The other thing about long combos is that in a game with 60sec rounds, a 12-15sec combo is way too long. A ton of the round is gonna be gone from one launch.
Long combos aren't a problem the problem is that they are easy as fuck and almost impossible to mess up, almost no room for error. If they took execution to perform then people would drop them. but they don't cause it's easy as shit
Thats very hard to balance tho. If juggles are harder, then a absolute beast of a player wil absolutely destroy a normal player. And the end of the day, i think its quite necessary to just cut the combos around the half ot its duration, so people can enjoy on learning and using different ways to set a comeback
@@FrostyZtx I think if someone is an absolute beast they probably should destroy an average player that's kinda the point of the whole genre. It's not about participation ribbons
Feels like a Foreman at a worksite trying to educate the newbies about how construction really works, and why everything you learned in school is bullshit
It was garbage. I never liked until bound mech came with Tekken 6. Combos are best thing in fighting games. All short combo mech fighting games died. DOA, Soul Calibur, Virtua Fighter....
@@Nightsnow_ That´d probably be the best way to go. You have your basic juggle and if you want to extend the combo to deal extra damage, you have to sacrifice heat, although running out of heat doesn´t seem to be as bad as I thought it was going to be imo, but as Aris said, there are so many things that can change in the future that is kind of pointless to discuss those details now.
I was hoping that things like bound or screw was only accessible during heat. That would make neutral more fun, even more ways to balance/change characters and a legit different feel from T6 and 7
He's right about the virtua fighter comparison. Sure there are big combos that eat 70% of your health. But most of the game is one two hits exchanged repeatedly over the course of the match. Tekken 7 and so far 8 as well are two touch game. Tekken 5 and VF are like 5 or 6 touch games at minimum, and in those games even the big combos are at least short in duration.
i would kill for tekken5 era tekken to come back, that was the last game i used to sit at the arcade with for hours grinding out sets by myself or with randoms and it never got old
I'm a longtime street fighter player, and yeah, you hit the nail on the head. Overly long combos are a huge deterrent for me trying the game. I find it boring personally. That and Korean backdashes 😂
Truer words were never spoken. A Tekken installment with greater focus on awareness and decision-making over rote memorization and canned mixups would be hitting the nail on the head. So far as the developers know however, a majority people find the defensive playstyle that emerges from that boring both to play and to watch. (What data show this, I’ve no fuckin clue) But yeah looking forward to seeing what will be tweaked until official release
@@Lastninjaxoxoxoxox Sure, but they're still watching and pulling numbers, plus do you *really* want to design your game around appealing to twitch chat of all things? Just seems like such a puzzling audience to specifically target
You've stated 2 fundamental problem in fighting games that no developer will ever overcome. 1)>A Tekken installment with greater focus on awareness and decision-making over rote memorization and canned mixups would be hitting the nail on the head You can't create something like this because it's out of the realm of your control (Although, you can tweakit here and there a bit). It's all about how people approach the game and if people can find something that will guarantee them the win if they just tick the boxes, they will abuse it. You can' never get rid of flowcharts no matter how hard you try. 2)> a majority people find the defensive playstyle that emerges from that boring both to play and to watch It's reactive vs proactive issue. Newer people (rather proactive) don't like it mostly because they fail to understand how much goes through one's head, especially on a higher level,,and pros tend to be rather reactive. Once they start getting into intricasies of the game, they will start appreciating such gameplay. Also, making the game more aggressive is an attempt to get rid of the "lame" playstlye, though it creates 2 other problems: 1) The gameplay becomes one-dimensional (way too focused on hyperaggression) 2) There is a possibility of it backfiring, since reactive players, when put in such predicament, may start playing extra slow/lame (because no one wants to risk it). Overall, I welcome the changes, though it leaves a sour taste. I don't think Gen Z is that interested in fighting games (you have a lot of thirtysomethings in FGC and barely any new blood), and devs trying to appeal to casual players may result into huge sales but lower average number of players in a long distance.
@@anubis_fgc The problem is the idea that a lot of people have that defense has to equal "slower" A lot of people had an amazing time watching the VF5 Beat Tribe 2023 cup, a lot of people that don't even play VF thought it was fun to watch (if you can find restream twitch VODS and look at chat feedback) The key is to make defensive play happen with speed like Virtua Fighter does. That game has a beautiful dance of opponents constantly moving around each other, and it is not slow at all, at a high level. Its just that Tekken just punishes that play by placing more emphasis on linear action like the long ass combos, moves that have insane tracking etc. But if they change things up just a bit, buff movement etc., then they can find a very nice balance.
The combo system was perfectly represented in the announcement trailer where kazuya did a few solid hits and it looked good, short and rewards execution with style
You can't really expect any fighting game trailer to be representative of how combos would be in the final game. Players will optimize the fuck out of combos within a week. While the devs are showing you baby's 1st combo in trailers. That's what these play tests are for. Harada didn't want combos to be even longer (which is funny to me cuz there's 3 combo-extenders now) and yet here we are.
I don't know why we can't go back to Tekken 3/TT1/Soul Calibur 2 style combos. You get a launch, a big hit and maybe if you're lucky a spike followup or something. It would make Tekken really stand apart because big combos are near enough ubiquitous across all sub genres of fighting games right now. If that's true about Harada literally saying himself the combos are too long for his taste, I don't know why the solution can't be to go right back to the roots. It seems elegant and obvious.
i would love tekken going back to its roots with shorter, harder hitting combos. like you said, the long drawn out combos are near ubiquitous in fighting games at the moment, and after games like FighterZ and DNF DUEL im personally pretty burnt out. having nearly every punish lead into a 10+ second string basically forcing you to put the controller down just getting very tiring and it feels like it makes me put the games down faster.
Because those combos are to short, and with not enough variety. While I love Tekken 3, I don't want it to go back to where everything is so stripped down.
Aris is so good at analyzing fighting games, I know its his job and all but when ever he talks about the more absract concepts in a fighting games he says stuff about shit ive never even thought of and he is humble, meaning when he is unsure whether his opnion is right or not he presents he doesnt present his opinion as fact, he will say this is what i think. This means when you listen to him you know what he thinks is still up for debate... in his opinion
Yes he was aways great in it, in analysis and teaching mechanics. I think i'm not the only one that got a really good time watching his SoulCalibur II tutorials when the HD Online Remaster droped, he explain everything in a way that you understand it very quickly.
Long combos might look cool and are fun for a while, but they get old quick, particularly in long tournaments, since you're essentially waiting for a long execution sequence that you've likely seen a million times to finish for the game to resume. Which is why I'm not crazy about them having overemphasized aggression, and nerfed spacing, backdash, etc. I am quite happy they nerfed CH, since that got totally out of control in T7. 1/3 moves was a CH launcher... I do think the long flashy combos and lowered execution for many characters and bolstered assist system is catered to help kiddies come in.
