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Tekken 8 is being designed around "Aggression" and much less "Footsies"

M2Dave

Zoning Master
It wasn't just Kabal. A number of characters built meter incessantly, which helped make their MUs far more lopsided. Cyrax, Kenshi, Freddy, Sonya, Skarlet, etc.

No one is stating that an individual mechanic by itself is the reason for a character being so dominant, but the imbalance in the way characters gain meter (and how that interacts with breakers, wagers, and armor) tends to make the rich richer in NRS titles. This is also why SF6 decided to start the entire cast with full Drive Meter (which, coincidentally, was seen as a welcome gameplay decision even though it's not 'earned').
The "rich" (i.e., the top tier characters) become "richer" (i.e., benefit the most from the system) in any fighting game ever developed, irrespective of the specific gameplay elements. Even in Street Fighter 6, although every character begins every round with full resources, obviously not all resources are created equally. The better characters in the game have better offensive and defensive options and are consequently better at taking advantage of the drive gauge.

You may believe that this issue is "complex" and that Mortal Kombat 11 offers some imperfect solutions to this issue, which is fine. However, most consumers, casual and tournament players alike, seem to be ecstatic that NRS is pursuing another direction with Mortal Kombat 1. The fact that the NRS community is celebrating "the return of combos" is astounding.
 

SaltShaker

In Zoning We Trust
It wasn't just Kabal. A number of characters built meter incessantly, which helped make their MUs far more lopsided. Cyrax, Kenshi, Freddy, Sonya, Skarlet, etc.

No one is stating that an individual mechanic by itself is the reason for a character being so dominant, but the imbalance in the way characters gain meter (and how that interacts with breakers, wagers, and armor) tends to make the rich richer in NRS titles. This is also why SF6 decided to start the entire cast with full Drive Meter (which, coincidentally, was seen as a welcome gameplay decision even though it's not 'earned').
I dunno lol. Couldn't they just keep it simple and make it truly universal? "When you take X amount of damage, your breaker bar has filled"? Fatal Blow works similar already. That way it's not "well Character X gets breaker for free but Character Y never gets breaker". Doesn't seem too complex and not sure why they do it differently. Build offensive options by attacking, build defensive options when being attacked. Since it's a breaker, maybe even "everyone gets one per round". Seems like there are easy solutions.
 

Eddy Wang

Skarlet scientist
It wasn't just Kabal. A number of characters built meter incessantly, which helped make their MUs far more lopsided. Cyrax, Kenshi, Freddy, Sonya, Skarlet, etc.

No one is stating that an individual mechanic by itself is the reason for a character being so dominant, but the imbalance in the way characters gain meter (and how that interacts with breakers, wagers, and armor) tends to make the rich richer in NRS titles. This is also why SF6 decided to start the entire cast with full Drive Meter (which, coincidentally, was seen as a welcome gameplay decision even though it's not 'earned').
You also had the opposite side in MK11, where characters that where so good at not using meter, and barely used unless it was for breakaway or when needed to make their already strong offense even stronger in particular cases, these chars always had meter at their disposal and since they didn't had to worry about building it, the game did the job for them.

IMO, having a nice balance is where it should be, and that still going to be a problem if we keep having characters who have exclusivities on the rule, this never ends well.
 

kabelfritz

Master
You also had the opposite side in MK11, where characters that where so good at not using meter, and barely used unless it was for breakaway or when needed to make their already strong offense even stronger in particular cases, these chars always had meter at their disposal and since they didn't had to worry about building it, the game did the job for them.

IMO, having a nice balance is where it should be, and that still going to be a problem if we keep having characters who have exclusivities on the rule, this never ends well.
picking this up (not tekken related), in mk1 everyone seems to get the same amount of meter whenever anything happens. like the same amount for doing and taking damage, for blocking and hitting on block etc. i wonder if that works out well, but seems like it could.
 

Eddy Wang

Skarlet scientist
picking this up (not tekken related), in mk1 everyone seems to get the same amount of meter whenever anything happens. like the same amount for doing and taking damage, for blocking and hitting on block etc. i wonder if that works out well, but seems like it could.
As long as breakers don't end up being 2 bars it's going to be fine, it will force players to be more thoughtful of how they use the entire gauge, spend everything to run, or spend on anything else, regardless, hope it's enough to held back rushdown maniacs or to lock down zonning frenzies

would be a nice balance indeed, in the end everyone would get exactly what they want.
 

M2Dave

Zoning Master
Imagine playing Tekken 8 and only winning with heat, power crushes, and throws. However, if so, perhaps I could beat a player like Arslan Ash. LOL.

This tweet is almost as bad as MenaRD calling Street Fighter 6 scrubby a while ago.