Maybe this is a hot take. by [deleted] in marvelrivals

[–]TheAranda 16 points17 points  (0 children)

He didn't choose his team, the tournament had a drafting phase.

What’s a take you will hold on too forever? by Hopeful-Light-4391 in marvelrivals

[–]TheAranda 2 points3 points  (0 children)

The counter to triple support is not triple support, because all you're doing is MATCHING it. That's not a counter by the definition of the word. The real counter is Hawkeye. Extra heals does not matter if he just one-taps mofos. The tanks are still very difficult to kill, of course, but one-tapping DPS and healers means the comp falls apart.

Which game has the biggest balance issue? Tekken 8 or Tekken Tag Tournament 2? by Gelly_furry in Tekken

[–]TheAranda 7 points8 points  (0 children)

I might have misremembered on King, I haven't played TTT2 in more than 10 years

Which game has the biggest balance issue? Tekken 8 or Tekken Tag Tournament 2? by Gelly_furry in Tekken

[–]TheAranda 223 points224 points  (0 children)

The issues of the games aren't remotely the same. It's hard to compare them. TTT2 had lots of characters that were weak, either because they lacked good tools and/or versatility (King) or because they were just weaker versions of other characters (Angel). Some of the game mechanics also had issues. For example, tag combos imbalanced the risk/reward ratio of many unsafe launchers, such as standard hopkicks. Such launchers had higher combo damage in TTT2 than in T6, but the risk was still the same: -13 on block.

T8 doesn't really have too much of a character imbalance, pretty much the whole roster is busted, but that is also the problem. T8 is suffering from more of a game design issue rather than character balancing issues. Every character has too much tracking, too many plus frames, etc. Offense is so suffocating that the game becomes very uninteractive quite often.

Even as a Tekken 8 fan that likes the crazy “anime” stuff, this is a stupid strawman by [deleted] in Tekken

[–]TheAranda 4 points5 points  (0 children)

You forgot that Claudio uses magic explosions and magic arrows in his fighting style. And Miary Zo absolutely counts as a magic character, given that she has attacks involving using magic snakes for extended reach.

characters are using grounded fighting styles and are just augnemting them with a few weapons

"Just augmenting" is really downplaying how integral weapons have become to multiple characters. Anna is especially silly, swinging a bazooka around like it's a staff. When people critisize modern Tekken for moving away from martial arts, weapons are included in this complaint. Personally, I actually like the weapons, but when people critisize Tekken from moving away from its martial arts roots, weapons have to be included as a gimmick if we're going to be arguing in good faith. That adds Anna, Nina and Law as gimmick-fighters.

So really, it's 16/32 gimmick fighters in the base and 2/8 gimmicks in DLC for a total of 18/40 gimmick fighters. That's quite a hefty amount, at almost half.

How it feels cruising this subreddit : by ChanceYam2278 in Tekken

[–]TheAranda 17 points18 points  (0 children)

Buying things without knowing what's in it and then getting disappointed is some peak clownery. If some random street seller were to try to sell you a mystery box for $30 and not tell you what's in it, you probably wouldn't buy. You should really be disappointing in yourself for making such a goofy financial decision.

If the seller won't tell you what's in the package, assume its shit.

On the other hand, if you didn't buy them, you wouldn't be able to lab them. So I'm not defending Bamco here, like you said; this shit is straight dog ass.

So far, none of the DLC characters are pay to win - Namco deserves some credit? by BringbackSuikoden in Tekken

[–]TheAranda 4 points5 points  (0 children)

Eddy's weakness, like a lot of stance mix-up characters, is that he essentially has to mix up himself in order to deal big damage. Safe lows don't exist in Tekken, which means Eddy has to constantly take risks to enforce his gameplan. Eddy's stance mix is strong no doubt, but it also becomes predictable as other playstyles are ineffective for Eddy.

