TEKKEN 7

TEKKEN 7

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Iridius Jan 4, 2021 @ 4:12pm
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Korean backdashing is a terrible "mechanic" Change my mind.
If Tekken wants its success to continue, movement shouldn't be reserved for the top players only.

Edit: Wow thanks for the steam gold kind strangers!
Last edited by Iridius; Jan 21, 2021 @ 6:59am
Originally posted by Caliente:
As a Lili main thank god KBD gonna be removing. Lili can't even KBD in Tekken 7. Also KBD movement seems like autistic from outside and not fun to watch.
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I found this while looking on the links OP posted.

I think it may be quite good to have it posted here.

https://www.youtube.com/watch?v=UHur59-dhCo
Psycho Dad Jan 30, 2021 @ 3:01am 
Originally posted by Nugget:
Originally posted by Psycho Dad:
God forbid that everything isnt handed to you on a silver platter. I also cant start playing guitar and expect to play like Slayer in a month.

Dude, I think guitarists will be mad if you cmpare their true skill to performing kbd.
Do you spend all your waking hours thinking about other ppl could possibly get offended by inane ♥♥♥♥?

Anyway....

I dont even get what some of you people want. Do you want it removed? Then the game will feel extremly stiff. Not good.

Do you want to just be able to spam b,b,b,b,b.... and cancel a backdash right into another? You're aware thats literally the only way to make it any easier because the cancel is already a single input (d/b; but it works with u or d as well if thats easier for you).

So, what is it gonna be?
I think the biggest issue here is a misunderstanding of "need" and "want" from the "remove KBD" side, either intentional or not.

Let's quickly review their two main excuses:

- if the level of movement KBD offers is intended, then all players should get to do it without effort.
- if the level of movement is not intended, as the normal back dash has a "cool down", then KBD needs to go.

They want easier movement but they don't need it. There's lots of people in TGP and TGO without it.

Their two main "solutions" are:
- give a better back dash to people than they already have, but keep the original as the best option.

- - issue with this point: there already are easier ways to do it, and players like JDCR use them. If the easier version is remotely good, it will simply make the better one useless, while if it's useless itself, there's no reason for it. We already have people asking if they can get to TGP or play tournaments without it. Add an easier one and the question will change to "can I use the easier version to get to TGO or play tournaments?", and if the answer is yes, they won't explore the rest of the things you can do with the movement system, while if it the answer is no, they will either just move to KBD or we see a rerun of this thread.

- just make b,b,b,b,b work

- - issue with this point: if you haven't noticed, having that cool down actually helps with moves that have a b input. For example, one of Alisa's best whiff punisher's is b4,4, but that one would be hard to do if you remove the cool down period. Just look at using dash into moves with f input. One of Alisa's combos as example, ff3,4,4 > dash > f2 > d/f1 > 1 > u/f3,2 for 69 damage. If you're not good in your execution, you will get wr2 instead of dash > f2. Now, while there are no back running moves, the issue will rise from the game treating the b from b4 as another input for a backdash and either give another backdash or restrict the moves, making whiff punishers much more needlessly hard to do. Being able to b,b > punish is much more important than doing 2 backdashes in a row.

So the issue arises from, there's no point for an easier one as it will either be too broken, and I recall reading on the threads OP posted earlier that that happened in one of the previous games, or it will be useless and unused by anyone who actually wants to get good at the game, thus making a change to make the game easier just for the sake of making it easier, or the change not only breaks the cancel system as it changes the way it works, but can make whiff punishers needlessly cumbersome, which again, whiff punishing is more important that backdashing twice.

The other excuse of "think of the new players" is also a garbage argument because it has a clause, "think of the new players only if they agree with me, ignore them if they don't"

And lastly, the "it will help everyone", but, again, depending how it's done, it would either hinder good players by messing with whiff punishers, which again, for the 3rd time, are more important, as its pointless to use a backdash if you can't profit from it, or just be a noob trap and cause more problems for the scrubs you claim you want to help.
Azzo Jan 30, 2021 @ 4:24am 
Okay I'm not for on removing KBD but def if they made the input a little bit easier would be nice. Removing KBD its just gonna hinder the game and its a slap on the face against players honestly.
Originally posted by Azzo:
Okay I'm not for on removing KBD but def if they made the input a little bit easier would be nice. Removing KBD its just gonna hinder the game and its a slap on the face against players honestly.

But you have easier versions, there's 4 total versions:

- the original
- reverse wave dash
- qcb
- side step cancel
Aksolotli Jan 30, 2021 @ 5:49am 
In my opinion KBD shouldjust be converted in to back wave dash just like forward wave dash
There are already few characters that have it but it would cool to other characters get it a proper one
xunlaiAgent Jan 30, 2021 @ 6:13am 
Originally posted by Aksolotli:
In my opinion KBD shouldjust be converted in to back wave dash just like forward wave dash
There are already few characters that have it but it would cool to other characters get it a proper one

kbd input is easier than wave dash on pad
Last edited by xunlaiAgent; Jan 30, 2021 @ 6:13am
Zagryzaec Jan 30, 2021 @ 7:41am 
Originally posted by Psycho Dad:
Originally posted by Nugget:

Dude, I think guitarists will be mad if you cmpare their true skill to performing kbd.
Do you spend all your waking hours thinking about other ppl could possibly get offended by inane ♥♥♥♥?

