1. Hey Guest, looking for Virtua Fighter 5: Ultimate Showdown content? Rest assured that the game is identical to Virtua Fighter 5: Final Showdown so all current resources on here such as Command Lists with frame data, Combo Lists and the Wiki still apply. However, you can expect some VF5US specific changes to come soon!
    Dismiss Notice

Tekken 6BR system

Discussion in 'General' started by zakira, Oct 27, 2009.

  1. zakira

    zakira Well-Known Member

    I've been playing Tekken since T2 but I never really got into it due to lots of reasons and since I've pre-ordered T6BR for the PS3 I want too at least this time be serious about it. So there are few things about the system I would like to understand.

    1.Get Up System
    2.Sidestepping
    3.Tracking Moves

    These are the main system that makes me hate the game. Either I'm oblivious about it or either I'm right about it in a sense that the game's system is just plainly broken.
    I hope someone here can explain it to me.
     
  2. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I made a thread at Tekken Zaibatsu awhile ago as far as its system. You might want to register there and ask specific questions if they fit within the context of the thread:

    System Frames and Mechanics Questions

    The people there are great and would likely be more than happy to answer anything you want to know.
     
  3. SuperPanda

    SuperPanda Well-Known Member

    1) Better term for Tekken's oki would be a "keep down" system. Tekken's goal is to keep you down/refloat you, and not for you to be able to get up into a position where you can retaliate. Most "get up" techniques are just ways of avoiding your opponent's oki. However, some techniques (such as the dive and get up sweep), can turn the tables.

    e.g. if an opponent blocks your dive, depending on who you're using, you can hop kick launch them guaranteed.

    If you sweep them (3 when lying), you can do some of your WS (while standing/getting up from crouch) combos - if you have one that has bound in it, even better.

    2) Is character specific. Bigs have a hard time SS'ing, smalls have an easier time.

    3) Tracking moves are generally the ones with white streaks. Although some can be sidestepped (you step into the other direction), a number can't. However, these moves are usually very punishable on whiff.
     
  4. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Homing moves are the ones that have white streaks, and they cannot be sidestepped in either direction. Examples include Steve's d/f+2, Hwoarang's LFF b+4, and Paul's b+2.

    Another thing to keep in mind is that with the movement system the way it is, sometimes sidewalking is preferable to sidestepping.
     
  5. SuperPanda

    SuperPanda Well-Known Member

    I'm pretty sure there are a few that can be SS'ed, due to the direction they animate (IIRC, Lars' b+1+2 is one of them.) I'll test in a few hours to be sure, but yeah, rule of thumb is that you can't SS most (yeah, maybe all?) of them.
     
  6. noodalls

    noodalls Well-Known Member Bronze Supporter

    The circle is complete.

    Linking to a Tekken site from a Virtua Fighter site by a VF player, where most of good answers were provided by a Tekken player who also dabbles in VF, using a tool which he made with the help of a VF player from a post on a VF site.

    A very wonky circle.
     
  7. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    Your help was greatly appreciated in that thread. Thank you! [​IMG]
     
  8. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I found it funny when noodalls asked if Libertine is a VF player and the TZ forum said that he was one. I guess they didn't' realize you were joking.
     
  9. noodalls

    noodalls Well-Known Member Bronze Supporter

    By the way he asked the questions, I was pretty sure he was coming from a VF background.
     
  10. GodEater

    GodEater Well-Known Member

    as these answers continue to come in and are vetted is it your plan to update with a finished document rather than having to chase down the answers across many pages? 'cos if so...sweet.
     
