
Di: When Tekken 4 came out stages stopped being only a visual matter and started being an element of strategy. How do you like stages in Tekken 6? (in both ways – visuals and strategy)
Bode: Stages in tekken 6, mixed with the new bound system require you to watch out at every point of them. If you can’t see the distances properly, you run the risk of playing a match in an uneffective way, letting your opponent take advantage of your ignorance, which means that you are bound to lose against expert players who know how to use the bound effectively.
Malekith: Stages in Tekken 6 are fresh and really nice to watch on a HDTV.I really like that Namco put more elements in Tekken 6 like breaking floors and breaking walls to make the matches more exciting.
Matt: I like very much the fact that stages affect the gameplay. Each element that can be mastered is welcome by me. In this game pressing at wall is much bigger than in DR so during tournament a player that places his opponent back to a wall usually wins a round. A good player will always look at not getting close to the wall, making his opponent get closer to it. As for the visual effects, the stages are great: the temple with day and night changing and the snow level are arenas where you want to play as much as possible, while you still have to chose a different one from time to time
. In my opinion maps cannot be done better.
FightingGM: Tekken 6 stages look graphically beautiful and stunning, Though the arcade version looks more cleaner and better then the console versions its still a very nice looking game. The environments look more life like and more appealing as that namco put alot more thought into creating the stages this time around and stayed true to their locations. Stages are ranged from being very small to very wide but not too wide like some stages in tekken 4 that dragged on too much. You can interact with your sorroundings more then you did in tekken 5 so its back to almost being to its tekken 4 routes but with the tekken 6 system.
Rip: Visually I think the stages look great. I love the detail they’ve put into the background, for example the lightning/rain effects on Cemetary and Lightning Storm stages. Also the way the cars in the far background of Tunnel Disaster are exploding and flipping around. And who doesn’t love the sheep stage and its music?
Strategy-wise, I think there is a good mix of stage sizes and a good mix of wall/infinite stages. At first it bothered me that there were only a few stages that had the floor breaking, but looking back at it now I think this is for the better. I could definitely use another stage with a breakaway wall though (there’s only one! And no, I don’t count Anger of the Earth because you get the same juggle effect as a ground break.
Kyoko-Manji: I only like a few stages in Tekken 6. The stages I like are the tunnel disaster, temple grounds, City after dark, gargoyle’s perch and the urban warzone because these stages have an appearance that I like, plus the music is good. The rest of the stages are kinda crappy in my opinion, I think they are too much of a joke… About the interactivity, well I really dont like the floorbreaks, because they can really screw up combo’s or setups…and one floorbreak can cost you a whole round if you’re combo doesn”t come out right. So I rather play stages without breakable walls. About the visuals….well not much to argue about here…visuals are f*ckin awesome…all stages ^^
MYK: I personally believe most stages in Tekken 6 are far too small for this game. Other than the bottom stage of Anger of the Earth, most stages especially the ones from the original Tekken 6 with the yellow life bars are definitely not big enough. Tekken 5:DR had just about the right sized stages for that game, because there wasn’t ever a B! system in that game for further wall carries. Though the implementation of wall breaks and floor breaks are great, I was a bit skeptical on how Tekken would be if they were to ever put that in the game, but it all worked out.
Kane: stages still have some strategy to them. you have to modify your wall carry juggles properly and a lot of characters have long wall carry juggles even without using a bound … like lee, bruce, bryan, etc. wall break stages can also be broken with a splat move… ground break stages can be broken with either a bound or spike move as well. some chars that don’t normally get a juggle after certain launchers can use a spike move as a “bound” after the floor breaks. visually, the stages in t6 are okay. the stages were more “epic” in previous tekkens imo… I actually kinda liked the feature in the early tekkens where it actually had “real” places.
Gandido: The visuals on the stages are marvelous! So much attention to detail. Playing this with HD capacity just makes every other fighting game look obsolete graphic-wise. As for strategy, I love the fact that you really have to know the stages very well in order to take advantage of the system. Not many people know how to get 2 bounces with the breakable floor. Breakable wall is very good too! Just wish that there were more stages with the same capabilities (or more stages, total, but at least 1 more with wall break would be really good).
Aris: Perhaps if the stages in Tekken 6 didn’t have so much stuff going on, the online function of the game wouldn’t be such a pile of shit. More importantly, though I think infinite stages are boring; this is by far my favorite incarnation of walled stages in any Tekken. I think they should remove infinite stages and replace them with extremely large stages with walls.
JTchinoy: Visually, some of the stages are beautiful. Temple Grounds, Electric Fountain, and Casino come to mind first. At the same time, several are also bland, like Noh Theatre and the jungle. The interaction with the stages and destructible objects has become more subtle with small things like light bulbs in the lightning storm and vases in Electric Fountain that several people likely overlook. This is good and bad as it doesn’t interfere with the match very much.
In terms of strategy, I like the ground break and wall break features as they can extended combos and also affect which combos you aim to do. I sometimes end combos early to do another ending move to carry onto a breakable ground. The wall break is an unusual feature in my opinion, but I do find it fun to see what people do to make use of it. Overall the stages have a decent array of sizes. The walls are somewhat too easy to get to at times, with some arenas having the wall as a guarantee from anywhere for over half the cast. This is great for me as a Xiaoyu player, though.
Grimmy Grizzly: I like the stages in both ways… the visuals are really good I like seeing the random stuff that happens in the background like helicopters blowing up and the stuff that happens when you wall splat or throw someone into a wall…. as far as strategy I like that as well you have to pay attention to how close or far you are from a wall or ground that can break and change your combos accordingly rather than just always doing the same combo no matter what…
Brahma: I like the T6 stages design wise. A lot of cool visuals, everything’s nice to look at. I like the idea of breakable floors/walls, but most of the stages are too similar. Fallen Colony is probably my favorite strategy-wise just because it adds another element of stage awareness and control in that you gain quite a lot in taking the opponent to the breakable floor then working the possible wall combo followup. I like the concept, but I wish they would have made the stages with more variety in mind. They are all very similar in terms of shape.I’d really like to see a return to T4 style stages, with unsymmetrical boundaries, breakable objects, etc. I feel stages like Shinjuku and the parking garage stage would have translated very well to T6.
Rain: The stages in Tekken 6 look stunning but unfortunately players don’t have time to appreciate them while playing. Players automatically focus on the characters and therefore the character graphics are far more important. Strategically the variation and sizes between the different types of stages are perfect right now. The big stages shouldn’t be bigger and the small stages shouldn’t be smaller. The ratio between stages with or without walls and the small and big ones is just about right. I don’t think this ratio should be tweaked anymore and I hope they continue with this system for the next Tekken. If there were other kinds of stages it would just be confusing for the players. ^_^
Di: How do you like your main character in Tekken 6? How’s he changed since Dark Resurrection and how he should be played now?
Bode: Julia is even harder than before- especially the new fff+1 is tricky, enticing but very hard to put into practice. New moves confund the players as if they were really useful, but only a few are. Now you should play her really safe, so you can only try a few moves, because a skilled player kills you even with a punishment move which is 12, remembering that a lot of her moves are -12 or even more.