I like the combo system from T5DR and even Tekken Revolution 😅. I think overall the combo should be cut back but give certain characters that particular strength. Lars for example can keep his crazy long combos but Xiaoyu should have shorter combos because she excels in evasiveness.
Long combos also tie into wall carry. And one of T7s biggest issues was ever character having wall to wall carry distance. The wall breaks would happen every match and made them less of an exciting thing to see.
@@thoughtfulfoulmouth ikr people who played tekken 5 casually could only do short combos/none at all. I also think nostalgia plays a part of it to, for example people are saying usf4 is better than sf6, or whatever there favourite street fighter was.
@@yoshitsune5691 honestly, i won't be surprised if people start saying SFV is better than SF6 in a year even though they didn't like SFV at the time. People forgot that SFIV wasn't THAT liked when it was the latest SF game. The FGC is rife with revisionism
Fah'King thank You!!! You are the first tekken pro I've heard call out the ridiculous juggles and point UT the most exciting parts of tekken. Maybe till change one day.
These throw enders make combos look way better. Jin getting his old power crush as an ender, Lars has both his running air throw and jumping stomp ender, Paul even got his catch slam and hwoarang has his air kick. Getting one or two heavy hits before that looks awesome. They should restrict upwards movement to upwards swinging hits. Punch them upwards for air time, jabs shouldn't be doing it.
I think tekken 8 is trying to appeal to newer players in its own way: things like dumbing down the movement (kbd being sluggish and iwr inputs being easier), the whole aggressive play style being pushed with the heat system. I feel like if a new player wanted to try out tekken, he could hop on, press buttons, do all the cool heat shit, win and feel good about himself. I mean this is all based on the state that the game actually releases in. I do hope they make some big changes after this CNT because it does just feel like tekken 7 but you can now wall carry from wall to wall and your name doesn’t have to be Dragunov.
The thing is, they could pretty much already do that. The players that buy to mash against friends will do so with or without heat and the good players will learn the mechanic and still smoke them. This is just the nature of fighting games that the devs need to accept imo
The strategy seems to be to make the game look better in streaming and competitive so that more people will try it, and then to try to remove known pain points that make new people want to quit. It’s not a terrible strategy. It’s just once you get to the first draft of that you look at it again and realize that’s not it and you have a lot more to do. But I think a big thing we’re not talking about is worry over people not meeting in person to play together anymore in arcades or in homes spoiling word of mouth on the quality of the play experience and making online spectating more important. Which is something to worry about but is a little late.
Already it has been said that aggressive doesn't necessarily mean that the game is bad, look at Virtua Fighter, it is an aggressive game yet people consider the game the best fighting game ever, yet players do not play it. What Tekken needs is more flexibility.
I love that the Tekken devs are doing this. Any player with strong fundamentals and game knowledge will do well but mfs who THINK they're good are shaking in their boots that some of the harder stuff is gonna be easier to do and be exposed for being trash. No point to sit there for hours practicing wave-dash if you're gonna eat hopkicks/launchers, electrics if you dont know how to land them, jet-upper if you're gonna use it in suboptimal situations, etc etc.
What I would say is that as an instalment focused on aggression (which I think is fine to change things up in a long running series), combos shouldn’t be that long because people will already be trying to get into each others face in this game. By making it so there are more face to face encounters, which split second choices overtime leading to a win or lose can allow the calculation part of tekken’s gameplay to exist while being more aggressive. Or something like that
I’d be cool with combos being like T5DR length. Like 4-5 hits plus heat. The combos in T5 were cool. I don’t mind long combos, it’s just the damage that is the issue with some characters like kazuya
@@wantu7816 They don't like mentioning this part. Even T3. Jin's Electric > CD1,3 is like 80dmg in a game with around 130hp. Required great skill. In 5, Hwoarang's JFRS is 70 dmg wall-less, that's about half health. In 7 he's hitting about 80 max damage(slightly less than half) and about the same in 8 currently, which is 40%.
@@UltimateBallaPOMT5 had stupendous combo damage, indeed, however, they didn't last 4 hours each, and they also weren't undroppable. When people ask for T5 combos, I suppose they refer to the length, and maybe the toughness. Once you got decent in T5, 1 combo could be the game, but in T6-7, you can achieve the same with 1 combo plus 1 wall mixup, with ten times less brain capacity.
@@Dr.Happy11 The lengths are there to make more places to drop the combos, because the damage is ultimately the same, so there's less room for errors, innit? And also because they are shorter, you have less aspects of execution to master before being able to pull it off. It does add a uniqueness to it though ngl
I miss when long wall carry combos were a trait shared by only a few characters. When they gave everybody Bryan-length combos in Tekken 7 S3, it just made the game so much more frustrating than it already was. I expected this to be the direction Tekken 8 went and honestly, I feel like having the pre-season 3 combo length but letting the heat system extend combos to a degree comparable to what we have now would be a great middle ground, on paper at least. Most of the changes to throws are a godsend though
I find it so funny that there is a 1080p AND 1440p option and aris cam still caps at 720p. what a genius. The difference is so beautiful I do like your point about the long combos. Make em shorter so that people get into the fighting quicker. Both players will be more engaged into the gameplay and not have long downtimes.
I don't know what the Heat system SHOULD be, and i still don't really understand it fully currently, but on a basic level it's showing you cool new animations and making combos even longer but i don't really feel a lot of strategy in it, a new mechanic in a fighting game should open up possibilities that weren't there before, but isn't it currently just doing more of what we already had but different? The dash gives you a free mix up i guess... so that's cool... the Rage Art introduced supers to Tekken but it also had an obvious utility in that it had super armour, which added a strategic option for skilled players and some easy flashy damage for newer players, i don't get any obvious utility from Heat at the moment, but maybe i just haven't seen it.
Long combos looks great depending on how its done. Doing repeated jab dashes inside a combo doesn't look interesting but there are combos with a lot of pizaz that are still long. Those look really good
I was waiting for this to be a more grounded game, like first teaser we all saw, that was perfect. No gimmicky dashes, no flashy lights all over the place. I really was expecting a second part of Tekken 4, which for me is the best in the series.
