ganoncrotch said:
you mean like Pauls really hard input for his 1/2 to 3/4 health punch? of Back and both punches? Or Yoshimitsu's impale move which if it lands is going to take half a bar of health... which is back back and square. I know those are long wind up moves but there is very little if any inputs in Tekken which are more than a direction and a button combination, Angel/Devils Eyebeam/Flying Beam is either both punches or Kicks but as projectiles in a Tekken universe they can be abused to hell and aren't really soft on the Health bar either. I know a lot of Kings combination grapple moves have massive inputs but in Tekken land he is very much the minority when it comes to commands. As for my main thing about what makes fighting games great is the ability to keep things even, if a fight is going sour for one player to have something like the revenge bar in SF4 that fills from being hit (or focusing attacks) but where if you happen to get caught out badly and lose a chunk of Health it gives you ammo to have some shot at coming back into the game. Heck some fighters just ruin certain play styles once they have some revenge, don't considering the air to be your friend if you've kicked Hakan a few times for example. |
Actually, I was indeed referring to King's grapple inputs since he was the one I mostly used as my main. And it is true what you meant about the Revenge/Ultra bar at SSFIV. Any pro can use it to get back. Thing was, whenever I played with my friend, he would always counter my successful attempt to do said move while my health was low. And to make it worse, I couldn't counter his Ultra in any way. After several times, it got pretty frustrating. Sure, the revenge meter is an useful mechanic to bring you back to the game, but it doesn't work for everyone.