Malekith: I like Asuka in Tekken 6 very much. Her sweep (3~4) is faster and her wall pressure game is also better with d+1+2.Her juggles does more damage and her wallcarry is really great. Still I’m little disappointed that she doesn’t have a good 12 frame punisher. Although she got 2,3 as a solid 13 frame punisher. Overall she is a little bit more aggressive than Tekken DR, but still defensive in comparison to many other characters. Next to Asuka I also play with Paul, Lars and Lili.
Matt: My character returned to the top of the tier-list so I’m very happy about it
. Obviously, I’m referring to Steve, whom I’ve been using since the beginning of Dark Resurrection. Now the boxer does more damage after punishers and they give him better options, including a shift to a new, brilliant stance. But we’ll come back to it later. Thanks to a new system it’s harder to avoid Steve’s mixups in the field and near walls. Some of the old moves have been beefed up, e.g. u/f+1 which has better range and tracking; d/b+3,2 now knocks down at longer range and stepping opponent; from side it does it as well, unlike DR’s d/b+3,2 where you could block the 2nd hit. The most important change is Flicker, to which you shift now using b+3+4 (earlier it was b+1+2), from where CH 1,d+1 gives a juggle for more than half of the lifebar. Now let’s look at the drawbacks: d/f+1+2 blocked can now be punished by practically every character because of a very little pushback; moreover, you can now duck the 2nd hit of d/f+1,2, having blocked the 1st (we all remember how this move used to be overused at the end of the round. Coming back to the new stance – you enter it by f+3+4; while being in it Steve can block and move forward a little bit and use f+3+4 to move farther. PAB moves are very good. There’s a quick low and a slow one (knocking down, but slower). There’s a mid juggle starter with a little range that is used againt people who duck when they think that PAB d+2 will be used, a mid that goes back automatically and a high-crushing mid with a little step forward, however, you can forget about it because of the two mids mentioned earlier. What’s more, he’s got two, safe, delayable 4-hit strings! Last but not least, there’s a special throw with a smaller break-window than the regular throws and it deals more damage. Now you can imagine how powerful Steve is – not only on paper.
FightingGM: I like Lee a lot in Tekken 6. They made him alot harder to use and a lot more advance so people won’t bandwaggon him and have to put actual work with him to win with him. Hes still a turtle poke character like he was in DR. But this lee is a more complete version then his DR counter part. Hes all execution, and defense and mind games. You have to be more defensive with lee in this game since hes more unsafer then he used to be though his lows are alot safer now. So you basically have to chip your opponent down and space them out till they run into a counter hit or a launcher. His mix up offense game isn;t great but he excells in keep away and counter hits and pokes to wear down the opponent. The addition to b2ms wall carrys makes his juggle game alot more scarrier and harder to do. Its very good wall carry. but one must put in the time to master the b2ms which is one of the harder wall carries to do in the game. 1+2 homing move CH into crouch cancel df4 f43 bound which takes alot of practice to learn and which lee lacked a real 720 tracking move now he has and now you can cancel HMS stance at will with many options he has out of it now. Also ws23 14 frame ws move into ff3 and f21 hit comfirm and standing 33 hit comfirm he takes alot of execution and skill to hit every hit comfirm and juggle. So hes a character that has alot of tools. But to be played very well his full potential must be unlocked!
Rip: Law is a much better character in Tekken 6 than Dark Ressurection. IMO he was primarily a turtle character in DR, but in T6 he can be played much more aggressively now that they’ve given him better offensive tools. Since his turtle tools are still in the game, I believe he can adjust to be played as a turtle or pitbull as necessary. His Dragon Sign Stance (DSS) is still important to master as you’ll need it to connect his better juggles and more damaging wall combos.
Kyoko-Manji: Well my main character is Yoshimitsu, and I think he changed way too much .. and not in a good way ( for me that is ). I like DR yoshi much more then T6 yoshi. Yoshi in T6 has some improved pokes, but he doesnt have his powerfull oki game anymore…at least not as strong as DR yoshi. The way I play yoshi is countering…defensive…and when you have the chance…you could do ff4 ( DR ) and that would setup the whole oki game… He might has a better ff4 in T6 for most people..but I personally like the DR ff4 better, cuz it’s way faster, gives instant knockdown, and has an enormous reach. Now the T6 ff4…sure it gives a combo…but only if it’s in a right angle…if it’s off axis…and the SLIGHTEST off axis..the combo misses completly… and this move is slooooooow…so yoshi is really missing a good whiff punisher that gives knockdown in T6. Further more his uf3…well…just give us back DR uf3…cuz the reach is just … retarded… How ever, yoshi does have good moves. I think he’s a better char in T6 if you play him as a offensive charachter. His poking game is really strong, good strong mids and lows, great wall carry, good amount of damage. So i wont say yoshi is bad or something, but he has changed so much…so..my conclusion for yoshi. If you mastered yoshi in DR…you’re kinda screwed cause you have to start all over again, since DR yoshi and T6 yoshi are 2 completely different characters. I will not stop playing yoshi though…he’s still a cool character, and it just takes some time before I can master T6 yoshi…but he will still be my main ^^.
MYK: My main in Tekken 6:BR (the console version) is Lars, since he wasn’t in any previous games I can’t really speak on that. Though I can say he has all the tools he needs to win.
My main in Tekken 5:DR was Steve and I’m always going to play him no matter what, so I guess I can talk about how he’s changed a bit. One of the big things was d1 being -15, but now -13 though it no longer leaves opponents in FC anymore, which would’ve been great. His df22 string which was one of my favorite moves in DR was taken out. I always said if they just moved his current df2 to his b2 slot, and kept df22 he’d be truly godlike in T6, haha. Though I’m pretty happy with the new b2 in BR, finally a useful b2 unlike the previous one. Other than those things, Steve’s main change is his weaves. They used to avoid everything and weave~dck transition was a lot faster in DR, so weave~dck2 was a really powerful tactic. Now he’s more about utlizing more CHs rather than evading attacks. Though they did beef up his shoulder taps (41 and 32) especially with the addition of PAB he’s more of a in your face all day poke character, or gtfo keep-away character.
During the original Tekken 6 I used Bob. The main reason being was his df2, I just wanted to experience what T5.0 Steve must’ve been like during those days since Bob’s df2 was the same basically. Turns out he was either 1 or 2 in that game, haha. He’s been “nerfed” a bit in T6:BR, but I use that term nerfed very lightly. He’s just different now, but I think he’s way more fun to play now. df2 nerf was obvious, uf1+2 series I don’t really think that’s too big of a nerf since he has a hit confirm 1+2 afterwards. His ws2 series is interesting now too, since ws2 before used to be jab punishable, now ws2 on it’s own is safe but ws2 doesn’t put them in a semi-float status, so ws21 will do full dmg on both hits, though ws22 no longer is a launcher, eh it’s all give or take at this point. They did boost his low pokes up now though, db4 only being -12 now instead of stagger, and d4 as well used to be -16 now it’s only about -12 or so.
Kane: well my main character in the T6 series has been Lili. I honestly like her T6.0 incarnation better because I felt she was much safer and could lock down a lot better. in BR, I don’t think she’s any “better” … but she has most definitely gotten more user-friendly. She’s now much, much easier to use but her damage since T6.0 has also gotten toned down immensely on over half her movelist. Her DR incarnation is a whole different character. she used to be more setup / tech trap based … but in T6 series, she’s more of a pretty straight forward char. she still has her fair share of setups, but they really aren’t 50/50 high dmg setups like they were in DR.
