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报告翻译问题
Though mastering the game is waaaaaay harder, you have to remember it's a 3d fighting game not 2d. Movement is hard to master, and movement is the most important part of the game.
Your attack buttons in tekken are your characters limbs 1=left punch 2=right punch 3=left kick 4=right kick, in 2d fighters you usually have your light, medium, heavy kicks and punches.
For movelist ill say avg is like 60 moves for tekken characters (minus grabs, and sample combos)
Hope this helps.
Firstly defense is very different, holding down back and watching out for overheads doesn't work, as Tekken uses high, mids, lows equally. The difference is lows are slightly slower than 2d games as they are made to be react able to, you have mid attacks to beat out players that are guarding low, then high attacks which can be ducked under as well as highs that go over lows. You can also time diagonally down-forward when opponent throws a low to parry them giving you a small window to do a combo which won't be as big as a typical launcher into an air juggle.
Every character has many more mix ups which means even if you just include each characters usefull high level play moves, there will be 100's upon 100's of moves you will need to learn over time to be able to properly defend against opponents.
Throws gives players more frames to react to, you need to watch out whether the left hand is in front when opponent is attempting a grab, right hand or both hands and press the right button accordingly. This is reversed if player is on p1 side or p2 side.
In 2d games typically when defending an onslaught you would duck low, watch for overheads and be ready to tech throws based on reads instead of reaction.
Movement (wavedash) will require you to learn a specific technique in the way you hold and move the arcade stick using your fingers over your wrist, you will need weeks of practice to master this and it is a requirement if you want to get to above an intermediate level. On pad I would say it isn't as difficult to master if you have fast fingers.
There are also advanced techniques such as just frames (ewgf Mishimas/Hwoarang) which takes a lot of practice to master. The gamplay itself is much more free flow, when you throw moves that leaves you in a positive frame, you can then link into another string, throw, side step, keep constant pressure, you will need to use a plethora of mix ups where ingenuity pays off. Opponents also with the right knowledge can avoid your mix ups if they know what they are doing, so throwing out moves that go over lows, moves that tracks players that tend to side step, launchers that come off rising moves after ducking a high attack all make game knowledge very satisfying. Many players will also play characters in different ways so games won't feel repetitive.
The oki game is also on a completely other level, far less chance of being put in a constant 50/50 situation. Each character will have moves which can hit downed opponents, and if you're downed you have many options from rolling to either side, also a backwards roll, forward roll, throwing a kick while downed, rolling forward with a dive attack, unique character options and also a hop kick (move that Bruce Lee always used when lying on his back where he pushes himself on the ground launching both his feet towards opponent).
You won't see strategies such as zoning which is a 2d trait, style of play I myself enjoy. It doesn't really work all that well in 3d games, and after a certain skill level tick throws into constant 50/50's won't work meaning it will force players to play more creatively with their offense. Jump ins are also far less common, so don't expect to see empty jump ins into lows or grabs, as typically most approaches and pressure is ground based, although each character will have various specific jump attacks for unique situations.
Hopefully this doesn't put you off, as these things can be learnt over time, and the game just gets better and better as your skill gets higher. Being that this is your first Tekken game if you decide to get it, the shelf life will be very long too.
How can you compare fighting games difficulty if only opponent's skill matters?
the pace is slower than 2D fighters. In tekken you rarely have issues busting moves where in 2D you fail to pull off moves a lot. Tekken lets you focus on the match instead of the moves or the interface.
But after that you'll find yourself in one of the deepest games ever. It's said that playing this game fulltime in korea (where they love this game and are godlike at it) will still take you two years to get good at it. Not great, good. Like up in the top ranks and making consistant top 16 or so in a tounement.
One of the big reasons is movement. It requires a lot higher execution then other fighting games. And it is critical to getting good at this game.
On the plus side it is a ton of fun to play.