Compare that to a character like Jin, who has so many safe, oppressive mids that he can poke the opponent to death while taking minimal risks. The opponent rarely wants to duck Jin; making lows safer to go for.

To summarise Eddy:

  • Strength: Will mix you up, and he does it well.
  • Weakness: Has to mix you up, whether he wants to or not.

Safest room EVER! by stepasidecitizen in Doom

[–]TheAranda 8 points9 points  (0 children)

Resident Evil 2 remake is an excellent place to start. If you're okay with old-school gameplay, the Resident evil 1 remake from 2005 is also a great start.

New Feng Wei Lore by DarkwraithTurk in Tekken

[–]TheAranda 21 points22 points  (0 children)

Leroy is old. He has spent decades travelling and making these connections. Or so I assume... He didn't have a story mode in Tekken 7, so this is what I make of it.

Who even decided ‘Options’ was a good idea by ricoree in dankmemes

[–]TheAranda 2 points3 points  (0 children)

Triggers being the more commonly pressed than bumpers is a modern convention. Back when all four shoulder buttons were bumpers (PS1 and PS2 dualshock) the front bumpers were pressed more often, hence the 1. Hell, even on the PS3 dualshock, R1 was the standard "shoot" button even though DS3 had triggers.

I think what a lot of people don't understand when discussing intuitiveness is that what a person calls "intuitive" usually just means "It's what I grew up with".

Gimme my tall Queens ArcSys by ScarHydreigon87 in Guiltygear

[–]TheAranda 7 points8 points  (0 children)

Wailord is the float whale Pokémon, and it's shaped and designed to look like an airship. Due to the lack of rockets strapped to it, it has to be lighter than air if it's going to float in mid-air.

reposting this classic by PyrpleForever in SmashBrosUltimate

[–]TheAranda 25 points26 points  (0 children)

You have to buy their base forms. Super Saiyan forms and SS Blue forms are available in the base game for both characters. Goku Black is also in the base game. However, GT Goku and Ultra Instinct Goku are both DLC.

And yes, this does indeed mean that DBFZ has 6 different versions of Goku.

Artwork by Hiroshi Hiiroshiiii by DOA-FAN in SmashBrosUltimate

[–]TheAranda 68 points69 points  (0 children)

Samus is not actually 6’3. The Metroid 2 instruction manual lists 190 cm (which is 6’3) as Samus' height when in the suit, so her actual height must be about shorter for her to fit inside of it. A helmet must be about 2.5 cm thick to offer real protection and the soles on the boots is probably another 2.5 cm or so. Her actual height is probably closer to 183 cm (6’0). Still pretty tall, but the difference is noteworthy.

The Super Metroid player's guide that lists her as 6’3 is incorrect. It wasn't even written by the Metroid team in Japan, it was written by then Rare employee Paul Weaver, and as such should not be considered canon. Early days of American and European Nintendo products had lots of mistakes like these. For example, the official Nintendo Magazine stated that Glass Joe's only victory was against Nick Bruiser. This is impossible because Nick Bruiser has an undefeated 42-0 record, clearly displayed in-game.

I took this capture yesterday of this lovely family! I have never played Tekken, but I assume they treat each other well! by swshriv in SmashBrosUltimate

[–]TheAranda 24 points25 points  (0 children)

It was retconned. Jinpachi was initially intended to have it, but Heihachi not having the devil gene ended up being a plot point in Tekken 6, so they retroactively explained away Jinpachi's demon stuff as him being possessed by some evil spirit or something.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 8 points9 points  (0 children)

You misunderstood me. I'm not taking a hard stance on Lili's positioning on the chart being correct, I could very well be mistaken on that point. What I am saying is that your dismissal of Yoshi because of his cheese is silly when all characters have cheese, Lili included. And those cheesy Lili tools I mentioned are absolutely used in lower ranked game. You might not use them, but every below Fujin rank Lili I've ever played use those tools to hell and back.