Gandido: Umm… Hahaha. Devil Jin got massively nerfed. It was necessary, but nonetheless, they went a bit too far in some things. He has no solid mid tracking move (one of my major complaints), and EWGF is just absolutely plain HORRIBLE on whiff now (THE complaint), and if that wasn’t enough, they completely messed up bf+2>1 and all of its variants.. I understand that it was necessary to tone it (EWGF) down, but I would have hoped they would have stuck to just nerfing the distance on it instead of the whiff recovery, and they nerfed both. Losing HS trip is a big deal but the new d/b+2 kind of makes up for it in the sense that he doesn’t have to rely on HS to get a neat chunk of damage from low hits, and the risk involved is much less. People say that they don’t like the new WS2, but I love it! So much range, and the wall carry you get from it is absurd. Losing 11>2 wallsplat is huge but the new b+1>2 does the job really well too. I DO like this incarnation of DJ, since his juggles do carry well to the wall, and he has a wide variety of options for bouncing you when there. He is still a character with great damage output, with 86 points (90 is 50%) off an EWGF midscreen without walls. He has to be played very “dry” now. EWGF, bf+2>1, d/b+2, u/f+4, ff+2, d/f+1, WS2, WS4 and poke moves. I’ve also been playing Bob and Roger Jr., with Roger having my biggest interest.
Aris: My main character is Dragunov. Ironically his biggest improvement is that all characters now have ten frame jabs. This makes his counter hit 1,2,1 one of the best jab strings in the game. This also makes certain match ups like Law and Steve much easier for him. Overall he has gotten several improvements but he still is only middle tier in my opinion.
JTchinoy: He’s actually a she. From DR, I feel that Xiaoyu has been upgraded very well. Although she’s not the greatness she was in Tekken 3, which I missed, she has been gifted with a 12f shoulder that wall splats for combo and a nice 14f punisher that does a healthy amount of damage. Her damage is the same as DR, but because everyone else has the same damage as her, her damage has increased in relation to other characters. Her great wall combo and wall oki also have upgraded her nicely. Although she’s lost some of her gimmicks flare, she’s balancing nicely between a solid character with solid moves and the tricks character that she’s always been known to be in the last few Tekkens. I have enough tools to both outplay good players and also keep them on their toes with evasive stances and confusing mixups.
Like stated, she feels like she needs both her old tricks and her new solid game to be optimal. While Ling players like her for her flash, she now has the tools to punish properly and go toe to toe in a poke and punish match. It’s a potent combination that annoys players of all levels.
Grimmy Grizzly: I like Kuma alot in T6… things that have changed from DR he no longer has an 8 frame jab, he does more damage in combos from all of his launchers, he several low attacks that hurt, his wall carry is way better, he has moves that track both ways now…. I think he should be played with a good balance between offence and defence…
Brahma: Jack has always been my main since Tekken 1. He’s always been a decent mid/low-mid character, but in T6 he’s been given a lot of new tools that really filled some holes in his game. The B! system in particular has helped him out a lot, as he now has staple juggles that are both damaging and have great wall carry, whereas before he only had the wall carry, and his damage was subpar. The speeding up of f,f+1 now gives him a very respectable and damaging safe mid in addition to being his main B! move. 1+2 and u/b+1+2 have helped out a lot with his tacking issues, where he used to be very weak to SSL. b+3,2 is a great oki move for picking up rollers and quickstanders into full B! combos, making his oki game much more dangerous. With the nerf to low parry where you can no longer launch or B! after, Jack has one of the most damaging low parry combos as well.
On the other hand, the general nerf to movement, and him still having one of the worst sidesteps in the game combined with his size make it very hard for him to get out of pressure situations, especially against characters like Law, Steve, Nina, Feng who have great offensive pressure. Especially considering his basic jab is now 11 frames and his 10 frame move (f+2) is -12 on block and really stops momentum. It’s very easy for a lot of characters to pressure him, especially at the wall where he can’t BD or SS out. You really have to know your character matchups and their strings to fare well with Jack in T6 IMO.
Rain: I have no main character, a main does in my opinion refer to the person’s best character but I feel that the best one to pick changes for every situation. Usually Bruce is the best choice for me but many times he is not. So I wouldn’t want to call him my main even though he is the one I have reached the highest rank with. Up to Tekken 6.0 I was convinced sticking to one character was the best way to go for me. But no matter how much I played I couldn’t reach the top. In 6.0 I decided to change my strategy and start playing various characters. First I tried Leo, mainly because I liked how the character looked which is important for me. I improved rapidly so I thought this new strategy to expose myself to changes was a good idea. I kept picking new characters like Bob and Dragunov. I would say this shift in character use is what has helped me the most to reach my current level. In DR I played Kazuya and comparing him to Kazuya in BR my opinion is he is played the same way even though he now has f+3. I think Kazuya is played the same in every game except Tekken 6.0. That is to say defensively and with patience. This is because he cannot catch sidestep with anything except d/f+2 which is very risky. At the highest level players feel it’s very easy to evade everything except d/f+2. Therefore you have to play Kazuya with a calm mind, a lot of patience and wait for a good opportunity to arise (basically he sucks -_-).
Di: Do you like the size of the cast of the characters? Would you rather see less characters or is this number (~40) okay for you?
Bode: I really like the fact that there is a wide range of characters, since it makes you choose among different styles and at the same time it makes the game more difficult, especially for beginners.
Malekith: 40 characters is more than enough for me now. Tekken 6 will keep me busy for years to learn all the matchups.
Matt: The number of the characters in the newest Tekken is the biggest I can accept when it comes to a serious fighting game. Characters differ from each other and most of them are balanced; there are no mistakes in the system that would „disturb” the gameplay. Everyone should find a character for himself. I wouldn’t like to see 60 or 70 characters in a new Tekken game only to make the fans play characters that are very little popular. I wish that – apart from the new characters added – some of the new would be kicked out so that they could rest until the next (next next) game.
FightingGM: This tekken has alot of characters! Its gonna be hard for new players whos first tekken is 6 cause they are gonna have to learn how to fight all 40 characters! I like it cause it puts alot more diveristy to the cast and different fighting styles and play styles. Always something new to learn against a character and i believe their is a character for everyone in this game. Youre gonna see alot of different character usage at tournaments so its gonna be cool to see more characters go at it. Just about every tekken character is in the game so fans will not be dissapointed at their character not being in the game!
Rip: characters get removed from games, so I’m happy with it as is. That being said though, since each character has so many moves it is quite a huge learning curve for people to learn the game fully. Starting out in Tekken with this game is going to be an intimidating task because of the number of characters and the size of their movelists. Because of this, I’m working with iamtekken.com to put something out there that should help everyone get more familiar with the game. So depending on when this review comes out, maybe it’ll already have launched! If not, stay tuned!
Kyoko-Manji: I think the size of the cast is great, yet I was hoping to see some old faces to return. ( kunimitsu ^^ ). The size of the cast gives you lots and lots of chars / moves to memorize, so I think it’s a great way to keep the players busy. However I don’t like some new chars…such as alisa / bob / miguel…Alisa’s a f*ckin joke…can’t believe they put a character like that in a game. Bob is just a stronger version of DR marduk…a bit too strong imo. and miguel…well…he’s just…lameXD
MYK: MORE CHARACTERS. There can never be enough, imo. It’s fun playing mutliple characters, and having more characters in a game not only lengthens then longevity of it, but it also creates more strategies since you have to learn how to fight against more characters.
