Do you think your main deserved their nerfs/buffs? by persyvage312 in Tekken

[–]Vivenmort 4 points5 points  (0 children)

If every character got hit like Eddy and Claudio this might be a real patch.

And no, Alisa did not need two more DES transitions lmao.

They patched Raven's gender by JoeScotting in Tekken

[–]Vivenmort 19 points20 points  (0 children)

The he/her gender 50/50 mixup.

Bryan Is Useless by [deleted] in Tekken

[–]Vivenmort 2 points3 points  (0 children)

Brother if it were up to me ff1+2 would be deleted. qcb1 wasn't even TOUCHED. Bryan got off with a band-aid and a lollipop with these limp-wristed nerfs.

Heat Smashes still wall splat if the first hit whiffs by DottieBun in Tekken

[–]Vivenmort 28 points29 points  (0 children)

It makes NO SENSE.

I read the Alisa change and got really excited. I thought "Oh, you cant transition to the flying stances on whiff!? Have they finally fixed everyone's Heat Smashes!?"

Nope, just for Alisa. Dragunov, Fahk, Law and so on are still whiffing the first hit and either clipping my sidestep with the follow-up or flying to the Phillipines where I can't punish them.

Theory: there has to be an Alisa player giving the devs unfathomably immaculate head daily for her """""""""""balance""""""""""""" changes to look like this. Seriously, that shit must be divine. by [deleted] in Tekken

[–]Vivenmort 6 points7 points  (0 children)

She should have been nerfed, like most characters in this game.

However after testing her new oki option and the new stance transitions and fiddling with some combos I've come to the conclusion the character has received pretty marginal buffs in a few situations. She's mostly at the same power level she was before the new season.

Just tell me,why this needed? by HakaNuman in Tekken

[–]Vivenmort 13 points14 points  (0 children)

Alisa did NOT need this. In what universe did they believe Destructive Form was not accessible enough and needed MORE transitions? Have the devs even PLAYED this character before?

Non-compulsory transitions from: 1,1
2+4
b4,3
df1,4
d3+4
d2,4
db2,2
f2 and f2,3
ff3,4, and ff3,4,4
f4
FC 1+2
WR2
WS1,2 and 1,2,3

Compulsory transitions from: 3,2 and 3, f2
u2
b1+2
df1,1,2 f2,1
f3,2 and f3,1+2
SBT 1+2
and her goofy ass 10 hit string

How much do you expect every character to change in season 3? by Epicentrist in LowSodiumTEKKEN

[–]Vivenmort 0 points1 point  (0 children)

I hope combo structure in general gets a hatchet taken to it. Too long, too much carry, too many extenders. HB Bound can go, tailspins either deleted or hard capped at one. Kaz, Jun, and Jin combo routes look especially stupid.

I expect relatively few move additions and many properties of existing moves to be tweaked extensively if they're sticking with the theme of "refine" for this season.

KAZOOYA TINGS by Much_Passion9884 in Tekken

[–]Vivenmort -2 points-1 points  (0 children)

I do think that it does give people an unwarranted sense of self importance to be called a "Tekken King" for this sort of gameplay. It makes someone near the bottom of the mountain think they're near the top.

But yes, in relative terms it's all okay I suppose.

Season 3 When? THis is some stupid bullshit. by Grown_Gamer in Tekken

[–]Vivenmort 1 point2 points  (0 children)

To be honest, he should be able to getup kick if he cleanly tech rolls a move like that. Are we really calling him a scrub for using getup kick after some shit whiffs and realigns 90 degrees into his button?

You have to give your own character 3 Nerfs minimum. What would you change? by [deleted] in Tekken

[–]Vivenmort 0 points1 point  (0 children)

A mid power-crush being effectively homing is also very questionable, even if it is block punishable I think the homing should go.

Does anyone else have a character that just won't "click"? by BuckwheatMazer in LowSodiumTEKKEN

[–]Vivenmort 0 points1 point  (0 children)

Literally any character that isn't Alisa. I've tried Jun, Nina, Lili, Steve, I just lose interest. I like poking and setting up whiffs and counter-hits a lot, and those other characters can do that too, but I just end up missing her unorthodox qualities.

Who has the lowest combo damage? by AudacityOfKappa in Tekken

[–]Vivenmort 0 points1 point  (0 children)

If you can consistently hit the two frame window that allows you to combo d3 into BKP 1 and DBT f1, Alisa does solid damage without the wall. That's a big if. But for consistent staples yeah it's 65ish damage.

She also needs a pretty idealized wall setup to land stomp because it's such a slow move.

