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- nk4e
Punishing a whiff with jab xx HHS xx Super.
Still haven't given up on AE đź‘Ť
FB memberPlayer 1 infs on umvc3?
MeWhat is UMVC3? Is that a side game from Tekken Tag 2?
Punishing a whiff with jab xx HHS xx Super.
FB memberPlayer 1 infs on umvc3?
MeWhat is UMVC3? Is that a side game from Tekken Tag 2?
Still haven't given up on AE đź‘Ť
Everybody in my area gave up on Ae since Tag 2 came out.I barely play now that the only person I play with enjoys watching anime more... as do I. I do play from time to time, but this way we both can knock out shows we haven't had time to watch.
Anyone getting TTT2?
loving TTT2 but what item do I need, to do this move for Jin?!.
http://www.youtube.com/watch?v=EEOeh4tuV44&feature=youtube_gdata_player
Look at 1:27
Got it on release day, played the hell out of it ever since.
Btw has anyone got to unknown yet because she is cheap as ****
Try fighting Nancy.Btw has anyone got to unknown yet because she is cheap as ****
Try fighting Nancy.
I've seen her in action, she ain't as cheap as Azazel or Jinpachi, but still hard.
Oh my god, I hated fighting Jinpachi because he would force a stun on you leaving you helpless. The fireballs didn't bug me too much as it is possible to dodge, but those attack-negating stuns were just dumb.
Don't even get me started with Azazel. I never mentioned it before, but I have never beaten Tekken 6 in Arcade mode, ever. I have no idea how to fight Azazel nor dodge his attacks. It was dumb because some of the stuff he did would still stomp you even though you blocked it which is really unfair. At least in Street Fighter, Seth did mixups which you are able to do something about.
The Paranoid GamerAlas, I am sorry to say that after a few days of playing time I’ve not had as much fun as expected. Why? Because the game’s AI is, for the most part, cruel, unrelenting and cheap.
Now before anyone reacts to this statement with the ever-mature response “you just suck”, I do acknowledge that, as I’ve grown older, my reaction times, hand-eye coordination and propensity for anticipating attacks are not what they used to be. Nonetheless, aficionados will know that the single-player element of Tekken titles has always catered to a broad range of skill levels by providing five difficulty settings: Easy, Medium, Hard, Very Hard and Ultra Hard. Years ago, I would play on Very Hard. Nowadays, I tend to play on Medium – and I’m ok with that, because I can more than hold my own against actual players. Feel free to challenge me at your peril (*winks*).
So, the day prior to release, my pre-order arrives. I insert the disc, complete the enormous 8GB install, and head straight for Arcade mode (difficulty set to Medium by default). My duo of choice comprises Marshall Law, my go-to combatant, and Jun Kazama, whose 10-hit combinations I can recite from memory. Stages one through six prove a breeze. I’m cutting through my foes’ defence like a knife through butter, and I even manage to pull a few perfect matches out of the bag.
Then, I reach stage seven. My opponents are Mishima Zaibatsu head Heihachi Mishima and his father, Tekken 5 boss Jinpachi. The announcer yells “Fight!”, and I’m bounced around the room like a sphere of polybutadiene. Twice.
In my wisdom, I decide change tactics, substituting my aggressive approach for a more defensive, tactical one, and with a bit of patience I overcome and progress to stage eight. True Ogre is my sole adversary. It’s two against one – a doddle, I think, but I couldn’t have been more wrong. After successfully landing a few devastating combos seconds into the match, I’m launched into the air by a sneaky uppercut and beaten into submission by a series of bounds and juggles. My ego bruised, I persevere, but the same happens again for another three rounds until a lucky Dragon Fang secures me a “Great” victory. I breathe a huge sigh of relief, but I’m not done yet; stage nine begins to load…
Jun Kazama is my sole adversary. It’s two against one – a doddle, I think. DĂ©jĂ vu, anyone?
Predictably, I took a battering. Each time I went on the offensive, Jun would instinctively intercept my advances with an impeccably timed assault, and then rinse and repeat the same four moves until my health bar was depleted. Unable to beat her, I resigned to joining her, and executed the cheapest combo I knew repeatedly until I triumphed over the vicious little cow.
Once the credits had finished rolling, I dove into the options menu to adjust the game’s difficulty setting, convinced I’d lost my touch. With Easy now selected, I returned to Arcade mode, picked the same tag team, and hoped that attempt two would result in a less embarrassing outcome. As before, stages one through six were child’s play, but as soon as I reached Jinpachi and Heihachi I was forced to relive the experience described above. There was no mercy, no leniency, and fights were certainly not ‘easy’. If the AI’s first bound move connected, all I could do was endure the punishment until I either a), landed and managed to retreat, or b), perished (which was the more common conclusion). Changing the difficultly level appeared to make no difference whatsoever.
Please don’t misunderstand me here; I have no problem with accepting a loss, and I’m certainly not suggesting that I should be able to defeat computer-controlled fighters time and again without fail. However, in my view an ‘easy’ opponent should not be able to perform bounds, juggles and combos with the intuitiveness, timing and precision I would expect from a comparatively harder equivalent – or even a masterful human counterpart, for that matter.