If harada made how Aris is saying, 3-4 hits combo, tekken will fucking die, lol. Before anything, viewers or commentators, players playing the game should be having fun. People basically spend time on Punishment, 50/50 and combos, and with 4 hits combo you have removed 1/3rd of the game content
@@ToshiroHitsu average combo length in Tekken is 7-9 seconds long. The only exception is when combos end with rage art which can add additional 10 secs We're not talking about the same game if you're getting juggled for 2 mins 😂
Variety of combos is pointless when you use the same 4-5 safe launchers over and over. Who cares what comes after the launcher, it is practically the same as a super combo, just looks much more ugly and ridiculous.
I dont mind a long combo if doing it is super expensive to do so its just hype to see a player cash in for a kill or early life lead. Like Drive Rush in SF6. But I do prefer Tekken to be more Martial Art oriented. The Tag games should be the games to have these crazy combo mechanics
@@GRGCompletionist What do you mean by too much anime? If you are referring to the hit sparks and effects then I agree; it could be toned down along with combo length and damage but Tekken has always had anime and goofy unrealism.
@@GRGCompletionist bro thinks a game where man can generate a spark of electricity and fire a laser beam is "realistic martial arts" shit. tekken always have an anime-ish fighter side, think of it as "anime fighter on 3d". Who's the most popular character again? oh right its MISHIMAs the one who have literally flashy anime shit on their moveset, gee i wonder why is that.
@@LevGauche never said it was but it's one thing having a small spark during special moves and another adding auras and other shit to characters. Even if we take the realism argument out it's way too distracting in game and should be toned down, the screen looks like a clown show with all the stuff that's going on, ironically games like MK which you'd think would look more dumb actually look more realistic.
They may be running the risk of this turning out like TTT2 with how this stuff works so it’s cool Harada sees that there is still work to be done with the heat system and the combos.
I like the idea of having practical, reasonable combos paired with advanced combos that are riskier. In 7, oscars ff1 would drop as a combo starter for me all the time. but 1+2 would always catch them. So i took the decreased damage as a trade off for stability. her combos were pretty brain dead tho, launching was the challenge with her stale offense.
Long combos suck on the receiving end, because if I make a mistake, I now have to watch a cutscene, until it is done. And it sucks on the acting end because Aris said, dropping them are lame.
You have a million variety of combos but the same boring hopkick animation as launchers. It's not fun. Everything after the launcher is just filler. Might as well just reward people with 65 damage for launching at that point. And don't say "but execution!" when execution is just inputting the same string over and over which is practically guaranteed due to Tekken's input mechanics...
I get what Aris is saying, but at the same time T7 was/is super popular for a Tekken game and it has all those long ass combos. The devs probably saw that and said, lets do more of it.
Maybe instead of so many launchers you could get a crumple or big stagger, keep the combos grounded. I’ve always been in the ‘tekken juggles are goofy’ camp.. especially when movesets are so sick
Yeees I would love for Tekken to expand its mini combos to be the main source of damage. I've always found the mini combos to be more satisfying in keeping the flow of the match going
@@milesclarkey sry but i dont compare her with irl human. Lili is tekken character so ill compare her with another tekken character as well. She tallest female character (so far) , law is 1 cm shorter than her, meanwhile kazuya 1 cm taller than her and lars had a same height 180 cm. That's rly something else.
i want the chip damage start from i15 into the slowest move, below i4 into fastest moves only gives chip damage effect on low and special mid but not on standing mid and standing high.
Hmm I like both, prefer long combos generally though with lower damage. Ideally the game just has a balanced roster of both styles Ala street fighter. Zangief shorter combo's juri with install long. King, shorter combos for you old eyes and let me nina, butterfly loop you across the stage, long.
Maybe they can implement a Back (for mid attacks) or Up+Back (for high attacks) or Up (for low attacks) timed well with juggling hits of opponent to ESCAPE juggling. I have wanted this feature since Tekken 5 because the more we move to realistic graphics, the more the juggling visual looks like a ragdoll fight. Unable to do anything while being juggled was a feature of Tekken long ago and that needs to be changed. Also, I have always wanted a higher defense when put in rage than increased attack in rage. Because that would be what happens in real fights… fighters push their “wake” state when being pushed to their last drop
I haven't watched Tekken in over a year after getting burnt out. But with Tekken 8 coming seeing you, lil Majin, and mainmanswe again back with the hype of a new game is awesome. This video is gold and it's fun being back in the Tekken swing
For perspective. The time between tekken 7 arcade and now is LONGER than tekken 3 to tekken 5. This game being tekken 7.5 is a real shame considering the time that's passed.
The reason I skip the match and just watch the result. Yea, it's cool when you watching for the first time. But after several matches, it gets boring. The real interesting on tekken is strategic how getting people get baited, punished on whiff and interrupt their movement. But sadly 70% length match just cover with long ass combo
Yeah I think the game is great. But for sure that it is not done as Harada said it's still bare bones so we will see later when it's done cooking. I do agree with the combos being a bit to long that's for sure. The game will change a lot anyways which is good !
Once they fix damage output, i think the combos will be fine, you can only use the heat system once, that’s a good trade off for non punishable rage arts
My guys Boomer Brain loves them 2,3 hit combos. But to a casual it's way more attractive to watch people do long combos. Cuz you can watch and then think dang I know I can't do that
all of this talk about backdash and heat and stuff mean nothing to me, but the fact that he and TBS and alot of others said it's not that big of a diffrence from Tekken 7 is what scares me, people will be bored so fast with this game once it launches. they need to do something huge to make it stand out and appearently heat isn't doing it.
as a SF player and only fighting game I play. i wanted to find some appeal in tekken but as he mentioned the bouncing characters just doesn't feel fun to watch. ignoring that tekken 8 literally looks the same as 7. there is no "next gen" vibe compare to sf6 and mk1. that also plays a part in not appealing. but that's just me, others might find it next gen looking
You *_will_* enjoy bulldogging your way into point-blank range to force 50/50 mixups, multiple times a round, for almost every single match. Just like most modern FG's nowadays.
I despise long combos. To my understanding people view neutral unfavorably, since no one is supposed to have an advantage in it, but that’s where the hypest moment’s happen. Nice to know I’m not entirely alone in this opinion
Towards the end of Tekken 7s life I started to get tired of it because of the long ass death combos. Make one mistake, get launched, lose 70% of my life, now Im at the wall in a 50/50 situations, make another mistake, get wall comboed and die.
Man I love Aris but I really don't understand how he thinks this is too much like Tekken 7.. like what was he even expecting that would change the game drastically from 7? You mean to tell me the new Heat mechanic isn't unique enough to make Tekken 8 stand out? Also Tekken historically doesn't even change that much between games. Tekken 6 is basically 5 with a new rage system, and Tekken 7 essentially just builds upon the rage in 6 by adding rage drive + art.