  11. tonyfamilia

    tonyfamilia Well-Known Member

    Ok, before anybody thinks that I'm hating on Tekken, know this: I've always played Tekken. All the way from the very first Tekken, I have owned all of the Tekken installments.
    I should be receiving my copy of T6 between today and Friday.
    Now, all that said, here's a few reasons why I've had a problem taking Tekken as seriously as VF:

    1. Too many launchers that can take 1/2 of your life away are safe on block.

    2. Even when an opponent puts themselves in a nitaku situation I feel that I can't rely on throw because they are so easy to escape. I've played some awesome Tekken players who rely on their ability to see a throw (yes, see a throw) and escape it on reaction. If I want to use that frame advantage after I block and get on the offensive, I feel that leaves me with no other choice than to attack. And a good player can just block those on reaction and put me in a nitaku situation. Now let's say that I elevate my throw escaping skills to be on par with this really good player, that would put us in this situation:

    3. Dancing around and waiting for a whiff =/

    Like I said, I love Tekken for ALL of things that it does well. And there are a LOT of things that Tekken does well. Even Tekken haters know this. But, I say again, if the throw game was better it would make nitaku situations stronger.
    Hell, I could even dance around and dash in trying to sneak a throw in but I feel that throw escapes are a bit too easy for me to get fully sucked in. I'm not a throw escape artist but when I see a regular throw coming I alternate tapping from LP to RP rapidly and that usually does the trick (offline, of course). I know that there are harder throws in the game but not enough on each character to make the throw game as strong as it could be.

    Yes, I know that there's ETEG in VF but it can be beat with A)full/half circular attacks B)delayed throw/attack.

    I'm not saying that VF is better than Tekken, I'm just stating why I can't get as immersed in one game more than the other.

    Now, I ask, what can I do versus a really good player after I block a move that puts them in a nitaku situation? I can't throw them and unless I have a character with good lows (low risk, medium to high reward) I end up not being able to take full advantage of my advantage [​IMG]
     
  12. leaveit2me

    leaveit2me Active Member

    ^^^^
    Exactly!
    ...also
    1a) 12 frame launchers...on normal hit...safe on block...and get half life damage

    5) No general tactic for evading/avoiding striking attacks. Everything is character specific when it comes to this.

    IMHO, a fighting game need some sort of system predicated on "rock,paper,scissors", and in Tekken i just cant seem to find that system. It just drives me crazy that there is no general rule for defeating a particular move/tactic that is universal to all.

    I still love tekken though...but never enough to put that ring on finger
     
  13. Dennis0201

    Dennis0201 Well-Known Member

    I have couple questions about TK6~ Maybe you guys can help me~

    1)First of all, do all moves request the specific input tempo? Which means I can't delay any attack in purpose? On the other hand, even if you have seen your opponent already block your attack, you still need to make all the inputs "in advance" in order to complete the sequence?

    2)Can I use 2 and 8 to actually evade the attacks? Maybe I miss something important here.

    3)There is NO crouch dash in TK?? Does that mean you have to arrange all the attack patterns by using regular dash such as 66?


    I can't help myself to compare TK6 system with something I'm familiar and something I think it's basic and reasonable.....
     
  14. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    [​IMG] exactly right.

    I have T6 I'm playing it. Its fun as hell! I've also played it since T1. So I'm not h8tn either.

    Tekken6 like those gun fights in old wild wild west in the U.S

    whoever draws the fastest and gets the shot off wins.

    Wait until you add dropping through the floor to the advantage/disadvantage situation [​IMG]

    It was one of those clashes where both fighters fall, and I thought I had the advantage (could've been wrong) but as we fell we crashed through some glass floor (maybe that caught me off guard) but b4 I knew it the last 50% of my health was being juggled away and nothing I could do about it. Does breaking through the floor cause both players to bounce
    [​IMG] equally or does falling through the floor have no
    affect on advantage/disadvantage in T6?
     
  15. Jide

    Jide The Super Shinobi Silver Supporter

    PSN:
    Blatant
    Some you can I believe
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    2)Can I use 2 and 8 to actually evade the attacks? Maybe I miss something important here.

    </div></div>

    Yes but its not the same sidestep system in VF. You actually want to sidewalk instead.
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    3)There is NO crouch dash in TK?? Does that mean you have to arrange all the attack patterns by using regular dash such as 66?
    </div></div>
    There is in Tekken you do qcf to crouch instantly. I Think I'm sure the panda or jeneric will correct me here

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    I can't help myself to compare TK6 system with something I'm familiar and something I think it's basic and reasonable.....
    </div></div>

    Yeah I was the same and still am. You'll get used to. Lol I still hit 3 buttons when I need to tech roll in Tekken.
     
