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Forums - Gaming - Tekken Tag 2 tomorrow, who's getting it? Who wants to play?

The Fury said:
TruckOSaurus said:

I've been playing Tekken for the longest time but never online only with my brothers. The way you describe how you fight seems very familiar to me, that's how I always played against my bros. I've never enjoyed learning combos by heart, I just prefer going with the flow of battle, playing 50 rounds with the same characters adapting my playstyle to counter what got me beaten the last time.


That sounds like a great way to play, the best way. Twice I've played online and, while I haven't played many, I played some ranked matches. Bad idea really because I get annoyed too easily... anywho, there were a couple of times when I was lying flat on the ground, the opponents short combo has finished or they'd knocked me down. Now I don't mind them kicking me when I'm down, take a bit of energy off, that's fine, what I didn't like was that the move that they did essentially bounced my character in the air allowing them to then to a juggling combo even with a bound. From laying down to 2 feet in the air allowing for a combo.

Starting to get stressed now that Tekken isn't what it was once, Tekken 5 DR is seemingly better and better, there are more exploits in the games then ever before.

*moan moan rant rant* etc. :P


Bounds are not exploits, they are a part of the game.  You're limited one bound per combo.  A second if you get bounded over a floor break.  Rules are the same for both players..  UMvC3 is the game that allows for combos that are possilble for player 1 and not 2.

Anyway, during bounds..  Ones that aren't floor breaks, allow you to do tag combos.  You simply buffer the tag input before the bound, your second character will remain on screen for a string, that you must then input that string, then, control goes back to your on point character.  Doing a combo like this will instantly give the person you are fighting rage on his off screen character.

Tekken 5 and Tekken Tag Tournament 2 have almost nothing in common.  Except the characters avaliable in the game.  The closest game in common with TTT2 is Tekken 6, and anything before that is irrelevent.  The features in TTT2 are too different.

Characters have tag launchers that gives them the opprotunity to tag, and when the other character comes in, for each attack in the combo, your opponent will lose red health.  But, if you don't know anything about fighting games, or TTT2, you're just going to see that sometimes you get rage, and sometimes you lose red heath...  If you're paying attention.

Each Tekken game, since 3, has been totally different from the last.

Tekken 4 had no infinite stages, sloped flooring, breakable structures, and 8-way-run.

Tekken 5 removed 8-way run, sloped flooring, and breakable structures, while bringing back chatacters that didn't need to come back, and keeping walls.

Tekken 6 slowed down the game entirely.  Tekken 5 is faster paced than 6.  It also introduced rage, bound, floor, and wall breaks, which changes up the game entirely, because the enemy is in an extended state of stun.

TTT2 kept everything Tekken 6 did, and added more mechanics based around the tag feature.  Which were the tag launchers, the universal tag bounce move, which is done by pressing both punch buttons, and the tag button at the same time.  The tag throw, and many other tag attacks that I'm not going to list.

Each sequel has more characters than the last...  Except Tekken 4, and each sequel introduces new attacks to all characters

You have to learn to use 2 characters in TTT2, and use them effectively, and, you still have to learn the strings of every other character in the game so you know how to fight against them.  All that said, fighting games aren't easy to learn.  If you're not going to take the time to learn it properly, you're wasting your time.  Especially in a game that allows you to literally KO an opponent with 3-4 hits if you know how.

Have fun with Tekken 5.  Personally, I wouldn't go back to playing it, I'd just suck up all that rage from playing ranked, (in which people are going to try to win the cheapest, easiest way on their part, because their record is at steak) and, I'd go into training mode and learn how to play.

It's said Yoshimitsu is a bad character to use on point, and he's best saved for rage.  I didn't use Yoshimitsu in Tekken 6.  Not much at all.  I'm using him on point in TTT2.  I expect to lose if I don't tag him out in time.  But, very often, I'm able to take down two characters with Yoshimitsu.  Or, at least get them down to 75%.  I could always stick to my old Tekken 6 mains, but, I want to branch out and learn some new characters.

I don't train often, but when I do, I perfer 20-45 minutes.  Then, it's time to fight a human opponent, to see how many times you repeat the same thing you've just learned, and how much stuff you forgot.  Training alone wont make you good, because you have to know when it's appropriate to do each attack, or strategy, and while you're fighting, you want to know if you're doing the same thing too much.

But, if you were playing any game before Tekken 6 to prepare yourself for Tekken Tag 2, you don't know Tekken at all, and will need to practice everything all over again in TTT2.