I was lucky enough to play it too and quite liked it... i am in no class to critque like aris, but i turned off all restrictions on connection and rank and played matches with asians/north america etc. (i am europe) to see how good the netcode is... seemed quite good... i mean as i am not that good - i guess a match with 8 delay frames and 2-3 frames rollbacks is bad... but it didn't feel as horrible as before with stuttering and dropping games etc. It still felt like playing a game not a slide show.
What i really wish they would do is decluttering the movelist... so many moves feel unessesary - sure we start with a cut down rooster... but we will end back at tekken 7 levels after a few seasons ^^
The floating state should be replaced by a 'stunned' state or something. Keep characters grounded, without getting rid of current 'launchers'. Air juggles do indeed seem out of place in tekken when you really think about it
Nice to know he isnt a fan od DOA's juggle system. Also, as an outsider looking in, T4 looked better combat wise. Seened like you really had to earn your juggles.
You know what, while listening to your UA-cam video right now, you mentioned that if you had a chance to develop a video game, you could do it better now, considering it's already 2023. There are many factors you can consider while developing a video game. For instance, you could ask other successful UA-camrs or social media influencers for financial support if they believe in a person with a better plan, rather than relying solely on high companies like Bandai that may not listen to their fans.
Perfect tekken is only less interesting to a casual viewer similarly to a high level combat sport like kickboxing or jujitsu. Perfect defense limits offensive options and produces repetition. Its hella hype for people who know whats happening though to see who cracks first.
They gotta lean into the cinemátics for combos. Make them just hard hitting launch mid hit and ender. Just make them look super dope and anime, savage or stylish AF
14:02 I’d have to agree with this. I was initially looking forward to playing Tekken 8 and have a fresh start into the Tekken series instead of picking up mid/end of Tekken 7, from what I’m seeing I’m not convinced I’ll stick with it. I’ll definitely buy it but don’t think I’ll play it long term because it just doesn’t seem like a different game.
I wholeheartedly agree with Aris' take on Tekken as a whole. Shorter combo so that we deal more with mind games than doing your damage through juggles is the best way for Tekken to be played IMO, which is kind of a bummer they nerfed backdashing to such a degree. Sidestepping/sidewalking is a good way to deal with some options, but so was backdashing. When dealing with an oppressive homing move, a lot of the times the best option is just to backdash out of range, now it's hardly possible. It's like Aris said as well, they aren't going to onboard that many new players with how complex tekken is and has become, so them nerfing backdashing, hurt the main playerbase so that the few new players have to rely on it less, but then again Tekken isn't really getting that many new players. So what is the point?
The Aris classroom was my childhood back in middle school. His knowledge helped me more in life than sin, cos, and tan.
did you mean your cousin anton?
The other thing about long combos is that in a game with 60sec rounds, a 12-15sec combo is way too long. A ton of the round is gonna be gone from one launch.
Thus losing the chance of a poke oriented comeback, and forcing the losing player to rely on something big which digs them into a hole even further.
Long combos aren't a problem the problem is that they are easy as fuck and almost impossible to mess up, almost no room for error. If they took execution to perform then people would drop them. but they don't cause it's easy as shit
Thats very hard to balance tho. If juggles are harder, then a absolute beast of a player wil absolutely destroy a normal player.
And the end of the day, i think its quite necessary to just cut the combos around the half ot its duration, so people can enjoy on learning and using different ways to set a comeback
@@FrostyZtx I think if someone is an absolute beast they probably should destroy an average player that's kinda the point of the whole genre. It's not about participation ribbons
You are gonna die by the time that combo is done so why does it matter
Aris explaining Tekken is like a professor in a college
He looks as old and wise as a stereotype professor
Pay attention bytch…or else!
That's cuz he's professioler.
Professor Arnis is my favourite Arnis
Feels like a Foreman at a worksite trying to educate the newbies about how construction really works, and why everything you learned in school is bullshit
Tekken 5 DR had the best combo length, honestly a mix of T5DR and T7 elements would be the direction i'd like to see tekken go in
i Can See What You Mean.
Tekken Rev Looked & Felt Priddy Decent in it's Basics(Not The Extras)😎👍🏽#7
Tekken 5 idea with heat mech extended the combo to tekken 7 levels would be the best
It was garbage. I never liked until bound mech came with Tekken 6. Combos are best thing in fighting games.
All short combo mech fighting games died. DOA, Soul Calibur, Virtua Fighter....
@@Nightsnow_ That´d probably be the best way to go.
You have your basic juggle and if you want to extend the combo to deal extra damage, you have to sacrifice heat, although running out of heat doesn´t seem to be as bad as I thought it was going to be imo, but as Aris said, there are so many things that can change in the future that is kind of pointless to discuss those details now.
I was hoping that things like bound or screw was only accessible during heat. That would make neutral more fun, even more ways to balance/change characters and a legit different feel from T6 and 7
He's right about the virtua fighter comparison. Sure there are big combos that eat 70% of your health. But most of the game is one two hits exchanged repeatedly over the course of the match. Tekken 7 and so far 8 as well are two touch game. Tekken 5 and VF are like 5 or 6 touch games at minimum, and in those games even the big combos are at least short in duration.
i would kill for tekken5 era tekken to come back, that was the last game i used to sit at the arcade with for hours grinding out sets by myself or with randoms and it never got old
I'm a longtime street fighter player, and yeah, you hit the nail on the head. Overly long combos are a huge deterrent for me trying the game. I find it boring personally. That and Korean backdashes 😂
Tekken is not virtua fighter the point is for Tekken to be its own game not be virtua fighter
@@LunkLanguage kbd is really fine, but the combos are really damn intimidating
@@tryingtochangemyways5074making them have similar combo length won't even come close to making VF and Tekken be the same game
Truer words were never spoken. A Tekken installment with greater focus on awareness and decision-making over rote memorization and canned mixups would be hitting the nail on the head. So far as the developers know however, a majority people find the defensive playstyle that emerges from that boring both to play and to watch. (What data show this, I’ve no fuckin clue)
But yeah looking forward to seeing what will be tweaked until official release
To be fair to Harada if you look at youtube comments of Knee vs Arslan matches in tekken 7 or twitch chat people will talk about how boring it is.
@@Lastninjaxoxoxoxox Sure, but they're still watching and pulling numbers, plus do you *really* want to design your game around appealing to twitch chat of all things? Just seems like such a puzzling audience to specifically target
You've stated 2 fundamental problem in fighting games that no developer will ever overcome.
1)>A Tekken installment with greater focus on awareness and decision-making over rote memorization and canned mixups would be hitting the nail on the head
You can't create something like this because it's out of the realm of your control (Although, you can tweakit here and there a bit). It's all about how people approach the game and if people can find something that will guarantee them the win if they just tick the boxes, they will abuse it. You can' never get rid of flowcharts no matter how hard you try.