Kane: I really do think there are too many characters in BR. It’s nice having a ton of characters to choose from … but at the same time, for people who aren’t really heavily into tekken or newer players are going to have an extremely tough time trying to learn the game. especially for the new player, learning all the frames for all the characters is going to be a nightmare.
Gandido: I appreciate the fact that they tried to include a wide variety of characters with different playstyles, but in a game that has so many intricacies and so much information to digest (frame data, punishments, where to step, backdash capabilities, juggles, etc.), I think that 40 is a bit too much. I like to play Mokujin in casuals and occasionally in smaller tournaments, and having to memorize every single juggle, punisher and bounce moves for 39 characters (and Mokujin’s specific differences) is a REAL PAIN. I wouldn’t mind if the number goes higher, but I already think 40 is too much. Needless to say, I have my hands full with the cast.
Aris: As long as the game remains balanced, I will take as many characters as they can give me. A little homework never killed anyone.
JTchinoy: The cast is a healthy size, I’m pretty happy with it. I do wish that they’d bring Gon and Alex back, but that’s me. As long as the characters don’t get any more off beat than Alisa and her chainsaws, I think Tekken will be fine continuing to increase its roster. Ignoring certain Tekken 6 endings, of course.
Grimmy Grizzly: I do like the size of the cast…. no I think 40 is fine….I hope the next game has alot more than 40…
Brahma: I feel like 40 characters is a little too much. Especially in a game with such large movelists for each character and where knowledge of character matchups is essential. It’s a little daunting to play competitively and try to learn how to fight against 39 other characters.
Rain: My opinion is that the amount of characters has reached its limit. The more characters there are in a fighting game the harder it is for the game developers to balance the game properly which is very important. Even though BR has around 40 characters the balance is still good enough. TTT for instance also has about 40 characters but the balance is horrible. If the developers can introduce more characters while still maintaining a good balance then they are welcome to do so but I’m very worried that this is not possible. So I think it’s best to not change the amount of fighters in future versions of Tekken as the character select screen feels perfect and complete now.
Di:What do you think of new elements in Tekken? (bounds and bounds after low parry, item moves, rage, floor and wall breaking)
Malekith: I like when after doing a low parry you can’t do the same damage as in Tekken DR. In the beginning I didn’t like rage, but now I’m getting used to it. Against a player with a feeling for good comeback, I will think twice if I shall finish mine juggle to get my opponent into rage. I accepted the rules and adjusted my play style.
Matt: Bound fits the game very well. It’s a really nice element, however, it’s bad that it’s very easy to use it and the combos off it are easy as well. Yet, I dislike rage because worse players benefit from it, however, when I play Steve and have rage and a possibility to win the round with actually one move, I like rage
. Most characters are like that. Rage was supposed to balance the characters but it’s the other way round – more powerful characters gain even more with it. Bound after low parry is a nice addition since it makes characters more even when it comes to damage, unlike the previous Tekken games, where some characters did more damage than others. In Tekken 6 you cannot get a lot of damage after low parry which makes low attacks more important. Two last elements – floor and wall-breaking – are liked by me too. Combos off them require a good concentration and timing – which is a next element that can be mastered, what I, again, do like.
FightingGM: Im glad when you low parry someone its just a bound. I feel a random low parry to a 60 percent damaging juggle is just dumb. Someone shouldn;t get rewarded that much for low parrying a low. In 6.0 if someone low parried your low on rage. You can eat a death combo and lose almost your whole bar. So im glad namco changed it making it more fair. Item moves are cool but i see them more as something flashy and more of a taunt something to disrespect opponents with just cool things to do to get a crowd hype. Floor and wall breaking are nice additions cause it has more strategy to the wall games and stages as it adds more set ups and mind games after a wall combo and extra damage.. I just wished there was more then just 2 stages then the floor and wall breaks. I think in tekken 7 namco will put more in the wall and floor breaks.
Rip: The bound system is an interesting addition. On one hand, it allows you to be more creative when playing casually. On the other hand, for newbies it makes the game seem like if you get hit once, youre going to get hit for another 20 seconds. Immediate bind after low parry though changes the game significantly from DR. While you would get a full juggle in previous Tekken games, low parry now only gives you a little bit of damage. So in my opinion, in certain situations it makes more sense to use the crush system instead of a low parry.
I think the item moves are a fun addition to the game. I like that they’re not really overpowered and that none of them really give a character an advantage. I do feel that every character should have one that does some damage though. Alisa just having a bird above her head is useless and doesn’t really give the player any benefit.
Kyoko-Manji: I think bounds are a cool installment, they give great new options…so yea…bound ’s cool. Bound after a low parry is something I dont like though..I like the old low parry’s better…no more low parry’s into harakiri >
As for Item Moves, I really wish Namco made it so that we can actually use our customizations like in DR. By pressing L1, and loading up your customizations then we’d actually be able to use them. Item Moves aren’t anything serious more for comical relief, the couple Item Moves I do have problems with though are the throw ones. Like Law’s and King’s since it gives Law a completely new grab, does normal damage, and it leaves up oki for him. Same with King, it gets rid of his “chickenable” figure-four leg lock and gives him a new grab as well. Those item moves I’m not too in favor for, since other characters can’t really benefit from that, since only a select few have item moves like theirs.
Kane: the new elements are all fine. rage juggles are okay, but certain moves definitely need to be toned down in damage … for example Lee on rage with CH 223 … or Paul’s rage CH deathfist [even not on rage] is excessive in damage, imo. T6.0 low parry was just too much since you still got a bound. in BR, I think the damage on low parry combos is just fine. item moves are cool, except I wish some of them did more damage … such as miguel’s gun or bryan’s shotgun doing very little damage. most item moves are pretty launch punishable anyway, even on it … so at least make it worthwhile to do them, I think haha.
Gandido: The new elements are nice! Bounce system is good because it allows characters who didn’t have higher damaging quick moves in previous installments to have a chance to use them in combos to try and even up the damage difference between them and the rest of the higher cast. Low parry bounce effect is really good because it levels up the previously imbalanced risk-reward ratio that was involved with it. I like the fact that item moves are not meant to be taken seriously because everyone that has them (if they were good) would have an obvious advantage over those who don’t. Although there are some exceptions (Law battle scar makes his 1+3 grab SO MUCH BETTER due to positioning), most have zero practical use. Floor and wall breaking add to the strategy part of juggling, where you have to understand your position in order to gain maximum damage. I personally enjoy it. Rage is just that. I try to avoid getting people into rage with a juggle as much as possible. The potential it allows for comebacks is too much. Needless to say, it’s good to have that in a game that is known for favoring turtling.
Aris: In my opinion the Bound system adds an element of creativity to Tekken while still maintaining balance. I also like the floor and wall break function, however I would like to see more breakable walls in the small stages, which would result in more room to fight in. Low parry is a small, negligible change in my opinion and as for rage, though I didn’t like it at first, it does create a life bar management element to the game, resulting in improvisation of combos when necessary. Over all I have minimal complaints on these functions.
JTchinoy: Bound is a great new feature. It makes for very flash combos, except for bruce, and also creates an element that makes combos more flexible in where they b! for some characters. The patch to Tekken 6.0 to remove the ability to b! after a low parry is for the best. It makes lows less dangerous to use and allowed more emphasis on lows. Especially with how many low parries I see in T6BR compared to T5DR, this was for the best. As stated before, I enjoy floor and ground breaks since they give you areas of the arenas you maneuver around and base your combos on. Most item moves are for novelty purposes only, so I think they’re cool and flashy, but nothing more. Law’s throw, on the other hand, seems like it gives better Oki so I don’t think it’s fair for an item to do that.
Grimmy Grizzly: I think bound is intresting it makes the game a little diffrent but not too diffrent…..the low parry is fine as well…. the item moves are funny and intresting to see every once in a while I haven’t seen anything I think is broken yet so I see nothing wrong with it…. I think rage is ok….the floor and wall breaking is intresting as well I think it makes the game a little diffrent but it still has a Tekken feel to it as well…
Brahma: I like the bound and rage systems personally, but I also feel that they detract some from the game. What the B! system really does is allow the player to lengthen combos, and combined with the wall carry, wall combo system, and rage it means that in most situations making one or two mistakes ends a round. This is very frustrating for new players who don’t fully understand the importance of punishing and spacing and I feel that it really goes against what the developers were trying to do in making it more accessible to new players.
The floor and wall breaks are a welcome addition, but again, just go towards extending a combo. Item moves aren’t really practical in competitive play, but are fun.
Rain: Generally I’m a fan of innovations and changes so in Tekken 4 (which I thought was wonderful) I was one of the few who were really happy. The new elements of walls, ground inclination and close range fighting all made the game very exciting for me. And in BR I feel the same way. My wish is that the developers come up with even more changes and innovations to keep the game fresh and exciting. All the new elements in Tekken 6 like bound, bound after low parry, item moves, rage, floor and wall breaking makes it easier for new players to approach the game. And that is very good because it makes it harder for the masters to win. My goal is to win but playing more people is a higher priority. Rage adds more variables to the game and makes the outcome more uncertain so in my opinion it makes the game more fun. The reason I don’t like TTT is because the better player will always win, this game lacks variables and uncertain outcomes. This is boring, why even have a tournament in TTT? Just skip the whole thing and give the best player his prize so everyone can go home (-_-). Because the outcome in BR is uncertain the game is more fun and exciting.
Di: Dark Resurrection is known for quite a good balance. How does it look in Tekken 6?
Malekith: I know when Tekken 6 came out in Japan/Korea in the arcades it was very unbalanced, Namco listened to the players and patched it. Eventually they change it to Tekken BR. Although the console version is still called Tekken 6. The gap between the tiers is closer in Tekken 6 than Tekken DR. Still some characters are really strong like Bruce and Lili, but they are not like Heihachi and Devil Jin in Tekken DR.
Matt: I haven’t used or played against most of the characters, but I can see that there are some characters that are more powerful than the rest of the cast. Fortunately they’re aren’t characters against which you cannot win. An example of it can be found in the results of the previous SBO, where in the finals Marduk, Wang and Alisa played; and we know that these characters aren’t ranked high. I like when there are weak but easier characters and better but harder to learn characters ; unfortunately, Tekken 6 isn’t good in this case. Since the beginnings of the series the Mishima family has been dominating – the characters that required manual, good reflexes and a lot of experience. Now, when they aren’t so good and the easy-use characters have become top-tiers, you can see that Tekken is following the SF4 road, meaning it’s becoming more friendly to new players which isn’t good for the game and may make old players stop playing.
FightingGM: From what i seen and played. I think anybody can win. Ive seen dumb stuff from just about all characters raging from lower tiered characters like kuma, wang, zafina, yoshimitsu and even raven. Everyone does enough damage to be able to win matches. But of course there are characters better then others like steve, law, lili, bob , lars etc. But everyone can compete. Just gotta put in more work with some then others. Also every character having a full fledge tracking move makes it easier for characters with horrible tracking to compete.
Rip: Tekken 6’s balance looks just as good if not better. I’ve been playing it for awhile now, and while there are certainly 4 to 5 characters that people tend to agree are at the top, the rest of the cast is still solid and can compete with them without issue. Its more an issue of player vs player than character vs character, which is how it should be.
Kyoko-Manji: I like DR better lol…I think Namco did a good job for lots of things..but there’s lots and lots of things that are still overpowered. For example…mishima’s 1,1,2 into wallsplat…great..I like this alot..I really do…it’s really good that namco removed this ..but WHY in the hell does heihachi still has it.. sure he can’t dealy it…but..wtf…just give him a delayed 1,1,2 and NO wallsplat…I mean..balance right? and then there’s chars that have ridiculous moves / tracking / throws/ damage / spam moves… I’m talking about lili , alisa , bob , law , BRUUUUUUUUCE…namco..fix this..I mean..really… but without that..I think every char can meassure…so…great job namco ^^…even the friggin bears are solid nowXD
MYK: I might sound crazy too some, but Tekken 6 feels more balanced than Tekken 5:DR too me. Tekken 5:DR had some ridiculously strong characters like Devil Jin and Heihachi in that game. Heihachi having a safe 1+2 that was 12f, and gave a free hellsweep? Jesus. Even his 13f twin pistons was ridiculous, same with Devil Jin having a 14f ws launcher that lead into half-life. Character’s like Law in that game vs Devil Jin must’ve been a nightmare. Law’s db3 = death on block, I’m not too sure if one little low poke that does nothing on hit should be that much risk vs. Devil Jin or something, it was just too much. Some character’s have some really good punishers now, but it’s usually a slightly above throw damage + a knd, not a half bar combo into oki anymore.
Kane: I think T6 BR is one of the most balanced tekkens. DR was decent, but there was still an obvious tier gap … like for example, DJ / Asuka or maybe Hei / Dragunov … the gap between those characters were huge. in this game, other than kuma, I think everyone pretty much has a fair chance against eachother.
Gandido: In terms of character balance and playability, it’s probably superior to T5DR, but it’s not necessarily because of the characters per se. The way movement was changed, with the nerfing of sidestep and backdash affected a lot in terms of how you get to play against certain people and characters. Some matches get a lot of moves “spammed” all over the place because things are just much harder to avoid now. Nonetheless, the gap in the tiers in this game is smaller than it was in DR, where you would have Devil Jin and Heihachi in a separate tier above all the rest of the cast in such an obvious fashion.
Aris: Tekken 5 DR was balanced for a Tekken, but I wouldn’t call it a well balanced game overall. There was a clear separation of tiers in that game. It was only considered balanced when you compared it to its predecessors. Tekken 6 has followed the trend, and further emphasis has been put into balancing it. I firmly believe this is by far the most balanced Tekken to date, and though there is tier separation, the best character and the worst character are not very far apart.
JTchinoy: Tekken 6 feels decently balanced. Almost any character can become a huge threat if put in the hands of a capable player. Damage differences between characters are marginal away from the wall. 6.0 was very unbalanced, so I’m glad they patched it. The wall is where the unfairness in combos is shown, but other than that it’s okay. Several characters were improved while others like the Mishimas were toned down, making the game not feel like a Mishima battle with several others trying to hold their own in a sea of EWGF’s. I really like that fact and the fact that a Mishima isn’t in the top 5.
Grimmy Grizzly: think Tekken 6 is balanced and that every charecter has what they need to some extent its just that those things for whatever those situations are may be better for some other charecters and vice versa…
Brahma: Tekken 6 seems to be fairly well balanced. Every character in T6 seems to be good, but not all of them are very good. There are still obviously tiers and a handful of characters stand out as being better than the rest of the cast, but overall, there really don’t seem to be any terrible characters. Except maybe Zafina, but even she becomes a threat when played with the right midset. In a game with a 40 character roster, I think there will be a lot more variety in the future when it comes to what we see in tournament placings. Bottom line is that in T6, I believe pretty much every character is viable.
Rain: The balance in Tekken DR was good but the characters were not very unique. With characters so similar to each other it’s not that hard to balance the game but in Tekken BR all the fighters have their own individual and unique properties. This makes the task of balancing the game much harder, even so it has been successfully done in BR in my opinion. Even if the balance is slightly worse than in DR I still think the end product is much better because of the characters individuality and unique attributes. I think Bryan, Bruce and Bob are the best characters in this game. I think that Bryan has more potential than the other two but requires more from the player. Bruce is easier to play but is harder to evolve from the general level. In other words, there is not a big difference between a mediocre Bruce and a really good one.
Di: What’s your opinion on online? Some people say that it’s very good (close to offline), while others say it similar to DR’s.
Bode: I don’t like online at all. Tekken requires such a precision that you can’t even allow the least loss of frames during a fight.
Malekith: Before the patch is was awful, now after the patch it’s much better. Although I can’t stand when players still are abusing the online tactics like using strings and sweeps. For example I see a lot of Law players abusing d/b+4, but almost every time I see it I can’t block it. Offline it’s not that hard to block against. Also low parry is sometimes hard online. Overall the online is solid and I enjoy it much more than before the patch.
Matt: Online used to be unplayable before the patch but now it’s a different story. Characters react immediately thanks to which you can do standard juggles and punish your opponent almost like when playing offline. Everything depends on the connection – with 4-5 bars you can play with no problems, 3 bars isn’t that bad but 1-2 bars is a waste of time because it’s not Tekken then but a pure random. I can say that online is worth playing. You can get used to playing against various characters and meet known European players. Online has also one – in my opinion interesting – thing. Depending on the connection you have to initiate your moves as online allows you, which means that to make a juggle or punish with 3-4 bars you have to attack a little bit faster which requires from you better reflexes and knowledge on how to deal with your opponent’s character and how to use juggles – you have to be very good at it to play online well.
FightingGM: (opinion from before the patch) The online play for tekken 6 is horrible like DRs. Its almost pretty much unplayable. Tekken is way too much frame based to be played online. Any kind of lag can mess you up in a match. I hope namco really fixes the online survers, Cause online play is really bad for tekken 6 and i have no idea how they gonna have a online nationals with such a horrible netcode! DR was bad, but t6 online is just as bad. Which is just horrible!
Rip: (opinion from before the patch) I don’t know what its like in Europe, but I can say that people in the USA are complaining a TON. I tried only one game and for me it was DEFINITELY nowhere near as playable as DRO was. I’ve heard similar from other people as well, so for now I think its worse than DR.
Kyoko-Manji: Tekken is a game that shouldn’t be played online in my opnion…you will always miss some frames…throwbreak is nearly impossible…so…I will always say tekken online sucks..but it’s way better then DR online…T6 online you can connect staple juggles…so 1-0 for T6 lol
MYK: Online is trash, and I believe this for any fighting game online. If it even has the tiniest bit of lag, then it should not be taken seriously. Since you’ll either start developing bad habits that’ll only work online, and you’ll only learn how to get by with shenanigans that won’t work offline.
Kane: online is not really that great. it’s good for casual play, but for serious matches, it is not a place to play. granted that it is better than DR online, but even 5-bar matches are far from perfect.
Gandido: I think online is a good way to get exposed to certain aspects and moves that a character can do when you don’t have a big enough player base accessible. Needless to say, however, that it’s not even close to offline, even with the patch. While better than DR’s online, you still can’t time every punisher the way you would be doing it offline: you trade your 15f punisher for a 10-12 frame punisher to ensure that you got the hit. You can’t really break throws well online. Those two factors are reason enough in itself for me to not want to play it.
Aris: I refuse to play online fighting games. I believe this goes against the true nature of fighting games which belong in an arcade. I see no point in it at all until they are able to replicate the offline experience perfectly.
Grimmy Grizzly: I think the online play is alright the thing that makes it bad is people quiting or people doing stuff to make the game lag…
Brahma: Online Tekken is for all practical purposes a different game than offline Tekken. Two of the core mechanics of high level competitive play are spacing and punishment. Even with the slightest bit of lag, it can make the difference of whether or not you can space well or punish correctly. There are moves that can be punished with 14f launchers like EWGF or jet upper, moves that can end rounds, that simply can’t be punished online because of latency issues. T6BRO is fun, I play every once in a while myself, but that’s pretty much all that it is, fun. It is not a replacement for competitive offline play and never will be.
Rain: I think Tekken online is pretty good but not perfect, it’s definitely different then playing offline. At the highest level we move and guard very precisely but this can’t be done properly online due to the small differences in timing caused by the latency. So top players online just play casually for fun even though they can’t play to their full potential. I used to give it a go every now and then until I recently had to sell my PS3. This is because I’m very poor (please raise funds for me T_T).
Di:The graphics aren’t very important in fighting games but this is a part of the game that is always rated. What can you say about the graphics in Tekken 6?
Bode: Amazing, as well as for music, this game is thrilling.
Malekith: Tekken 6 graphics are nice to watch, but in the arcades it looks better. I’m pretty sure that it looked better when it was released on PS3 only, and Namco didn’t invest much time in Scenario Campaign. For me Tekken 6 is the most beautiful fighting game around.
Matt: Graphics aren’t superb since the game came out a few years ago. Moreover, the console version looks worse than the arcade version which is a very bad thing. Nevertheless characters’ models are very nice and for me Tekken 6 is the king of fighting games when it comes to graphics.
FightingGM: The graphics to tekken 6 are stunning. Though the console versions graphics are a bit toned down from the actual arcade versions still look more cleaner and graphicaly sharper and better. You can tell by looking at mystical forest in the console version compared to the arcade version but still a very good looking game. Deffinetly the best looking fighter out right now. From all the characters you can actually see their hair move to more living environments its a very good looking game.
Rip: The graphics in the console release are definitely worse than the arcade graphics were. A lot of people are speculating that this is because of the Xbox360 port since the arcade machine is basically running on a Playstation 3 internally. If thats the case, then I’m seriously disappointed. That being said though, the graphics are still a huge step up from DR, and the little effects on the stages like the snow moving at your feet, or the attention to detail in face, hand, and hair animations really make the game look great.
Kyoko-Manji: I think the graphics are f*ckin awesome…nuff said.
MYK: Gameplay wise graphics aren’t important, but I do believe it’s important as to attracting new players to it. If the game is good, and looks good, there it is the complete package.
Kane: the graphics in T6 are great … the arcade, that is. the console is a big disappointment in my opinion. to compare, in my opinion, soul calibur 4 looks better and even loads much faster. it is true 720p and even DR was 1080p for ps3. I think the console looks terrible compared to the arcade … but for the people who don’t have a sharp eye, they really won’t be able to tell anyway… so I suppose for the general population, it’s not really a problem. it is still one of the better looking fighting games out there, so it’s decent I suppose.
Gandido: Tekken 6 is just beautiful. It makes all the other games look obsolete.
Aris: The graphics in Tekken 6 are impressive and I look forward to seeing what the next game will look like.
JTchinoy: Graphics are very important to Tekken as it’s always been known to provide stunning graphics for the generation in which it was released. Tekken 6 Bloodline Rebellion in the arcades has a stunning graphics system, which is much more finely detailed than the console version for some unexplained reason. The console version doesn’t do the game’s true graphics justice to me. You have to play on an actual Tekken 6 machine to understand it. This isn’t to say the console version has bad graphics. They’re very nice, but the arcade had very fine detail on the clothing, hair, and skin that just seems lacking on console.
Grimmy Grizzly: think the graphics in Tekken 6 are really good the only thing that kind of bothers me about the graphics is some charecters that wear white the white is so bright it has kind of a glow to it….makes it hard to see some times oh and some stages seem like they are too dark….I do like the graphics tho…
Brahma: Tekken 6 looks great. The motion blur effects look great and lI like the new explosion/hit effects. Although I will say it looked better on the dedicated arcade cabinets.
Rain: I think Tekken BR looks wonderful but I found Tekken 6.0 to be more splendid. There was more motion blur and effects in that game but because of the frame-drops I think the developers decreased these effects ^^
Di: Do you like the music?
Malekith: Yes, used to listen to it on my pc very often. One of the better OST for me in the Tekken history.
Matt: The music is fantastic! It’s much etter than in DR, where only a few tracks were ok – here almost every single one is good. In my opinion tracks froms Azazel’s Chamber, Fallen Collony, Manji Valley, Electric Fountain, Anger Of The Earth and Temple Ground are better then the Tekken 3 tracks. One more thing to add: when you play in the Versus Mode and you chose the rematch option, the music doesn’t stop and play from the beginning which makes you feel like the fight is endless and you want to play more and more
.
FightingGM: I love fighting game music period. Tekken 6 has some nice tracks. Tekkens music has always been good! Ever since tekken 2. My favorite tracks in tekken 6 are mystical forest, anger of the earth, Electrical Fountain and the helicopter raining stage. Its just as good as tekken 4s sound track and 5s which also have great music that gets you hyped to compete and fight harder! Though i wish tekken 6 where to bring back poolside it was def one of the best tekken tracks ever made!
Rip: I do like some of the music, SHEEP STAGE! and also Electric Fountain. For some reason though, the music isn’t as memorable to me as the DR music was.
Kyoko-Manji: hm..well not as much as I like the DR music….DR stages + music are WAY better imo…but some stages are ok…but not that great…so…I would have to say no.
MYK: I like some songs, like Anger of the Earth, Electric Fountain, and Fallen Colony. But imo, the Tekken 5 series had a much better soundtrack.
Kane: some of the music is good … the T6.0 music was bland, but the new BR stages add quite a lot. I still firmly believe the best music was tekken2, followed by [arcade] tekken tag.
Gandido: I enjoyed the DR soundtrack more. Besides Electric Fountain, Noh Theater, Hidden Retreat and Fiesta del Tomate, none of the tracks really get you in the mood to try and play as much as the DR soundtrack did. Not saying that it’s bad, but it could have been a lot better.
Aris: The last Tekken with a descent sound track was Tekken 2. They either need to re hire whoever composed for that game or just cover the whole sound track with death metal from top to bottom.
JTchinoy: Yes. Even the Hidden Retreat one.
Grimmy Grizzly: In other Tekkens I liked the music for alot of the stages in this one not so much….
Brahma: The music in T6 is pretty good as far a fighting games go.
Rain: I can’t hear the music while playing at the arcade. It’s impossible to give you my honest opinion on this, it’s so loud in Korean arcades ^^
Di: So what’s your general opinion on Tekken 6?
Bode: Great game, well balanced, the only thing is that we’ve been playing for a month so….no possible comparison to the East…that is a shame. The game is top level, no possibility to compete if you are a noob or a beginner.
Malekith: Tekken 6 is a good game and better balanced than the previous games. It’s easy to get into it and hard to learn on a higher level. Much more important it’s a fun game!!!
Matt: Tekken 6 has met my expectations. It’s much different than the previous games and this is what it’s all about – to start learning from the beginning a game with your characters having played another game for a few years. I dislike, however, the importance of movement, because of which now the difference between good and very good players isn’t as big as it used to be; yet, the rest is very good. It’s another Tekken game that will be played both at tournaments and during parties. The biggest fans will train and look for tricks to win against their opponents in the upcoming big tournaments because of this game.
FightingGM: i think tekken 6 is a good game. I believe its a more complete tekken 5 DR. Its alot harder to play and harder to pick up and more commericalized meaning better looking and more crowd pleasing so i hope more people start to play tekken 6. Has a great story. Great graphics, Great gameplay, Alot of characters, Everything a tekken fan will want is in this game!
Rip: Gameplay-wise its a great well-balanced game. Anyone can win with any character, so its going to make for some awesome tournaments in the coming months/years!
Kyoko-Manji: It’s a great game, fun to play…only a few dissapointments till now…: – rage….just get rid off this f*ckin bullshit…or at LEAST an option to turn it off; – Alisa…get rid of this .. retard
; – only 1 player customise in VS…that’s kinda lame..; – no command capture..; – I expected WAY more customise options…I mean..look at at marduk…300 footbal shirts…wow….all the same..just diffrerent colors…and this goes for a lot of chars..; – They’re more presets imo…; – The music isnt’t that good; – The number of stages is way too small…I expected so much more…; But..my general opinion on T6…It’s f*ckin awesome… there are a few minor dissapointments..but there’s so much stuff in the game that’s just so good…so I’m forgetting about those minor things in a minute…and just play the game ^^
MYK: It’s a fun game. Easier than Tekken 5:DR that’s for sure, but still has a steeper learning curve than most fighting games out there right now. I personally like it a bit more than Tekken 5:DR, but that might just be me. It’s more fun that’s for sure.
Kane: my general opinion on T6 BR is a positive one… it usually is. I like all tekkens, except tekken 4, which I firmly believe was garbage. the cast was terribly small, if it had a larger cast, it might’ve been decent … but seeing the same 4-5 characters over and over was very boring… the tier gap was huge in that game as well.
Gandido: Tekken 6 is a great game. It has its share of pros and cons in comparison to older games, but it’s still great. I didn’t like the movement downgrade, since it makes the skill gap between good and great players much less evident. Throws feel slightly tighter to break now, which is good. I hate the fact that only the home player gets to use the customizations that are made on the PS3, when in Tekken 5: DR both players would get to use them. Namco needs to patch that up ASAP. I also hate the fact that there is no command record for practice mode. I like the customizations in this game. The fact that you can make your own custom hair is probably over the top but I guess a lot of people are using it. It plays really well and it’s entertaining and competitive, which is all a game really needs to be good.
Aris: Tekken 6 is one of my favorite fighting games, second only to Soul Calibur 2.
