miguel for Tekken 7. Check out the official video below:
Now I never really played Miguel very much and probably Tekken 6 was probably the last time I played seriously, so I'm not going to release some junk video to spam your inboxes. Instead I noticed quite a few things immediately while watching the video and would like to talk about FR and the state of Tekken 7 as a whole.
Now it'd be great to release it this weekend but...
Is this weekend and I'll be attending that!
So if you're in the area and want to meet, feel free to contact me either via the site or TZ, Twitter, YouTube, Facebook, Reddit, etc.
My Lee preview video is now available, check it out already!
Everyone's favorite adopted son has been shown bringing back a fan favorite with plenty of old JFs and new ones.
I'll probably do a preview release for Lee like I did for Master Raven.
Just when you might have thought I'd never make another video, here's a new video.
These are my first thoughts on her changes and buffs, right in time to beat out her official release. Let's see how close I was.
In a somewhat surprise reveal both Bob and Master Raven were shown off before the SFV finals at Evo 2016.
Raven that we all known has been replaced by his superior, "Master" Raven but overall she seems to share the same animations and movelist.
I currently have a thread going on TZ discussing the changes that have been shown as well as a little theorycrafting regarding potential changes and other buffs. Please feel free to add to the discussion:
Otherwise, I'll be talking more about her once I get back from Las Vegas.
Get your last minute Evo questions in during this week's TTT2/T7 QnA
Also an update to last week's article, it sounds like the original (pre-T7) characters supposedly lost their unscaled hits against grounded opponents which is a great step in the right direction but also note that I read this after watching Lucky Chloe for a good 20 minutes straight seeing her inescapable grounded, unscaled hits still hitting. So I still need to investigate it further.
Well Tekken 7: Fated Retribution has now been officially released and an interesting development with Shaheen has come to light, namely that his WS+3 no longer hits grounded opponents. Now I said it earlier in the year but I still stick by it, "f+3+4 and iWS+3 because without either he'd just be high-mid tier at best". While I haven't wrote much about Shaheen on here, I have done quite a lot of writing regarding him on /r/Tekken because he's a new character, is somewhat unique, and was arguably the best character in the game. Now while frustrating to get hit by WS+3's unscaled damage post combo, it does have some executional requirements that aren't immediately beginner friendly.
S!, dash up, f+3+4~d/f,d/b,WS+3
There's two real barriers to the ender. 1) On longer combos, the dash up needs to end with a forward-buffered f+3+4, which requires both hits of the f+3+4 to hit to guarantee the follow-up. 2) f+3+4 must enter stance but more importantly must cancel out of stance and end with WS+3. There's a few points of failure there but worst case scenario, you're looking at a shallow f+3+4 into stance 3, completely leaving you BT, open to punishment.
Which leads me to my two major complaints about Tekken 7 (or more accurately 7.0):
1) Unscaled damage
2) Non-generic 3+4 while grounded
Now for those unfamiliar with "unscaled damage", it refers to damage scaling and combos in general. Basically the longer a combo is, the less damage your attacks do. This has been so ingrained into Tekken that even airthrows now do scaled damage when previously in every game prior to T7, they didn't. So dealing "unscaled damage" is bypassing the scaling system and hitting the opponent with a 100% hit, as opposed to typically a ~15-20% one. This tags on extra explosive damage at the end of the combos that turns a slightly less optimized combo into a 100% necessary one. Now while Shaheen appears to be getting the boot losing his WS+3 ender, it's looking to be a nerf unique to him.
See the main problem is there are a good amount of characters in T7 that can deal unscaled damage with a significantly lower entry barrier. It's not hyperbole when I tell you that there's characters out there that can pretty much do the same combo enders they've done all their life and get a bonus unscaled hit on the end of the combo. Characters like Lili, Ling, and Hwoarang immediately come to mind. Then there's somewhat unique cases, such as King, who can tag on unscaled damage to the end of NC attacks which brings him into another stratosphere.
Of course of the new characters, all of them in 7.0 could deal unscaled damage and while by definition could be construed as "cheap", it was a flavor that could have been unique to them alone. Now in FR, of the new characters, both Claudio (the input is now a completely different move) and Shaheen have lost their ability to deal unscaled damage, so the question should really be... why? If it was frustrating to play against, why are they the only ones to lose this mechanic.
If anything, this really highlights Namco's inability to approach certain balancing decisions effectively. It seems like an "all or nothing" type approach instead of making smaller changes to modify the dynamic or approaching the problem at the root. For instance, lets say that Shaheen WS+3,3 deals something like 15+20 damage for 35 damage total (I don't have the exact figures and aren't on Ina). Now you want to adjust Shaheen's unscaled damage but don't want to completely negate WS+3,3 as a viable punisher, so the easiest way to start would be to redistribute damage from the first hit and instead put it into the second, such that the end result (sum) is the same.
Life is also a little trickier because you can't completely negate the initial first hit due to more fringe cases such as using WS+3 as a pickup post CH f+3, for instance. So instead of going to 10+25, a good starting point would be 12+23 taking into consideration that an initial 13 damage would be rounded down during the example combo while still leaving most of the explosive damage, which in this case we're obviously trying to avoid.
So to surmise, we reduce the "explosive damage" by 20% (3 points) while only affecting the combo damage by ~15% (1 point), a good compromise. Now also keep in mind number balances don't require a complete system rewrite, which honestly the other unscaled hits might require, but the point being that completely removing Shaheen WS+3 is a very poor decision and hopefully an accidental one.
Lastly, another somewhat new mechanic for FR is the change to the b+3+4 wakeup option. Now only requiring an 3+4 input out of FUFT, it's one of the strongest options for getting up off the ground, especially with the wall to your back. Crushing mids and a good amount of lows, it's basically a "get off me" card when you're in trouble; It's a huge change to the Tekken wakeup meta. The problem is there are still characters in the game without 3+4 an instead still have the old roll to acrobat roll. This animation does not have any of the invincibility and can be floated in certain situations, so is a double whammy of trash when comparing it against the new generic FUFT 3+4.
While I do, once again, appreciate the flavor of having different characters with different options. There seems to be no rhyme or reason as to who gets which and while bigs/ultra bigs typically have special, unique ways to get off the ground, the normal size characters don't and get the worst of both worlds.
Just a reminder that I'm running a TTT2 and T7 QnA on the /r/Tekken sub-reddit, so if you have any questions about Tekken that you want answered, I recommend going there.
Also I'll running another one the week of Evo too.
1-10 of 199