Anyway....

I dont even get what some of you people want. Do you want it removed? Then the game will feel extremly stiff. Not good.

Do you want to just be able to spam b,b,b,b,b.... and cancel a backdash right into another? You're aware thats literally the only way to make it any easier because the cancel is already a single input (d/b; but it works with u or d as well if thats easier for you).

So, what is it gonna be?
And whats the problrm with that?

The only argument i got against it that its "disgusting"
Iridius Jan 30, 2021 @ 1:13pm 
Originally posted by Azzo:
Okay I'm not for on removing KBD but def if they made the input a little bit easier would be nice. Removing KBD its just gonna hinder the game and its a slap on the face against players honestly.

I don't really see why regular backdashing can't be buffed a bit. Perhaps someone could enlighten me on this specifically?
Originally posted by Coldhand:
Originally posted by Azzo:
Okay I'm not for on removing KBD but def if they made the input a little bit easier would be nice. Removing KBD its just gonna hinder the game and its a slap on the face against players honestly.

I don't really see why regular backdashing can't be buffed a bit. Perhaps someone could enlighten me on this specifically?

I mentioned it twice.

Why not give those comments a read?
Schizm Jan 30, 2021 @ 1:16pm 
Originally posted by Coldhand:
Originally posted by Azzo:
Okay I'm not for on removing KBD but def if they made the input a little bit easier would be nice. Removing KBD its just gonna hinder the game and its a slap on the face against players honestly.

I don't really see why regular backdashing can't be buffed a bit. Perhaps someone could enlighten me on this specifically?

Already did this you ignored it with hand waving. I get you and others in this thread like Zag don't quite understand fighting games and how they play but at least try and pay attention once in a while.
Iridius Jan 30, 2021 @ 1:19pm 
I'm trying to get the thread to regain some focus on one specific thing now. Yes it's been addressed before but let's analyse it in depth. I have no idea where your comments are btw. I stopped reading every single one about 500 comments ago.
Originally posted by Coldhand:
I'm trying to get the thread to regain some focus on one specific thing now. Yes it's been addressed before but let's analyse it in depth. I have no idea where your comments are btw. I stopped reading every single one about 500 comments ago.

If you're using 15 comments per page, it's the first comment on page 39.
Iridius Jan 30, 2021 @ 1:24pm 
Originally posted by I:P アヌビス:
Originally posted by Coldhand:
I'm trying to get the thread to regain some focus on one specific thing now. Yes it's been addressed before but let's analyse it in depth. I have no idea where your comments are btw. I stopped reading every single one about 500 comments ago.

If you're using 15 comments per page, it's the first comment on page 39.

Thank you, it was a good read. So you think that the regular back dash as it is is perfect in this iteration of Tekken? How do you feel about movement in Tekken 5 and Tag 2? (if you played those).
Schizm Jan 30, 2021 @ 1:35pm 
Originally posted by Coldhand:
I'm trying to get the thread to regain some focus on one specific thing now. Yes it's been addressed before but let's analyse it in depth. I have no idea where your comments are btw. I stopped reading every single one about 500 comments ago.
Stronger back dashes have the unfortunate side effect of reducing move variety in neutral because you are giving players access to a strong neutral tool with little commitment. When you tie a move or option to a more complicated input method you are not just arbitrarily locking it behind the input. You are balancing it around the time it takes for that motion or input which limits the options use. Its difficulty doesn't come in the form of performing it, KBD is an easy input if you just practice it and understand how it works, the difficulty comes with using it correctly in the moment.

A easy way to understand this is with other fighting games who use these complex motions and inputs in a less esoteric manner. Lets look at Street Fighter and its motion inputs.

Ryu's fireball has a Quarter Circle Forward you have to input for it to come out. Now this isn't hard to perform and for players who don't understand why it exists might come to the conclusion that its just an arbitrary motion. But the motion adds risk to the move that wouldn't exist if it was a single button input. For example Blocking in SF requires you to hold back or down+back depending on the move property. But Ryus fire ball cannot be throwed while blocking you are forced to put your self at a disadvantage while using it. Its also a strength because you can now use the knowledge that your opponent is looking for your buffered inputs to bait fake fire balls. You might see this a bunch in SF matches when people look like they are tea bagging the ground in neutral. It adds complexity and nuance simply by existing that would go out the window if you could just press 1 button.

A good example of this is Rising Thunder it understood this, it made specials a 1 button input but as a product they had to restrict the specials with cool downs so they wouldn't break the game.

KBDs are in a similar situation, the input is complex not for the sake of being complex but to create failure points and situations where its not the end all be all. If you allowed back dashes an easier simpler input to deal with things the KBD deals with your going to have knock on effects on the rest of the game.
Last edited by Schizm; Jan 30, 2021 @ 1:38pm
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Date Posted: Jan 4, 2021 @ 4:12pm
Posts: 5,012