2)> a majority people find the defensive playstyle that emerges from that boring both to play and to watch
It's reactive vs proactive issue. Newer people (rather proactive) don't like it mostly because they fail to understand how much goes through one's head, especially on a higher level,,and pros tend to be rather reactive. Once they start getting into intricasies of the game, they will start appreciating such gameplay.
Also, making the game more aggressive is an attempt to get rid of the "lame" playstlye, though it creates 2 other problems:
1) The gameplay becomes one-dimensional (way too focused on hyperaggression)
2) There is a possibility of it backfiring, since reactive players, when put in such predicament, may start playing extra slow/lame (because no one wants to risk it).
Overall, I welcome the changes, though it leaves a sour taste. I don't think Gen Z is that interested in fighting games (you have a lot of thirtysomethings in FGC and barely any new blood), and devs trying to appeal to casual players may result into huge sales but lower average number of players in a long distance.
@@eternalblasphemy6526 well said
@@anubis_fgc
The problem is the idea that a lot of people have that defense has to equal "slower"
A lot of people had an amazing time watching the VF5 Beat Tribe 2023 cup, a lot of people that don't even play VF thought it was fun to watch (if you can find restream twitch VODS and look at chat feedback)
The key is to make defensive play happen with speed like Virtua Fighter does. That game has a beautiful dance of opponents constantly moving around each other, and it is not slow at all, at a high level.
Its just that Tekken just punishes that play by placing more emphasis on linear action like the long ass combos, moves that have insane tracking etc.
But if they change things up just a bit, buff movement etc., then they can find a very nice balance.
I agree with 90% of this vid but also hearing the ULTRAKILL OST makes me want to watch Aris giving it a try
nice to see you here
The combo system was perfectly represented in the announcement trailer where kazuya did a few solid hits and it looked good, short and rewards execution with style
How do you say that with a straight face and stuff like DSS and the inputs for death cradle are so dumbed down, how is that "rewarding execution"?
@@icecold__ i’m not happy with that change either why do you assume that i was?
@@LuxionXBHe pulled that out of his ass
@@icecold__seeing that actually made me sad
You can't really expect any fighting game trailer to be representative of how combos would be in the final game.
Players will optimize the fuck out of combos within a week. While the devs are showing you baby's 1st combo in trailers.
That's what these play tests are for.
Harada didn't want combos to be even longer (which is funny to me cuz there's 3 combo-extenders now) and yet here we are.
I don't know why we can't go back to Tekken 3/TT1/Soul Calibur 2 style combos. You get a launch, a big hit and maybe if you're lucky a spike followup or something. It would make Tekken really stand apart because big combos are near enough ubiquitous across all sub genres of fighting games right now. If that's true about Harada literally saying himself the combos are too long for his taste, I don't know why the solution can't be to go right back to the roots. It seems elegant and obvious.
i would love tekken going back to its roots with shorter, harder hitting combos. like you said, the long drawn out combos are near ubiquitous in fighting games at the moment, and after games like FighterZ and DNF DUEL im personally pretty burnt out. having nearly every punish lead into a 10+ second string basically forcing you to put the controller down just getting very tiring and it feels like it makes me put the games down faster.
@@Ronbotnik i can legit only think of one, the modern Samurai Shodown, that deviated from it in a whole generation of fighting games
Because those combos are to short, and with not enough variety. While I love Tekken 3, I don't want it to go back to where everything is so stripped down.
@@Tremuoso That was honestly pretty genius that they did that. And authentic, given that real duels would not last many moves at all.
@@Ronbotnik dbfz and dnf are anime and tag games, long combos are expected, but even then the example is a bit extreme
SoulCalibur IV & V hit that high dmg 3-4 hit combos perfectly before a decade ago.
Aris is so good at analyzing fighting games, I know its his job and all but when ever he talks about the more absract concepts in a fighting games he says stuff about shit ive never even thought of and he is humble, meaning when he is unsure whether his opnion is right or not he presents he doesnt present his opinion as fact, he will say this is what i think. This means when you listen to him you know what he thinks is still up for debate... in his opinion
nice diary entry amigo
@@stevebanning902 Bruh he's been playing FG for 2 eons to know how make right opinion. Tekken fans, dude.
job lol
Yes he was aways great in it, in analysis and teaching mechanics. I think i'm not the only one that got a really good time watching his SoulCalibur II tutorials when the HD Online Remaster droped, he explain everything in a way that you understand it very quickly.
Don't call it a job. Arnis hates jobs, and he'll quit doing it if he thinks he's doing anything resembling work.
4:58 Incredible timing on the Rip Diss + Random Donation combo
How bout they remove bound entirely from normal moves and make it so that only heat can bound and extend combos
wow an actual good idea
If we could just get an audiobook of the entire history of Tekken read by Aris covering everything Tekken ever similar to this video. Man oh man
Long combos might look cool and are fun for a while, but they get old quick, particularly in long tournaments, since you're essentially waiting for a long execution sequence that you've likely seen a million times to finish for the game to resume. Which is why I'm not crazy about them having overemphasized aggression, and nerfed spacing, backdash, etc. I am quite happy they nerfed CH, since that got totally out of control in T7. 1/3 moves was a CH launcher...
I do think the long flashy combos and lowered execution for many characters and bolstered assist system is catered to help kiddies come in.
I like the combo system from T5DR and even Tekken Revolution 😅. I think overall the combo should be cut back but give certain characters that particular strength. Lars for example can keep his crazy long combos but Xiaoyu should have shorter combos because she excels in evasiveness.
Long combos also tie into wall carry. And one of T7s biggest issues was ever character having wall to wall carry distance. The wall breaks would happen every match and made them less of an exciting thing to see.
Long combos ARE aesthetically pleasing, no denying that. But from a gameplay standpoint they're disgusting.
tekken 5 and tekken revolution had perfect combo length, they were much shorter since they had no bound/screw extenders
Man people forget the dash jab combos to the wall in tekken 5 aye
@@yoshitsune5691thank you. People were absolutely complaining about combo length in T5
@@thoughtfulfoulmouth ikr people who played tekken 5 casually could only do short combos/none at all.
I also think nostalgia plays a part of it to, for example people are saying usf4 is better than sf6, or whatever there favourite street fighter was.
@@yoshitsune5691 honestly, i won't be surprised if people start saying SFV is better than SF6 in a year even though they didn't like SFV at the time. People forgot that SFIV wasn't THAT liked when it was the latest SF game. The FGC is rife with revisionism
Aren't combos and their damage something already explicitly said to be changing and not intended?
