Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The damage is a problem, but what I hate more is the feeling of helplessness. You just sit and watch as your completely unresponsive character gets pummeled to death for 5 seconds or more.
Where did physics go? I get hit by an uppercut on my finger tip and my whole character gets launched 10 feet up in the air and then kicked around like he was made of feathers. Its such a stupid mechanic. If they introduced it as a new mechanic today, people would just laugh at it, but since people are used to it they dont see how absurd it is.
In the other hand you can defend against launchers as well.
Why? MOVEMENT.
Don't be predictable, don't use only unsafe moves, learn how to move, learn how to poke, learn how to punish, learn how to play.
I get launched, I know I ♥♥♥♥♥♥ up. So what? Just get better.
There's a saying: "A broken game can still be fun, but a perfectly balanced one may never be touched".
As for OP, they should watch this instead of being....how they are now....
https://www.youtube.com/watch?v=uQnfm911Xoc
People will listen to your arguments as soon as you manage to perform Raven's moves)
Basic combos are mostly low damage, about 40 hp. C'mon, throw from turned back deal 50 damage, command throws deal 40 damage.
Yes, juggling can be frustrating. But it's your problem, not the game's. Because online games are usually frustrating, especially fighting games. And sibce you are new to tekken, you're gonna have SOOOOO many "WTF" moments... Learn to deal with them instead of wasting time on vain attempts to change over 30-year old game.
https://steamcommunity.com/app/389730/discussions/0/2592234299557978782/
Juggles take some risk because many blocked launchers are punishable.
Many launchers can be spaced out.
No high level players rely on only this one mechanic to win.
If throws could not be broken, people would simply space them out or duck. It would be more fifficult no doubt, but many other fighting games have command throws that do not allow breaks. There are even a few in Tekken already.
What does the OP suggest instead of the current system? I am all for some damage reduction (the power creep has gotten pretty alarming), but a serious understanding of the game would be required to formulate any serious changes that would stick.
To further emphasize my point, most launchers are punishable, and if you've been playing Tekken 7 long enough, you'll soon realize that that's just the rules of the game, but not the panoramic scope of the game itself. Combine this and that you have to win 3 rounds to take the match. What this means for you is that those rounds should give you ample time to assess what's killing you and allow you to adapt accordingly. So, if you're getting launched every round, you're not paying much attention to what your opponent is doing; or you're not capable of generating an offense that allows you to.
In conclusion, most launchers in this game aren't necessarily the only moves you throw out, but high-value moves that reward you in a risk to reward ratio. Every character has at least one, so it's not like you're missing out, but if you think you can only spam launchers all day without getting read and punished at even the intermediate levels, you're not experienced enough to know what Tekken 7 is all about yet.
Laughs in online df2.
Laughs in df2 range of many characters and the fact I said "many" not "all"...
congrats u escaped the juggle