  16. SuperPanda

    SuperPanda Well-Known Member

    1) Safe Launchers
    --- Aren't that safe. But don't expect to punish a launcher with a launcher. You need to know the -frames for a particular launcher, and what moves you have that can punish it. It's different for each character. Sometimes all you can punish with is a simple 12 jab, but characters like that usually have more varied throws, so block -> guaranteed quick punish/throw/low/launcher mixup is the nitaku when they're in -frames.

    Tekken's "meat" revolves almost entirely around frames. You can basically sum it up as: frame knowledge + move range and stage knowledge + reactions.

    Trust me, if you don't know the frames of a certain character's go-to moves, and if they recover crouching/standing/back turned, it's harder to beat them past intermediate level players.

    Aside from inatekken, this is a thread on the list of the game's frames:

    http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=112881

    Also, which move is a 12f launcher that's safe? Fastest one I can think of is EWGF, which is 13f, but that hits high and doesn't track.

    2) Throws
    --- Depends on your character. Some characters are built for throws better (King for example - the giant swing and Shining Wizard both have different throw breaks, and both can be buffered from any attack.), others are built for punishing (Lars, Jin, Bryan, etc). It's character-specific (but so is VF - Jeffry would have more throw options than Sarah for example, but Sarah has a faster HML mixup).

    3) Crouch Dash
    --- Again, it's character specific. They either have it built in or they don't. And even if they do, there are different levels. People with a dp-motion crouch dash (King, Hwo, Mishimas, etc.) can wavedash. Others that have a qcf motion (Paul, Bryan, Lili) cannot. Steve has a f+kick crouch dash that can't be canceled, but Lars' f+3 dash can be. Character-specific, again.

    4) Floor Break
    --- only the one who actually crashed gets placed in Bound, but for the attacker, the recover from a floor break is much slower, so they don't have many options.

    5) Move Tempo
    --- it's string-specific. Not all can be delayed.
     
  17. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    Ill add that everyone has a BT back crouch dash. Lei can distance himself like crazy doing b3+4, D/B_ over and over. He can also freakishly cancel his his b3+4.

    We have a good-sized group of players in RI oddly enough. Personally, I think Tekken is more open-ended and much less systematic than VF. Tekken NOT having VF's 10f buffer window imo makes for more dramatic matches. As you learn how to move and attack correctly, specific move data/punishment (an overwhelming amount of info here), the game becomes increasingly fun.
     
  18. Mackfactor

    Mackfactor Well-Known Member

    PSN:
    Vf5sega
    Speaking of lei
    if u wanna watch someone do a crazy
    hehe hahaha , hoho step with lei, watch TETSUO.
    he has 3 versions
    b3+4, b3-4, b4-3

    By the way, does anyone know when their gonna fix the tekken lag with a patch if its coming out?
    online is garbage

    I noticed the inputs are kinda different from DR.. either that or its lag or the wireless joystick.
     
  19. Jeneric

    Jeneric Well-Known Member

    Crouch dash exists, but not everyone has it and command might differ.

    Also, people looking for throws as a mixups to mids are looking in the wrong place...you need to use lows. Almost every has a good low in T6:BR to mix up with their general offense.

    And throws are good, just different from VF. Even in high level japanese and korean matches you see players being thrown.

    What move would that be?

    Yes, Tekken is a high damage game. So is VF. Fact is, damage is probably higher in VF5:R then it is in T6. Not that I mind, high damage is good. And it's actually quite hard to take half life in BR without walls. Very hard.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">5) No general tactic for evading/avoiding striking attacks. </div></div>Backdash.
     
  20. GodEater

    GodEater Well-Known Member

    Backdash.

    </div></div>

    What are the stats for backdash (or is that even published)?
     

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice