already fixed, the massive influx of new ppl joining, but already fixedTekken 8 be like "MK1 has a desync issue huh? Wait till they get a load of me."
About 10-15 moves are used in the neutral, which normally includes jabs, d/f+1s, d/f+2s, low pokes that tend to be -12 to -13 on block, etc.@Eddy Wang and other tekken veterans, what do you think about the huge movelists of every character? does everything make a sense or is half of it redundant/useless?
whats the damage of your combo,im doingOk so my first day in ranked. I'm half way through the yellows and my thoughts so far.
This game is really fun so far.
It seems like everybody is op but in a best of three it seems to work.
The defensive element is still there but it seems your defence really gets tested when your opponent activates heat.
Weird note my bnb with kaz is ewgf ewgf b22 df12 dash 31 cancel cd3
If I pewgf the b22 wiffs.
Still looking for the max damage off pewgf
74 also but leaves you close.whats the damage of your combo,im doing
ewgf ewgf 31cancle df321 b221+2 and it does 74 damage ,the 31 cancle into cd3 ender whiffs but it may be possible on some off axis type conversion or maybe if you micro side step after the bound but im not able to do it.
nice,yeah for the ender i saw it was possible to do f4 into a guaranteed ff4,best ender so far,my combo does 84 damage then with that ender74 also but leaves you close.
i dont know why but the game also lacks other QoL. in practice there is no move data in the menu, only on screen if you execute it. makes developing a char very tedious.Is there some conversational explanation that has been had over why there is not a "punish" indicator?
There was one in T7 but only in training so I assumed there was some deliberate reason it wasn't in actual matches. The timing on punishes can tight and as a spectator it's not really something you can be expected to know. Even if you know the punish for something, and they get hit, do you or those watching REALLY know if they got hit because you got the punish or they just got hit? You can't reinforce correct timing through actual play, and in a game with this much going on, it seems perfectly reasonable to let players discover and reinforce punish options.
It's such a simple, practical, and powerful QoL feature that has existed in the game at some point, I'd like to know why it's not there, or if there is some other way you are supposed to "know" this information. If the reason is they(Devs, or playerbase) just want you to know your shit, that seems unnecessary.