4:50 roasting RIP is fun lmao
Fah'King thank You!!! You are the first tekken pro I've heard call out the ridiculous juggles and point UT the most exciting parts of tekken. Maybe till change one day.
King is just vibing with the song rhythm. lmao
These throw enders make combos look way better. Jin getting his old power crush as an ender, Lars has both his running air throw and jumping stomp ender, Paul even got his catch slam and hwoarang has his air kick. Getting one or two heavy hits before that looks awesome. They should restrict upwards movement to upwards swinging hits. Punch them upwards for air time, jabs shouldn't be doing it.
I think tekken 8 is trying to appeal to newer players in its own way: things like dumbing down the movement (kbd being sluggish and iwr inputs being easier), the whole aggressive play style being pushed with the heat system.
I feel like if a new player wanted to try out tekken, he could hop on, press buttons, do all the cool heat shit, win and feel good about himself.
I mean this is all based on the state that the game actually releases in.
I do hope they make some big changes after this CNT because it does just feel like tekken 7 but you can now wall carry from wall to wall and your name doesn’t have to be Dragunov.
Also heat making oki easier and the dumbing down of some things (dss, chain throws) is a lot easier to get in
The thing is, they could pretty much already do that. The players that buy to mash against friends will do so with or without heat and the good players will learn the mechanic and still smoke them.
This is just the nature of fighting games that the devs need to accept imo
The strategy seems to be to make the game look better in streaming and competitive so that more people will try it, and then to try to remove known pain points that make new people want to quit. It’s not a terrible strategy.
It’s just once you get to the first draft of that you look at it again and realize that’s not it and you have a lot more to do.
But I think a big thing we’re not talking about is worry over people not meeting in person to play together anymore in arcades or in homes spoiling word of mouth on the quality of the play experience and making online spectating more important. Which is something to worry about but is a little late.
Already it has been said that aggressive doesn't necessarily mean that the game is bad, look at Virtua Fighter, it is an aggressive game yet people consider the game the best fighting game ever, yet players do not play it. What Tekken needs is more flexibility.
I love that the Tekken devs are doing this. Any player with strong fundamentals and game knowledge will do well but mfs who THINK they're good are shaking in their boots that some of the harder stuff is gonna be easier to do and be exposed for being trash.
No point to sit there for hours practicing wave-dash if you're gonna eat hopkicks/launchers, electrics if you dont know how to land them, jet-upper if you're gonna use it in suboptimal situations, etc etc.
What I would say is that as an instalment focused on aggression (which I think is fine to change things up in a long running series), combos shouldn’t be that long because people will already be trying to get into each others face in this game.
By making it so there are more face to face encounters, which split second choices overtime leading to a win or lose can allow the calculation part of tekken’s gameplay to exist while being more aggressive.
Or something like that
I’d be cool with combos being like T5DR length. Like 4-5 hits plus heat. The combos in T5 were cool. I don’t mind long combos, it’s just the damage that is the issue with some characters like kazuya
@Dio-xo9rv you're right, the game will go through several revisions so I'm not really worried
T5 had crazy combo damage despite having short combos with the max health only being 145.
@@wantu7816
They don't like mentioning this part. Even T3. Jin's Electric > CD1,3 is like 80dmg in a game with around 130hp. Required great skill. In 5, Hwoarang's JFRS is 70 dmg wall-less, that's about half health. In 7 he's hitting about 80 max damage(slightly less than half) and about the same in 8 currently, which is 40%.
@@UltimateBallaPOMT5 had stupendous combo damage, indeed, however, they didn't last 4 hours each, and they also weren't undroppable.
When people ask for T5 combos, I suppose they refer to the length, and maybe the toughness.
Once you got decent in T5, 1 combo could be the game, but in T6-7, you can achieve the same with 1 combo plus 1 wall mixup, with ten times less brain capacity.
@@Dr.Happy11
The lengths are there to make more places to drop the combos, because the damage is ultimately the same, so there's less room for errors, innit?
And also because they are shorter, you have less aspects of execution to master before being able to pull it off. It does add a uniqueness to it though ngl
I miss when long wall carry combos were a trait shared by only a few characters. When they gave everybody Bryan-length combos in Tekken 7 S3, it just made the game so much more frustrating than it already was. I expected this to be the direction Tekken 8 went and honestly, I feel like having the pre-season 3 combo length but letting the heat system extend combos to a degree comparable to what we have now would be a great middle ground, on paper at least. Most of the changes to throws are a godsend though
I find it so funny that there is a 1080p AND 1440p option and aris cam still caps at 720p.
what a genius. The difference is so beautiful
I do like your point about the long combos. Make em shorter so that people get into the fighting quicker. Both players will be more engaged into the gameplay and not have long downtimes.
No combo extender except maybe heat, and T5 movement. Anything after that is gravy. Sick of feeling stuck in the mud.
Netcode is still ancient, for the purpose of this *network* test, thats the best feedback rn lol
I don't know what the Heat system SHOULD be, and i still don't really understand it fully currently, but on a basic level it's showing you cool new animations and making combos even longer but i don't really feel a lot of strategy in it, a new mechanic in a fighting game should open up possibilities that weren't there before, but isn't it currently just doing more of what we already had but different? The dash gives you a free mix up i guess... so that's cool... the Rage Art introduced supers to Tekken but it also had an obvious utility in that it had super armour, which added a strategic option for skilled players and some easy flashy damage for newer players, i don't get any obvious utility from Heat at the moment, but maybe i just haven't seen it.
dear diary
@@SebuTK Finished work early today which was siiick, gonna go make a cup of tea in a minute.
@@cikame how was the tea? Tell us every scintillating detail
@@SebuTK It was tealicious
@@cikamebruh😂
Long combos looks great depending on how its done. Doing repeated jab dashes inside a combo doesn't look interesting but there are combos with a lot of pizaz that are still long. Those look really good
I was waiting for this to be a more grounded game, like first teaser we all saw, that was perfect. No gimmicky dashes, no flashy lights all over the place. I really was expecting a second part of Tekken 4, which for me is the best in the series.
Unfortunately the kids like flashing lights and ultras and offense
tekken 4 was a failure, while 5 is big success, means people like big damage in 1 touch...bamco wont change it
Tekken 4.... best? hey alright
Tekken 4 you didn't get your ass handed to you online so yeah I bet it was your favorite
Tekken 4 was the worse in the series and if it goes to that I aint buying it
Problem with short combos is that every player will do the same thing after few days
Long combos open up more variety
Yeah man I love watching a guy float in the air for two minutes lmao
If harada made how Aris is saying, 3-4 hits combo, tekken will fucking die, lol. Before anything, viewers or commentators, players playing the game should be having fun. People basically spend time on Punishment, 50/50 and combos, and with 4 hits combo you have removed 1/3rd of the game content
@@ToshiroHitsu average combo length in Tekken is 7-9 seconds long. The only exception is when combos end with rage art which can add additional 10 secs
We're not talking about the same game if you're getting juggled for 2 mins 😂
@@IAMOP Stop defending trash lmao
Variety of combos is pointless when you use the same 4-5 safe launchers over and over. Who cares what comes after the launcher, it is practically the same as a super combo, just looks much more ugly and ridiculous.