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So early on I had the best record with lili for the 360, but I haven't touched the game in over a week and a half. I think the re-tiering of characters, especially lili and the 2v1 matchup makes the game not enjoyable. One mistake Harada and many of the fighting game producers make is following the advice of bad gamers, and its resulting in bad games (umvc3, ttt2, sc5, doa5). Ill probably pick it up again as I see what people come up with combo wise and strategy wise but the priority of some of these characters is unbearable.



Burning Typhoon said:

Bounds are not exploits, they are a part of the game.  You're limited one bound per combo.  A second if you get bounded over a floor break.  Rules are the same for both players..  UMvC3 is the game that allows for combos that are possilble for player 1 and not 2.

Anyway, during bounds..  Ones that aren't floor breaks, allow you to do tag combos.  You simply buffer the tag input before the bound, your second character will remain on screen for a string, that you must then input that string, then, control goes back to your on point character.  Doing a combo like this will instantly give the person you are fighting rage on his off screen character.

...

But, if you were playing any game before Tekken 6 to prepare yourself for Tekken Tag 2, you don't know Tekken at all, and will need to practice everything all over again in TTT2.

Well, thanks for giving me a lesson on a game series I've played since Tekken 2. To clarify, my issue wasn't a bound, I know what a bound is. 1 character was standing up, 1 laying on the floor, neither doing anything. They kick my character and instead of just going backwards or taking health damage, maybe a little flinch, my character levitates off the floor, enough for the other person to start a juggling combo with a bound in the middle.If an opponent gets me in a juggling properly, by countering me or doing clever combo before, cool. Maybe it is a legit move, but it's a bloody stupid one.



Hmm, pie.

The Fury said:
Burning Typhoon said:

Bounds are not exploits, they are a part of the game.  You're limited one bound per combo.  A second if you get bounded over a floor break.  Rules are the same for both players..  UMvC3 is the game that allows for combos that are possilble for player 1 and not 2.

Anyway, during bounds..  Ones that aren't floor breaks, allow you to do tag combos.  You simply buffer the tag input before the bound, your second character will remain on screen for a string, that you must then input that string, then, control goes back to your on point character.  Doing a combo like this will instantly give the person you are fighting rage on his off screen character.

...

But, if you were playing any game before Tekken 6 to prepare yourself for Tekken Tag 2, you don't know Tekken at all, and will need to practice everything all over again in TTT2.

Well, thanks for giving me a lesson on a game series I've played since Tekken 2. To clarify, my issue wasn't a bound, I know what a bound is. 1 character was standing up, 1 laying on the floor, neither doing anything. They kick my character and instead of just going backwards or taking health damage, maybe a little flinch, my character levitates off the floor, enough for the other person to start a juggling combo with a bound in the middle.If an opponent gets me in a juggling properly, by countering me or doing clever combo before, cool. Maybe it is a legit move, but it's a bloody stupid one.


There are times when "playing dead" isn't appropriate.  Your decision just got beat out.  It's like rock paper scissors, you're not going to win every time.



Burning Typhoon said:

There are times when "playing dead" isn't appropriate.  Your decision just got beat out.  It's like rock paper scissors, you're not going to win every time.

Not really playing dead, just waiting, just incase they do a move to hit me if I role back... usually I press d+3.

 

Here's another thing, on Tekken 6, wasn't the default of online games to have Blocking Damage on (I know it's been a while since I played it) but in Tekken Tag 2 it doesn't seem to. This is very disappointing again. It gives an advantage to those who just sit back and get you with one quick hit to lift you.

A Lee seems to have been gimped a little, seems so much slower online then in 6. I can hardly get any 'punisher' in at all.

Yay, more moaning!



Hmm, pie.

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The Fury said:
Burning Typhoon said:

There are times when "playing dead" isn't appropriate.  Your decision just got beat out.  It's like rock paper scissors, you're not going to win every time.

Not really playing dead, just waiting, just incase they do a move to hit me if I role back... usually I press d+3.

 

Here's another thing, on Tekken 6, wasn't the default of online games to have Blocking Damage on (I know it's been a while since I played it) but in Tekken Tag 2 it doesn't seem to. This is very disappointing again. It gives an advantage to those who just sit back and get you with one quick hit to lift you.

A Lee seems to have been gimped a little, seems so much slower online then in 6. I can hardly get any 'punisher' in at all.

Yay, more moaning!

Block damage has never been default in any tekken game ever.  Online, or off.  There's never a reason to play with that setting anyway.  It's like using lowest damage settings in Marvel Vs. Capcom 2, it screws up with the game way too much to make it enjoyable.  Every character has been tweaked to some extent.  Don't expect all the characters to play exactly like they did in Tekken 6.