JTchinoy: It’s a very fun game. It has a lot of replay value if you play with your friends often. Just like Tekken 5, it’s not Tekken Tag but it is a very good game. The Scenario Campaign is an interesting route from Tekken Force mode, although the story and cinema scenes could’ve been better.
Grimmy Grizzly: I really like alot about the game lke the way stuff looks when it hits or the way charecters fall over when they get hit with certain things or counter hit….the over all animation of stuff in the game looks really good….Also I think its a game that is not too difficult to get into but it is difficult to master…
Brahma: My general opinion on T6 would be that it’s the best iteration of the series yet, but there are still some tweaks to make it perfect. I really think the Bound and Rage systems need to be reworked. There is also the issue with no command capture/record function in practice mode that really kills practice mode, which has always been a highly important tool. It really is a shame that we’ve seen two updates since console release, neither of which fixed this issue.
Rain: I’m very satisfied with BR. The game has a good balance, there are many variables in the game and BR had what it took to become very famous and popular rapidly. Thanks to this I have many opponents to play with. I really wish the next Tekken will have the same success as BR has had (+_+)
Di: Lots of people are playing the game the community is always opened for new players. How would you recommend the game to players who haven’t yet started playing the game ’seriously’? How would you bring somebody round to join the Tekken community?
Bode: This is the most interesting matter in my opinion- this is a game for skilled people, nothing in comparison to tekken 5, nothing is easy and the new techniques and system requires you to study a lot. I would try to make the most tournaments I can, so as to let people come and see how to improve …day by day.
Malekith: Best advice is to meet with other Tekken players and have sessions. Also let them participate in big tournaments and just have fun. You don’t have to be good to enjoy the tournament as long as the community is friendly and open. Share your tactics to improve new players. Although it depends on the player what their ambitions are.
Matt: I would convince them that Tekken is a perfect fighting game and the best Tekken if you want to start playing seriously. Juggles are easier and the movement is less important. Now it’s a good time to learn the things before the new Tekken game. There are also lots of interesting characters. I’d show them and introduce to the scene which hasn’t yet cooled down after the Tekken 6 premiere. Moreover, PS3 has been available for a long time and become quite popular so getting one isn’t hard. I hope that at least one person will start playing seriously having read it – meeting this person at tournament would make me happy, hehe.
FightingGM: I would suggest learn the basics first like how to break throws, Back dash properly and learn their frame data. Basically understand the games full engine then learn combos etc so they can understand what they are getting hit by and how to avoid it. Just join www.tekkenzaibatsu.com or www.tekkentrack.com and read up and talk to other players and watch videos to learn even more about the game.
Rip: There are plenty of great resources on the internet to learn the game seriously. iamtekken.com is a new site with a focus on helping people get better at the game by learning the basics of the game. TekkenZaibatsu forums are essential to mastering your character. Once you get better at the game and you need to learn some frame data, I know that SDTekken.com is working on updating their frame data information. Theres also plenty of vids on youtube of top players that you can watch to get a better idea of how to play your character. Take a look at my Throw Break Trainer at http://tekken.reepal.com/ to improve your throw break training when you don’t have access to Practice Mode. And as I mentioned previously, stay tuned to iamtekken.com since we’re going to be launching something shortly to help new players get serious! Maybe its already up! Who knows! Check it out!
Kyoko-Manji: I would tell them that there’s a big community, and that the limit of getting better is just endlessly…you can always improve your game…there’s so much to learn…it’s quite a challenge..and if someone wants to play a game with a challenge..then T6 is your game.
MYK: Study, Study, Study. You can’t expect to become a better player if you don’t put any time in, and by time I mean QUALITY time. Spend the time doing your own research at home, and be sure you can apply it when real game time comes around. You’re only as good as your competition, if you’re only playing online then… yeah.
Kane: to be honest, I have no idea. I’ve never really been one to try to get players to play. people will play if they want to play. I wouldn’t even know where to begin if I wanted more people to start playing. haha sorry I’m not much help in that department.
Gandido: If someone told me they wanted to learn how to play the game, I’d advise them to learn how to move properly before anything: dash into block, korean backdash, sidestep and sidewalk. Then I’d get them to break throws. I would be telling them that they shouldn’t need to be breaking throws if they were moving properly in order to kick-start their desire. Then I’d let them go into combos. After that I’d tell them to play against me or anyone that’s already at a higher level so they’d learn quickly. Online communities definitely help for knowledge, such as TekkenZaibatsu or FGAPR (fgapr.com for Puerto Rico games) and they let you set up matches and sessions. You can know everything and how to react to every situation every time, but there’s a big difference between knowing and applying, so I’d tell them to just play as frequently as they can, against quality players who have either already proven themselves to be good or someone else like them who is committed into getting better at it. After they start getting a “feel” of things, I’d let them in on frame data so they have a clear understanding of why they are getting hit out of things, punishing, etc
Aris: I have better things to do than to care about new players. I will leave this to MYK and rip who have shown a great interest in teaching new players how to play. Once a player has gotten a strong grasp of the game, I will then gladly discuss strategies with them.
JTchinoy: www.iamtekken.comand reading thoroughly through the character threads here in TekkenZaibatsu. Read everything before you ask questions. Playing people offline regularly is the best way to practice and always find players better than you. Playing people on the same level as you or lower than you doesn’t teach you very much about what you’re doing wrong.
Grimmy Grizzly: As far as getting new people in to the game I would just help them as best I can….
Brahma: The most important thing I’d recommend for new players looking to get into the competitive scene is to find better players than you, and get as much playtime in with them as possible. It’s the only way to get better. It can be tough if you don’t have a local scene though. I recently moved from an area with no competitive scene to the West Coast where there is a good competitive scene and my gameplay has improved drastically. Stay away from online play, because it kills your live competitive game. Learn basics, read the forums, watch videos of high level players.
Rain: To get people interested in taking the next step I think the best way is to show them how fun the game is at a higher level. Recommending good online clips like the one with Daigo from EVO or showing them videos of Tekken Crash is probably the best way of getting people’s immediate attention. I have never thought about this before so it’s hard for me to give you a good answer. I wish there were even more players but I find it to bothersome to think about this. I’ll pass this task to the organizers because I really just want to play *^^*
















![[T6] Frizen(Steve) vs Deja Vu(Bryan)](http://i.ytimg.com/vi/ptwv66EnYTI/0.jpg)
![[T6] Frizen(Steve) vs LEZ(Julia)](http://i.ytimg.com/vi/rbSEs1KSze4/0.jpg)

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[...] My name is Jakub “Di” Dudkowski and I’ve been living in Warsaw, Poland since I was born. I’m 22 now and I’m studying IT and working as a private teacher. As for the fighting games, I’ve been interested in them competetively for more than 5.5 years now, beginning with Soul Calibur 2. I started playing Tekken right after 5.0 for PS2 came out. My main character has always been Panda, however, I like using Roger jr. and Lee too. I think that I run tournaments better than I play
. You may remember me from nSports.pl where I used to write Tekken news and interview players such as Jisamoon Ace, Nin, Mr. NAPS or Rip. At the moment I am running a Polish site Backdash.pl which was established a few months ago. And if you haven’t yet read my big interview with lots of Tekken 6 players, be sure to check TOP PLAYERS TALK ABOUT TEKKEN 6. [...]