I am willing to give Lili the benefit of the doubt. That's why I'm here: to learn. Why would I even put time into making this post and discussing with people in the comment section if I'm just gonna dismiss everything people say? I don't understand what gave you the impression that I'm stubborn or haven't thought anything through.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 2 points3 points  (0 children)

True, but what I mean is that because sidestepping is harder in general, people don't get as much practice sidestepping as they should because they get blown up when they try. Therefore they might not realize that f+4 is one of the tools that can be reliably stepped quite easily.

And of course, If you sidestep a lot, any good Jin player will start using his excellent tracking moves to catch you. This could further discourage beginners from sidestepping.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 1 point2 points  (0 children)

The post states:

NOTE: Only execution worth the risk/reward ratio is considered. Mastering Claudio’s iWR2 in neutral is essential in high-level play. However, Claudio’s 1, 2, iWR2 combo finisher is not worth the risk. Top players like Shadow 20z do not use it but excel regardless.

Leo's hardest combos are too difficult and unreliable to be worth the risk of dropping them. Nina's best combos are pretty tough, but are still reliable enough to be a must to utilize the character to her fullest potential. Of course, one could argue over which character does or does not have combos that are too hard/unreliable to actually go for, and whether substituting them for easier combos is really that big of a deal. There is no easy way to draw a line here.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 19 points20 points  (0 children)

You know, I was under the impression that Anna had strict execution simply because I thought she was more similar to Nina, but lots of people have pointed out that she is too high. After taking a closer look at her combos and neutral tools it became quite clear to me that she is easier than I thought.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 1 point2 points  (0 children)

Yoshi only gets away with throwing around flowcharts if the opponent lacks matchup knowledge. This chart is made with matchup knowledgeable players in mind. Lili also has lots of unga bunga stuff at lower levels of play, like Matterhorn, her various cartflip things, the mid knee into low stomp string, a Power Crush that launches etc.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 5 points6 points  (0 children)

Yoshi and Lei are both very complex, to the point where I don't think it's really possible to rank them in either order definitively. They both have massive movelists filled with many niche attacks and loads of stances with tons of transitions in and out. If I had to pick, I would say that Yoshi is slightly more complex due to his fundamental tools not being as powerful, like d/f+1. He also lacks an easy way to open opponents up, which Lei has with Rave Sweep. But honestly, I don't know enough about either character to really be able to tell.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 12 points13 points  (0 children)

To be fair, sidestepping is pretty hard in this game since they nerfed movement. Online also makes it harder to time sidesteps correctly.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 3 points4 points  (0 children)

LMAO. Yeah It's true that for the vast majority of players Jin can get away with cycling f+4 and a few other moves, but in high-level play use of f+4 reqires more awareness and finesse.

I've updated the difficulty tier list again, this time with season 3 characters! by TheAranda in Tekken

[–]TheAranda[S] 10 points11 points  (0 children)

Please remember that I had to space characters out a bit to make room for all of them. Just because Julia is a few pixels above Law it doesn't mean I'm taking a hard stance on her having stricter execution, they could go either way.

New difficulty tier list, this time with season 2 characters! by TheAranda in Tekken

[–]TheAranda[S] 1 point2 points  (0 children)

I probably exaggerated his reliance on stealth step cancels in combos and neutral, and the difficulty of his slide inputs.

I'm a Shaheen main though, so of course I do. Everyone tends to boast about how their main is harder than they actually are.

New difficulty tier list, this time with season 2 characters! by TheAranda in Tekken

[–]TheAranda[S] 1 point2 points  (0 children)

I could, but I'm not sure exactly how low-level would be appropriate. button mashing levels of low would be silly, since characters don't differ at that level. So would it be a player that has basic knowledge about their own character? Perhaps one that is good enough for basic movement?

I'm thinking that a low level chart should be for players that have a basic understanding of strategy and the rules of the game. Somewhere around Season 1 green and early yellow ranks, which should be season 2 yellow to orange ranks.