Top level throws are used to switch position when broken
I dont mind a long combo if doing it is super expensive to do so its just hype to see a player cash in for a kill or early life lead. Like Drive Rush in SF6. But I do prefer Tekken to be more Martial Art oriented. The Tag games should be the games to have these crazy combo mechanics
Agree 👍
same mindset but also done visually, too much anime shit on screen that distract the player is one of my most hated aspects of 8
@@GRGCompletionist What do you mean by too much anime? If you are referring to the hit sparks and effects then I agree; it could be toned down along with combo length and damage but Tekken has always had anime and goofy unrealism.
@@GRGCompletionist bro thinks a game where man can generate a spark of electricity and fire a laser beam is "realistic martial arts" shit.
tekken always have an anime-ish fighter side, think of it as "anime fighter on 3d". Who's the most popular character again? oh right its MISHIMAs the one who have literally flashy anime shit on their moveset, gee i wonder why is that.
@@LevGauche never said it was but it's one thing having a small spark during special moves and another adding auras and other shit to characters. Even if we take the realism argument out it's way too distracting in game and should be toned down, the screen looks like a clown show with all the stuff that's going on, ironically games like MK which you'd think would look more dumb actually look more realistic.
They may be running the risk of this turning out like TTT2 with how this stuff works so it’s cool Harada sees that there is still work to be done with the heat system and the combos.
But last I remember everyone loved tag 2
@@alexmon7070 No it was a big failure. Almost killed the series.
I don’t think it almost killed the series~ but the professional/competitive scene didn’t like it very much. Causal crowds I believe really enjoyed it.
@@jonathanlee9561 Its on record of almost killing the series.
@@jonathanlee9561 It was the lowest selling tekken game of all time and Harada had to beg for tekken 7 to be a thing.
I like the idea of having practical, reasonable combos paired with advanced combos that are riskier. In 7, oscars ff1 would drop as a combo starter for me all the time. but 1+2 would always catch them. So i took the decreased damage as a trade off for stability. her combos were pretty brain dead tho, launching was the challenge with her stale offense.
Oscar ain't a tekken character bud.
Checkmate.
Oh, no you didn’t say, “like Virtua Fighter….” VERY BOLD Aris 💯💯💯
Long combos suck on the receiving end, because if I make a mistake, I now have to watch a cutscene, until it is done. And it sucks on the acting end because Aris said, dropping them are lame.
Then just don't drop them dumbass and don't get launched if you don't wanna watch a cutscene idiot
You have a million variety of combos but the same boring hopkick animation as launchers. It's not fun. Everything after the launcher is just filler. Might as well just reward people with 65 damage for launching at that point. And don't say "but execution!" when execution is just inputting the same string over and over which is practically guaranteed due to Tekken's input mechanics...
15:04 That Super Mario World music gave me the creeps as a kid. Love it!
I disagree on long combos being ugly in 3D fighters but all other points are good.
I get what Aris is saying, but at the same time T7 was/is super popular for a Tekken game and it has all those long ass combos. The devs probably saw that and said, lets do more of it.
Thanks and informative. Waiting for Tekken 8 launch
Maybe instead of so many launchers you could get a crumple or big stagger, keep the combos grounded. I’ve always been in the ‘tekken juggles are goofy’ camp.. especially when movesets are so sick
Yeees I would love for Tekken to expand its mini combos to be the main source of damage. I've always found the mini combos to be more satisfying in keeping the flow of the match going
I absolutely agree. 50/50 and oki are the best part of the game. I'm too old to learn to juggle for years. Just let me have a more realistic fight.
bruv if you are old then you should maybe lay down the video games
@@StevZzy1 lmfao nah, I’m gonna keep smoking young asses
I still cant believe lili height is 180 cm
All super models are around that height, so is my sister. And I’m 187 cm
@@milesclarkey sry but i dont compare her with irl human. Lili is tekken character so ill compare her with another tekken character as well. She tallest female character (so far) , law is 1 cm shorter than her, meanwhile kazuya 1 cm taller than her and lars had a same height 180 cm. That's rly something else.
i want the chip damage start from i15 into the slowest move, below i4 into fastest moves only gives chip damage effect on low and special mid but not on standing mid and standing high.
Hmm I like both, prefer long combos generally though with lower damage. Ideally the game just has a balanced roster of both styles Ala street fighter. Zangief shorter combo's juri with install long. King, shorter combos for you old eyes and let me nina, butterfly loop you across the stage, long.
agreed
Lower damage would make it be pointless. The rounds are very short so long combos with low damage would be pointless.
Hell yea the Oki in Tekken 6 made me love Xiayu and Lei. Since Tekken tag those two w/o oki just doesn't feel the same
Maybe they can implement a Back (for mid attacks) or Up+Back (for high attacks) or Up (for low attacks) timed well with juggling hits of opponent to ESCAPE juggling. I have wanted this feature since Tekken 5 because the more we move to realistic graphics, the more the juggling visual looks like a ragdoll fight. Unable to do anything while being juggled was a feature of Tekken long ago and that needs to be changed. Also, I have always wanted a higher defense when put in rage than increased attack in rage. Because that would be what happens in real fights… fighters push their “wake” state when being pushed to their last drop
Lord aris breakdowns are always the best.
I like the neutral phase of fighting games and with big ass combos you barely get to see neutral lol.
100% agree 👏🏼
Soul Calibur 2 is peak
I don't like getting sent to the wall with 1 combo on round start.
I always thought in Tekken 6, the juggle combos looked stupid, I just got use to it.
Throws issue was so left field and yet so true.
Thank you for giving VF a compliment
I'm very happy to see his videos. I started watching him 4 years ago but fell out of the Tekken scene.
I haven't watched Tekken in over a year after getting burnt out. But with Tekken 8 coming seeing you, lil Majin, and mainmanswe again back with the hype of a new game is awesome. This video is gold and it's fun being back in the Tekken swing
Basically wait for the full game and see
For perspective. The time between tekken 7 arcade and now is LONGER than tekken 3 to tekken 5.
This game being tekken 7.5 is a real shame considering the time that's passed.
