Skkra
PSN: Skkra
I am (well, was) a longtime hardcore Tekken fanatic. I've been playing since T3 and have always loved the game. Sadly, at this point, I'm really fucking tired of playing the same game over and over. 16bit said it a while back on a KTP... we've been playing the same game forever. The system has barely changed, and the changes are almost always to the juggle mechanics which, aside from damage, has very, very little impact on the actual gameplay experience.
I played a ton of Tekken Revolution and enjoyed it for a while, but at higher level I ended up hating how it effected the gameplay. Power Crush moves are essentially the same. The crush system was suppoosed to be the "make a read and counter" system of the game. But now Power Crush covers 2/3 options (highs and mids, losing only to lows).
The biggest problem is the negation of frame advantage. Frame advantage used to mean something in Tekken, but over the years its become less and less meaningful to the point where it barely means anything! Who cares about +3 when you can just power crush through the next attack? OK, so now the attacker can wait and try and bait your Power Crush and punish... and if he doesn't do one? Now he's out of your pressure for free and you've lost the advantage. It's a stupid mind game, and it comes from the fact that the game doesn't have airtight block strings.
People have told me, "Well, in SF4 you can just mash shoryuken!" Sure you can. But the difference is that that game has airtight block strings. I can gain advantage, then press that advantage with an uninterruptable blockstring. That makes all the difference in the world. In Tekken, lets say I'm +3. My fastest move is a jab, which now comparatively starts up in 7 frames. In TR, invincible moves gained their armor on frame 6. We'll see what Power Crush ends up being, but in that case, my frame advantage was utterly nullified because I do not get a REAL chance to ever mix someone up.
I played a ton of Tekken Revolution and enjoyed it for a while, but at higher level I ended up hating how it effected the gameplay. Power Crush moves are essentially the same. The crush system was suppoosed to be the "make a read and counter" system of the game. But now Power Crush covers 2/3 options (highs and mids, losing only to lows).
The biggest problem is the negation of frame advantage. Frame advantage used to mean something in Tekken, but over the years its become less and less meaningful to the point where it barely means anything! Who cares about +3 when you can just power crush through the next attack? OK, so now the attacker can wait and try and bait your Power Crush and punish... and if he doesn't do one? Now he's out of your pressure for free and you've lost the advantage. It's a stupid mind game, and it comes from the fact that the game doesn't have airtight block strings.
People have told me, "Well, in SF4 you can just mash shoryuken!" Sure you can. But the difference is that that game has airtight block strings. I can gain advantage, then press that advantage with an uninterruptable blockstring. That makes all the difference in the world. In Tekken, lets say I'm +3. My fastest move is a jab, which now comparatively starts up in 7 frames. In TR, invincible moves gained their armor on frame 6. We'll see what Power Crush ends up being, but in that case, my frame advantage was utterly nullified because I do not get a REAL chance to ever mix someone up.