TTT2 is on a different software engine.  In terms of development, TTT2 had to be made almost completely from scratch, because of the excessive load, needing to load 4 characters at once.  Tekken 6 was not designed to have more than 2 characters on screen.  So, you've got new characters, balance tweaks, new attacks, and a completely new game from a development standpoint.  Just because something worked in Tekken 6 doesn't mean it'll work in TTT2.

I've only picked Lee once, or twice.  I don't like his personality, so there's not much I can say about him.



Burning Typhoon said:

Block damage has never been default in any tekken game ever.  Online, or off.  There's never a reason to play with that setting anyway.  It's like using lowest damage settings in Marvel Vs. Capcom 2, it screws up with the game way too much to make it enjoyable.  Every character has been tweaked to some extent.  Don't expect all the characters to play exactly like they did in Tekken 6.

TTT2 is on a different software engine.  In terms of development, TTT2 had to be made almost completely from scratch, because of the excessive load, needing to load 4 characters at once.  Tekken 6 was not designed to have more than 2 characters on screen.  So, you've got new characters, balance tweaks, new attacks, and a completely new game from a development standpoint.  Just because something worked in Tekken 6 doesn't mean it'll work in TTT2.

I've only picked Lee once, or twice.  I don't like his personality, so there's not much I can say about him.

I never understood that to be honest. Blocking damage is a great thing and should be on as default. Being able to just defend without any problems is a little odd, in real life it still hurts you if you block someone's punch, hurts more if you get hit by it. 

Maybe they wouldn't play the same, for example, Hwoarang was awful is Tekken 6, slow compared to his previous versions, in this he's good again. Just a shame they seemed to have slowed Lee down in the process.



Hmm, pie.

The Fury said:
Burning Typhoon said:

Block damage has never been default in any tekken game ever.  Online, or off.  There's never a reason to play with that setting anyway.  It's like using lowest damage settings in Marvel Vs. Capcom 2, it screws up with the game way too much to make it enjoyable.  Every character has been tweaked to some extent.  Don't expect all the characters to play exactly like they did in Tekken 6.

TTT2 is on a different software engine.  In terms of development, TTT2 had to be made almost completely from scratch, because of the excessive load, needing to load 4 characters at once.  Tekken 6 was not designed to have more than 2 characters on screen.  So, you've got new characters, balance tweaks, new attacks, and a completely new game from a development standpoint.  Just because something worked in Tekken 6 doesn't mean it'll work in TTT2.

I've only picked Lee once, or twice.  I don't like his personality, so there's not much I can say about him.

I never understood that to be honest. Blocking damage is a great thing and should be on as default. Being able to just defend without any problems is a little odd, in real life it still hurts you if you block someone's punch, hurts more if you get hit by it. 

Maybe they wouldn't play the same, for example, Hwoarang was awful is Tekken 6, slow compared to his previous versions, in this he's good again. Just a shame they seemed to have slowed Lee down in the process.

What happens in real life may not always translate into fun....  See Mario and Megaman for details.

Damage is already through the roof with rage mode.  The last thing I want is for someone to spam the same move because they know it's safe on block.  Not having every attack damage you on block stops a lot of crap people would otherwise be able to pull.  The game already has unblockables, and grabs, adding block damage throws the whole concept of rock paper scissors out the window.

Having chip damage on is a terrible, and scrubby way to play.

I wont touch Marvel Vs. Capcom 2 with the damage settings on anything other than default, just as I wont play tekken with chip damage.  I'm fine with a health increase, as that isn't as game breaking, and all characters have the same health in Tekken.



Just bought this game, are people still playing. Thought i'd leave this here, better sales than people thought. (I do realise its shipped) its only 0.37million sold on VGC, probably undertracked.
http://uk.ign.com/articles/2012/11/02/tekken-tag-tournament-2-sells-840k-soulcalibur-v-crosses-1-million

Edit this only includes Japan and Europe Numbers (where the franchise is bigger) so may be close to 1million. 



PSP Lifetime more than PSV+3DS Lifetime.

krafty89 said:

Just bought this game, are people still playing. Thought i'd leave this here, better sales than people thought. (I do realise its shipped) its only 0.37million sold on VGC, probably undertracked.
http://uk.ign.com/articles/2012/11/02/tekken-tag-tournament-2-sells-840k-soulcalibur-v-crosses-1-million

Edit this only includes Japan and Europe Numbers (where the franchise is bigger) so may be close to 1million. 


Yes. Online is VERY ACTIVE.

 

And it's an excellent game! Trust me, people will be playing TTT2 for YEARS.

TTT1 had a damn long shelve life, even after T4 and T5 came out....it died down when T5 DR came out.