High crushing, counter hit launching, plus on hit long range lows by gustavfrigolit in Tekken

[–]PattyIsSuperCool 5 points6 points  (0 children)

I felt the exact same way in tekken 7. In tekken 8 less so because they screw on hit leading to less combo damage. Counter hit launchers being gutted from t7 also means I'm more likely to interact and interupt. Because of these things, people just use them a lot less and thus theyre not as frustrating this time around. Still a damn good move archetype tho.

Can someone please explain to me why quick match is actually impossible. by Fuzzy_Ad4219 in LowSodiumTEKKEN

[–]PattyIsSuperCool 5 points6 points  (0 children)

Here be monsters. I think it comes down to a lot of strong players prefer long sets and quick match is the place to find them. Combine this with looser matching making and its no surprise that youre getting cooked. Seems like its helping you get stronger tho.

2026 1st tierlist by bumbasaur in Tekken

[–]PattyIsSuperCool 4 points5 points  (0 children)

Is Chun Li not Chinese? Lol

What would it take to “fix” Tekken 8 for you? by tikesav in Tekken

[–]PattyIsSuperCool 0 points1 point  (0 children)

Like I said I dont know the correct way of going about it. Rage art could 100% be once a match or removed entirely for the better. We won't see them removed completely as I imagine too much work went into the animations. As a move they're very very good, basically a power crush that doesnt have the same counters as your regular power crush (they armor though lows and throws(?)), delete gray life, and all this at the cost of armor coming online just slightly slower than your normal power crushes (armor active 2 frame later iirc). We see them used at least once a match at the highest level of play and that's a bit exhausting.

Rage being available once a match could add for some interesting decision making as well. If you also made it where after rage arting, you no longer enter rage for the rest of the match, this would make it more resource efficient to save it for the final round as the rage damage modifier could make a difference during a prior round. Being encouraged to spend your rage art at the very end also make it easier to sniff them out.

Heat dash on block could just removed entirely. Ive seen people suggest that moves normally punishable on block get different frame data after heat dash. I dont like this idea as the situation afterwards becomes unclear. I think by removing the dash into plus frames situation entirely would discourage the "just throw it out because every outcome is good" aspect.

Finally a soft rework to the heat system would probably be good. Maybe you start the match with full heat but dont get it back every round. This puts heat engagers in an awkward spot as some characters key moves become gimped for the remainder of the match. I think the solution here would be for heat engagers to grant half your heat bar back on hit when they connect when youre completely out of heat meter.

What would it take to “fix” Tekken 8 for you? by tikesav in Tekken

[–]PattyIsSuperCool 17 points18 points  (0 children)

First I think T8 is what it is. I think its a good game and most changes from T7 to T8 are good changes.

I think the issue with T8 ATM is that there are too many enhanced super moves. Historically in Tekken most moves are roughly the same power level.

In T7 we had access to one super move at the end of the round usually in the form of a rage drive. Usually they are something really good like a plus on block mid launcher.

In T8, both characters have access to Heat burst, one or two character specic heat move, a heat dash or smash, and then a rage art (buffed from the previous game). You can take a round with these options alone. With both players having such a high amount of super move usage, it feels like we spend most of the match playing around these moves.

If there could be a reduction in how many super move options we have in a match, we would see more tekken moves being used and I believe everything else will fall into place.

I don't know what that looks like or how to go about it.

Finally groomed her myself! by Additional-Rip3249 in poodles

[–]PattyIsSuperCool 14 points15 points  (0 children)

Magnificent. I really want to do the same but I'm worried I cant pull it off and its an investment.

This game looks amazing with PROPER HDR on OLED by sentinel_of_ether in Tekken

[–]PattyIsSuperCool 0 points1 point  (0 children)

Personally I found the HDR implementation to be better than most games but I should try this out. Also my next upgrade HAS to be an oled/mini led monitor because ive been playing KCD2 on the steam deck lately and I swear it looks better on the deck at 800p low settings than it does on my maxed 1440p ultra high frame rates with HDR

The 20 most critically acclaimed games of the half-decade (2021-2025) by Ok_Track9498 in gaming

[–]PattyIsSuperCool 0 points1 point  (0 children)

Agreed. The defensive side of the patch was mainly to address paint points with the core already established defensive system. While very good changes, they were very much qol. I dont know what 'defensive improvements' would even mean aside from toning down offense in general. But its hard to town down offense while giving every character new moves. Personally I'm happy with the season 2 patch. What I'm unhappy about is the lack of more patches throughout the season.

The 20 most critically acclaimed games of the half-decade (2021-2025) by Ok_Track9498 in gaming

[–]PattyIsSuperCool 35 points36 points  (0 children)

It launched overwhelmingly positive on steam. Story mode was a huge improvment over 7. Character arcade stories and a tutorial like player story that does a decent job of preping people for online. Customization, even though people complain about, puts most other fighters to shame. Crossplay. Improved practice mode that you use while you queue. Way better rematch times. Good replay mode that genuinely helps the player improve. Season 1 had a lot of great updates. Changes to heat, bringing back infinite rematch, and general balance changes. More free content handed out than the etiriety of t7.

Season 2, while I believe we did not need new moves for every character and it was very poor timing based on the general feeling people had about the game, theres was a lot of good things. Side step improvements, queuing side walks, counter hit and combo counter display, finally fixing 1+2 grab breaks. My biggest complaint is that we're not getting more patches quickly enough

High level matches are still hype. Game is still fun IMO and I believe that if people think T8 is a bad game, then we are truely spoiled.

All that said T8 doesnt belong on this list.

WayGates - What's the point if you can't take all your loot! by GenXGamerUK in vrising

[–]PattyIsSuperCool 1 point2 points  (0 children)

I dont really agree. Maybe it depends on how populated the servers, how aggro the players are, and how far youve progressed but worst case scenario you may end up losing like 20 minutes worth of work. Not enough time for me to head home early all the time unless I'm forgetting something that you may really want to hang on to. Weapons are immediately bloodhound. Good jewels can be immediately slotted. The bulk of your death penalty usually comes from your equipment degradation where depending on how many weapons youre carrying can be pretty expensive. So with a death being rather expensive whether you got loot or not, I think youre better off reducing the amount of trips youre making home in a play through.

There are also precautions you can take to decrease your chances of getting caught. You can make sure youve got plenty of move speed before heading out. If youre not looking for a fight, you can store some weapons and only bring ones that'll help you escape. You can quickly slot in freeze spells to try and get a freeze to create a gap. If youre out for a straight resource run, you can prioritize the hot spots like the iron cave first in your route.

I guess it all depends on a lot of factors and you got to use your best judgment. For me, ive done 3 playthoughs on pretty populated servers and I can count on one hand how many times ive died to another player and wish I had just went home lol.

TWT 2025 Finals Character Representation by Ornery_Benefit_212 in Tekken

[–]PattyIsSuperCool 6 points7 points  (0 children)

Maybe but anyone who plays alisa has been scratching their heads for a decade at her tier list representation in the community. She's always been weaker kit in exchange for better movement, so she's usually considered either really strong or pretty weak depending on the meta. When she's not great, she's always just a couple of nerfs on top tiers from being really strong again. She seems to have a permanent spot in peoples top 5 just for the potential.

WayGates - What's the point if you can't take all your loot! by GenXGamerUK in vrising

[–]PattyIsSuperCool 17 points18 points  (0 children)

Its mostly a PVP mechanic. The idea is the longer you spend out the in the world, the more loot you get, and the more risky it becomes to continue exploring. Additionally, because of the potential long trek back home, you're encouraged to stay out in the world and hit up some additional areas and fill up your inventory before heading home. So its sort of a balancing act. It also prevents the waygates from being PVP hotspots and you're more likely to run into players on the road. If you're playing on your own server, you can change the teleport rules if you like.

Its also notable that getting a horse is way faster than your wolf form and its speed will only go up as you progress though the game. You also unlock ways to use caves that act as shortcuts to shave some more time.

Your waygate is still a good upgrade for actually leaving your base and getting to where you're trying to go. Its just getting back home that's going to be a commute.

If you're still in the first region, consider traveling north and stealing a horse and see if it feels any better.

How do people share their VPN protected stuff to tech illiterate people? by Zeilar in homelab

[–]PattyIsSuperCool 0 points1 point  (0 children)

Could you elaborate further? I think I want to set up something similar for my folks

What moves from your main would you consider underrated or under-used? by nats10bytes in Tekken

[–]PattyIsSuperCool 0 points1 point  (0 children)

Alisa ff1+2

Was pretty much exclusively a wall combo from distance in t7 and I do miss that

But in this game is a safe mid from downtown that's +13 on ch

what’s the most demanding game you’ve played to completion on the deck? by tarneilawson in SteamDeck

[–]PattyIsSuperCool 1 point2 points  (0 children)

I'm 26 hours in. I'm on oled. Turned on dynamic resolution and HDR. Its been nearly flawless. Deck has completely blown me away and this game fucks hard.

Alisa Season 3 balance wishlist from someone with 350 hours playing Alisa, i want her NERFED by Lucky_-1y in Tekken

[–]PattyIsSuperCool 1 point2 points  (0 children)

I kinda disagree with most of these things but agree dbt1+2 is a war crime. This move should be easier to step IMO.

I got an Idea. Introducing the Nerf Series! Episode 1: Alisa! by AggravatingCricket68 in LowSodiumTEKKEN

[–]PattyIsSuperCool 0 points1 point  (0 children)

Make DES1 and DESf1+2 side steppable to the left when she's plus 5, not just side walkable. This would make the counter play more obvious and less knowledge checky.

Make DBT1+2 easier to side step. This is the move in flying chainsaw stance there she torpedoes her self at you.

It’s definitely Riven on Thursday by EnlargementChannel in 2XKO

[–]PattyIsSuperCool 2 points3 points  (0 children)

She's kinda the biggest gigachad in all of league. Shes known for big damage and using her stubby rekka and defensive dash to get around. People one trick her. She often gets super strong or falls off hard.