TEKKEN 8

TEKKEN 8

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Why are there unreactable evasive unblockable low launchers?
I cannot take this game serious at all.
Last edited by Infevo; Jan 8 @ 10:34am
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Because during the development of Tekken 8, Harada played a lot of Cyberpunk2077 and chopped enemies with a katana!
Last edited by Hidebehind; Jan 8 @ 8:28am
i also ask myself: why do i have to block for 10-15 seconds against certain characters.
or: why is there still no anti-cheat in this game
or: why do opponents with 100ms ping and 5f of rollback show as 5 bar connections
or: why are the hitboxes so bad

but the answer to all of that is: because it's Tekken.
it's best to not get invested in this game.
What "unreactable unblockable" lows that start combos?

Yoshi's Samurai Cutter is an unblockable low that starts a combo, but it's reactable. It's main use is as wall oki when mixed up with a different move, but that's hardly special when pretty much every character can do really messed up wall oki.

Devil Jin and Heihachi's hellsweeps are unreactable, but they are blockable, Heihachi's even more so as he needs the 2nd hit to land for it to launch.

So what move are you even talking about?
Originally posted by Prismatic Lollipop:
i also ask myself: why do i have to block for 10-15 seconds against certain characters.
or: why is there still no anti-cheat in this game
or: why do opponents with 100ms ping and 5f of rollback show as 5 bar connections
or: why are the hitboxes so bad

but the answer to all of that is: because it's Tekken.
it's best to not get invested in this game.
100 ping? I want those asap that is a rarity
Originally posted by C.C. ロビンナンバーワン:
What "unreactable unblockable" lows that start combos?

Yoshi's Samurai Cutter is an unblockable low that starts a combo, but it's reactable. It's main use is as wall oki when mixed up with a different move, but that's hardly special when pretty much every character can do really messed up wall oki.

Devil Jin and Heihachi's hellsweeps are unreactable, but they are blockable, Heihachi's even more so as he needs the 2nd hit to land for it to launch.

So what move are you even talking about?

most likely Yoshi.
and there is a main component you always forget about:
online lag, rollback, teleport.
depending on your game settings, the online experience is either delaying your inputs, or you will see your opponents teleport.
especially in an online environment, and because yoshi's is the only unblockable low launcher, you will on instinct try to block it first.
king's throws are also reactable so make with that what you will.

last but not least, not everyone grinds tekken as much as you do, and not everyone can no-life the game.
you are not an average example of a tekken player, and you already win by abusing one of the many broken characters.
let's stick to facts here instead of downplaying the bad aspects.
Originally posted by C.C. ロビンナンバーワン:
What "unreactable unblockable" lows that start combos?

Yoshi's Samurai Cutter is an unblockable low that starts a combo, but it's reactable. It's main use is as wall oki when mixed up with a different move, but that's hardly special when pretty much every character can do really messed up wall oki.

Devil Jin and Heihachi's hellsweeps are unreactable, but they are blockable, Heihachi's even more so as he needs the 2nd hit to land for it to launch.

So what move are you even talking about?
I guess he reacts but then instead of jumping over or other char specific punish goes for duck (which is still possible to lab)
Originally posted by Make otgf -9 pls:
Originally posted by Prismatic Lollipop:
i also ask myself: why do i have to block for 10-15 seconds against certain characters.
or: why is there still no anti-cheat in this game
or: why do opponents with 100ms ping and 5f of rollback show as 5 bar connections
or: why are the hitboxes so bad

but the answer to all of that is: because it's Tekken.
it's best to not get invested in this game.
100 ping? I want those asap that is a rarity

wait, what region are you playing in?
my average ping against most european players is at 50-60ms.
set the rollback to standard, and lab the replay to find that instinct reaction ..
Input priority will allow faster instant inputs .. but you better pray your opponent isn't on a VPN with wifi phone downloads while listening to spotify.
Originally posted by Make otgf -9 pls:
Originally posted by Prismatic Lollipop:
i also ask myself: why do i have to block for 10-15 seconds against certain characters.
or: why is there still no anti-cheat in this game
or: why do opponents with 100ms ping and 5f of rollback show as 5 bar connections
or: why are the hitboxes so bad

but the answer to all of that is: because it's Tekken.
it's best to not get invested in this game.
100 ping? I want those asap that is a rarity
ya at best I see 130+ ping with some obnoxious 3+ delay was never this bad in red-purple but blue is like swamp sewage water bad..
Last edited by S☯wn-Lﺤuꁅhtǝr; Jan 8 @ 8:45am
Originally posted by Prismatic Lollipop:
Originally posted by C.C. ロビンナンバーワン:
What "unreactable unblockable" lows that start combos?

Yoshi's Samurai Cutter is an unblockable low that starts a combo, but it's reactable. It's main use is as wall oki when mixed up with a different move, but that's hardly special when pretty much every character can do really messed up wall oki.

Devil Jin and Heihachi's hellsweeps are unreactable, but they are blockable, Heihachi's even more so as he needs the 2nd hit to land for it to launch.

