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- TurboV16
SFxT has saved replays like Super, right?
Let's do a FT3 Thursday 10-11am EST, darren. Up for it?
Yes, it does. It was added in the update apparently.
SFxT has saved replays like Super, right?
Let's do a FT3 Thursday 10-11am EST, darren. Up for it?
Yes, it does. It was added in the update apparently.
If it has a replay Channel then you could save your replays.
TT2 second intro?
It's a date then. Thursday Fight, darren. Don't run away!
Does anyone have any idea when Tekken Tag 2 will hit consoles ? I wonder how long Namco is gonna space that game away from TekkenCross SF?
2 on 2 and four player at once. Just Scamble Mode from SFXTK, though I am curious to see if 1V2 will make it.
Ready whenever you are, darren.
On Marvel or SFxT?
-Boomee, Did you get Skullgirls? It has 2v1 same as Tekken. I wonder if they are rushing TT2. Just like Capcom, TT2 will probably rebrand with a spin off name and a few added characters.
Skullgirls didn't get delayed, I have several PSN members confirm on the PSN store.
Yes I recorded, and like I expected, you still do a whole bunch of random stuff.
I have an Xbox.get an xbox lol
Lag was an issue, I couldn't go super expert on you.
What is this- you barely attempted to play a little smarter so your solution to that was to occasionally mash on launcher?
I wonder if they are rushing TT2.
Graphics and frame data could be wrong. Certain things can hit in the arcade but cannot hit in the console. Damage might be different or rebounds might not be the same.What makes you say that? Hardly a need to do so as they technically got two years of development time, first on Arcades and other then the addition of new characters (which were probably already being worked on without anyone knowing), will just need to be adjusted and ported shortly to the consoles. Perhaps Holiday 2012 was the furthest they had with the release window but they gotten much of it completed much sooner, allowing them a much earlier release date.
Or like the 360 is acouple frames faster than the PS3.Tekken 6 originally came out as just this ... "Tekken 6" in the arcade, which a lot of us just dub Tekken 6.0 or vanilla T6. this was a pretty broken version of Tekken6 where pretty much everyone had 50% juggles and 70% juggles with walls. the movement was very strained, there was no motion blur, etc.
then Tekken 6: Bloodline Rebellion came out for the arcades ... this is basically what Tekken 6 is today as you see it. the damage scaling increased, now typical juggles do about 35-40% and maybe 50-60% with a wall.
following this, a very rushed release came out for consoles. it went from being "Tekken 6: Bloodline Rebellion" aka T6 BR to just "Tekken 6". it is pretty much the same as the arcade, but a pretty big tone down in graphics. In addition, there are so 2P customs when playing versus mode, no record function and a bunch of other small annoyances that make this not such a great port from the arcade. I know that most people here have not even gotten to see or play the arcade version, so this is basically what this post is about.
Recently I've gotten to be able to record off the T6 arcade machine through hd direct feed, so I'll just throw a bit of specs here and then get on with the comparisons
Resolution:
- arcade: 1360x768, hdmi and vga output
- PS3: 1024x576, upscaled to 1280x720
- XBOX: 1024x576, upscaled to 1365x768 with motion blur off, then re-scaled to whatever your xbox display settings are set to [usually 1280x720]