The reason I skip the match and just watch the result. Yea, it's cool when you watching for the first time. But after several matches, it gets boring. The real interesting on tekken is strategic how getting people get baited, punished on whiff and interrupt their movement. But sadly 70% length match just cover with long ass combo
Yeah I think the game is great. But for sure that it is not done as Harada said it's still bare bones so we will see later when it's done cooking. I do agree with the combos being a bit to long that's for sure. The game will change a lot anyways which is good !
In my opinion, law combos are cool, keep it as is
Once they fix damage output, i think the combos will be fine, you can only use the heat system once, that’s a good trade off for non punishable rage arts
My guys Boomer Brain loves them 2,3 hit combos. But to a casual it's way more attractive to watch people do long combos. Cuz you can watch and then think dang I know I can't do that
all of this talk about backdash and heat and stuff mean nothing to me, but the fact that he and TBS and alot of others said it's not that big of a diffrence from Tekken 7 is what scares me, people will be bored so fast with this game once it launches.
they need to do something huge to make it stand out and appearently heat isn't doing it.
I think removing sidewalk and make the sidestep better would be a great improvement to make the game feel like it used to.
as a SF player and only fighting game I play. i wanted to find some appeal in tekken but as he mentioned the bouncing characters just doesn't feel fun to watch. ignoring that tekken 8 literally looks the same as 7. there is no "next gen" vibe compare to sf6 and mk1. that also plays a part in not appealing. but that's just me, others might find it next gen looking
Glorious
Anyone know what that music at 3:30-50 ish? Sounds like DKC but don't recognize the track ....
Indeed, it's "Fear Factory" from DKC.
@@Gonbebe I hope you have a good day
You *_will_* enjoy bulldogging your way into point-blank range to force 50/50 mixups, multiple times a round, for almost every single match. Just like most modern FG's nowadays.
I despise long combos. To my understanding people view neutral unfavorably, since no one is supposed to have an advantage in it, but that’s where the hypest moment’s happen. Nice to know I’m not entirely alone in this opinion
Towards the end of Tekken 7s life I started to get tired of it because of the long ass death combos. Make one mistake, get launched, lose 70% of my life, now Im at the wall in a 50/50 situations, make another mistake, get wall comboed and die.
Isn't it way too late in the development to change combos that much?
Yes. Tekken 8 is looking rotten and bad
this game will have its proper full release like 1 year after. 2024 will basically be tekken 8 arcade version.
Man I love Aris but I really don't understand how he thinks this is too much like Tekken 7.. like what was he even expecting that would change the game drastically from 7? You mean to tell me the new Heat mechanic isn't unique enough to make Tekken 8 stand out?
Also Tekken historically doesn't even change that much between games. Tekken 6 is basically 5 with a new rage system, and Tekken 7 essentially just builds upon the rage in 6 by adding rage drive + art.
I was lucky enough to play it too and quite liked it... i am in no class to critque like aris, but i turned off all restrictions on connection and rank and played matches with asians/north america etc. (i am europe) to see how good the netcode is... seemed quite good... i mean as i am not that good - i guess a match with 8 delay frames and 2-3 frames rollbacks is bad... but it didn't feel as horrible as before with stuttering and dropping games etc. It still felt like playing a game not a slide show.
What i really wish they would do is decluttering the movelist... so many moves feel unessesary - sure we start with a cut down rooster... but we will end back at tekken 7 levels after a few seasons ^^
I 100% agree with Aris, in fact I think it would be cool if combos went back to tekken 5 era, no bound or screw UNLESS we are in heat.
The floating state should be replaced by a 'stunned' state or something. Keep characters grounded, without getting rid of current 'launchers'. Air juggles do indeed seem out of place in tekken when you really think about it
even in tekken 7 the combos are long because of the wall bound. you make one mistake vs a good player and that is 60-70% of your life gone.
Nice to know he isnt a fan od DOA's juggle system.
Also, as an outsider looking in, T4 looked better combat wise. Seened like you really had to earn your juggles.
You know what, while listening to your UA-cam video right now, you mentioned that if you had a chance to develop a video game, you could do it better now, considering it's already 2023. There are many factors you can consider while developing a video game. For instance, you could ask other successful UA-camrs or social media influencers for financial support if they believe in a person with a better plan, rather than relying solely on high companies like Bandai that may not listen to their fans.
The only block damage I admit is Yoshimitsu's blade guard.
The Guacamelee sound track is so good
Aris has deep u understanding of fighting games and i agree with his views on tekken 8 at this point of time. Lets hope devs listen to his inputs
Perfect tekken is only less interesting to a casual viewer similarly to a high level combat sport like kickboxing or jujitsu. Perfect defense limits offensive options and produces repetition. Its hella hype for people who know whats happening though to see who cracks first.
@1:00
Bro is that the BattleToads/Doubledragon theme🔥🔥💯💯💯
They gotta lean into the cinemátics for combos. Make them just hard hitting launch mid hit and ender. Just make them look super dope and anime, savage or stylish AF
14:02
I’d have to agree with this. I was initially looking forward to playing Tekken 8 and have a fresh start into the Tekken series instead of picking up mid/end of Tekken 7, from what I’m seeing I’m not convinced I’ll stick with it.
I’ll definitely buy it but don’t think I’ll play it long term because it just doesn’t seem like a different game.
good take, too much anime indeed - i couldn't have said it better myself, yet i was fishing for a right word.
2:27🎙(Explains 🧀, Even At High Level Pro Play)
First time hearing a Full 15 minute video of Aris being serious without twitch acting even a little bit lol
I wholeheartedly agree with Aris' take on Tekken as a whole. Shorter combo so that we deal more with mind games than doing your damage through juggles is the best way for Tekken to be played IMO, which is kind of a bummer they nerfed backdashing to such a degree. Sidestepping/sidewalking is a good way to deal with some options, but so was backdashing. When dealing with an oppressive homing move, a lot of the times the best option is just to backdash out of range, now it's hardly possible. It's like Aris said as well, they aren't going to onboard that many new players with how complex tekken is and has become, so them nerfing backdashing, hurt the main playerbase so that the few new players have to rely on it less, but then again Tekken isn't really getting that many new players. So what is the point?
Well no even high levels get throwed fairly often even in high level competitions , but counter hit throws im all for them
Very true. Spot on analysis as always Aris.
It would be better if combos were shorter and heat just had super like moves that did a lot of damage.
Ooooo Arisu~
Classic Aris on Tekken folks. Gold. 🕹️
Aris tekken explanation vids are the best content he makes and I’m not even sure he’s aware of it
Virtua Fighter are definitely harder & with a faster need of execution for combos.