So what move are you even talking about?

most likely Yoshi.
and there is a main component you always forget about:
online lag, rollback, teleport.
depending on your game settings, the online experience is either delaying your inputs, or you will see your opponents teleport.
especially in an online environment, and because yoshi's is the only unblockable low launcher, you will on instinct try to block it first.
king's throws are also reactable so make with that what you will.

last but not least, not everyone grinds tekken as much as you do, and not everyone can no-life the game.

I'm far from "no-lifing the game".

What I do is pretty simple, before starting a session, I either choose a character, or hit random, and do 2-3 runs of the in-game punishment training for that character, then while in warm-up waiting for a match, I either keep practicing against that character, or a different character.

While I do lab things, it's mainly for specific situations where I need to swap characters to properly test it. So yea, most stuff I just do in warm-up.

Alas, game having ass matches doesn't mean a move is "unreactable", the move is reactable, you're supposed to hopkick it, or whatever equivalent your character has. I've had matches where the lag was such a chore that even tho I could react to Law's snake edge, the game didn't let me, so what I did was cut the game short by either using the in-game option to register the game as fail and call it short, or not rematch if that's not available, and take the loss if it's a loss.
Toods Jan 8 @ 9:17am 
Theirs nothing wrong with admitting that it's too much for you. You could argue it's too much for anyone.
But we're talking about pushing our limits here, ♥♥♥♥'s gonna be hard. And us Tekken fans love it hard af
Originally posted by C.C. ロビンナンバーワン:
Originally posted by Prismatic Lollipop:

most likely Yoshi.
and there is a main component you always forget about:
online lag, rollback, teleport.
depending on your game settings, the online experience is either delaying your inputs, or you will see your opponents teleport.
especially in an online environment, and because yoshi's is the only unblockable low launcher, you will on instinct try to block it first.
king's throws are also reactable so make with that what you will.

last but not least, not everyone grinds tekken as much as you do, and not everyone can no-life the game.

I'm far from "no-lifing the game".

What I do is pretty simple, before starting a session, I either choose a character, or hit random, and do 2-3 runs of the in-game punishment training for that character, then while in warm-up waiting for a match, I either keep practicing against that character, or a different character.

While I do lab things, it's mainly for specific situations where I need to swap characters to properly test it. So yea, most stuff I just do in warm-up.

Alas, game having ass matches doesn't mean a move is "unreactable", the move is reactable, you're supposed to hopkick it, or whatever equivalent your character has. I've had matches where the lag was such a chore that even tho I could react to Law's snake edge, the game didn't let me, so what I did was cut the game short by either using the in-game option to register the game as fail and call it short, or not rematch if that's not available, and take the loss if it's a loss.

most of the time, registering the game as a fail doesn't show up for me.
furthermore, just taking the loss is hardly acceptable.

with a mindset like this and players just accepting these things, no company would ever bother fixing these things.
Originally posted by Prismatic Lollipop:
Originally posted by C.C. ロビンナンバーワン:

I'm far from "no-lifing the game".

What I do is pretty simple, before starting a session, I either choose a character, or hit random, and do 2-3 runs of the in-game punishment training for that character, then while in warm-up waiting for a match, I either keep practicing against that character, or a different character.

While I do lab things, it's mainly for specific situations where I need to swap characters to properly test it. So yea, most stuff I just do in warm-up.

Alas, game having ass matches doesn't mean a move is "unreactable", the move is reactable, you're supposed to hopkick it, or whatever equivalent your character has. I've had matches where the lag was such a chore that even tho I could react to Law's snake edge, the game didn't let me, so what I did was cut the game short by either using the in-game option to register the game as fail and call it short, or not rematch if that's not available, and take the loss if it's a loss.

most of the time, registering the game as a fail doesn't show up for me.
furthermore, just taking the loss is hardly acceptable.

with a mindset like this and players just accepting these things, no company would ever bother fixing these things.

Because I don't have a choice.

I could plug, but with the plug penalty, I'm gonna lose points anyway, so between the two options, I'll at least try to win the match, and then report the monkey. I don't use social media, so I can't go and ♥♥♥♥♥ to Harada about it.
so that scrubs can steal rounds and think they're good at the game
Originally posted by C.C. ロビンナンバーワン:
Originally posted by Prismatic Lollipop:

most of the time, registering the game as a fail doesn't show up for me.
furthermore, just taking the loss is hardly acceptable.

with a mindset like this and players just accepting these things, no company would ever bother fixing these things.

Because I don't have a choice.

I could plug, but with the plug penalty, I'm gonna lose points anyway, so between the two options, I'll at least try to win the match, and then report the monkey. I don't use social media, so I can't go and ♥♥♥♥♥ to Harada about it.

i don't know, i think we do have a choice.
sure, the steam forums may not be the place for it, but voicing true concerns beats just accepting things.
it doesn't require social network stuff.
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Date Posted: Jan 8 @ 8:24am
Posts: 51