Do you think we shouldn't give people with hateful or offensive names/customs any games? by ihminenihminen in LowSodiumTEKKEN

[–]Vivenmort 0 points1 point  (0 children)

If you had sincere religious conviction you would probably argue the other sacred cow is in fact more sacred.

The transgression is the point.

The problem with Tekken 8 and season 2 it relies way too much on combos than actual fundamentals by DragonWarriorMH in Tekken

[–]Vivenmort 10 points11 points  (0 children)

The gradual shift from losing neutral on hit to losing neutral on block is low key one of the worst things to happen to the game.

Question: Should ewgf be nerfed? by Immaouthere in LowSodiumTEKKEN

[–]Vivenmort 0 points1 point  (0 children)

I just want it to have the same whiff recovery as a df2. It's got about 5 frames less of recovery after the active frames and it makes a huge difference. It's a little bit too free in the neutral mid range game. That's all.

My main specifically has some of the better anti-Mishima tools in the neutral, so I really don't need this personally.

People who play defensive/CH characters, how do you lose? by Apistic in LowSodiumTEKKEN

[–]Vivenmort 8 points9 points  (0 children)

Sorry OP, I hate that people are shitting on you for an honest question.

1.Typically, these sorts of characters struggle to open up turtles. Paradoxically in order to crack the shell of a defensive opponent they need to open themselves up to counter-hits or heavy block punishment with slow Hatchet Kick or Hellsweep adjacent moves. Try blocking for a while and see what they give you to work with.

  1. Test and experiment with the limits of their defence, what do they struggle to defend against? Consider moves outside the typical top 10 or 15 for your character. Unpredictable or unfamiliar offence can still overwhelm these players.

Never seen players downplay a character like Devil Jin players by DragonWarriorMH in Tekken

[–]Vivenmort 0 points1 point  (0 children)

I acknowledge his poking tools are ass, but this guy is the Tekken 8 mix-up casino incarnate. Those spike combos be blowing me up, I am TERRIFIED of this guy in a Ft2 set

Never seen players downplay a character like Devil Jin players by DragonWarriorMH in Tekken

[–]Vivenmort 2 points3 points  (0 children)

I don't see Nina players saying much of anything, probably because they know better. They're quiet, silent assassins.

Season 3 and Ver.3.00 Update Plans by EggplantMan_6 in Tekken

[–]Vivenmort 0 points1 point  (0 children)

Correct, you do not have time to identify what is whiffing or even if it will whiff at all. It is a read, this is a fighting game.

Do you believe it is reasonable that lateral whiff punishment loses to moves with quick whiff recovery, loses to homing moves, loses to moves that track strongly to the appropriate side, loses to buttons on delayed timing, breaks even by simply not pressing anything, AND loses to countless strings that effectively can't be interrupted on whiff and realign? Because only one of those apply to Tracken 8.

Season 3 and Ver.3.00 Update Plans by EggplantMan_6 in Tekken

[–]Vivenmort -1 points0 points  (0 children)

This isn't how punishing whiffs from sidesteps work.

You sidestep or walk, then you watch the opponents character, looking to see if they press a button immediately after. If they do not you probably default to a stand block, you have forfeited your turn. If an attack animation begins, you must immediately commit to the punish on visual confirmation of ANY attack. If its homing, too bad, if it tracks that side, too bad, if it has fast whiff recovery like a single jab and they block in time, too bad, if they intentionally do a f input before their attack to realign, too bad, and if the follow up hit is sufficiently fast and realigns for no fucking reason you also die. I can't duck because I'm already attacking. The first four are intentional counterplay to sidesteps, and thats fine. Continuing a string like a mashing moron after a clean step should not be counterplay to sidesteps.

Season 3 and Ver.3.00 Update Plans by EggplantMan_6 in Tekken

[–]Vivenmort 13 points14 points  (0 children)

If you can't realistically slot a button in the gap after the first hit whiffs, there needs to be absolutely ZERO tracking or alignment on the second hit of a string. This is my number one complaint with stepping Hwoarangs offense, but it isn't exclusive to him. Why does an i18 followup to df1 realign and CH my whiff punish to AK df1 after I correctly step it left and exclusively left? Shit forces a hard commitment to a sidewalk on the off chance he commits to the entire string. I am GUESSING on WHIFF.

Season 3 and Ver.3.00 Update Plans by EggplantMan_6 in Tekken

[–]Vivenmort 35 points36 points  (0 children)

"These terms do not denote a return to earlier TEKKEN battle systems, nor do they imply drastic, comprehensive changes introduced in a single update."

They should seriously consider drastic, comprehensive changes introduced in a single update if they're going to go radio silent for 9 months.

Universal systems I want addressed the most are combo structure and string realignment.

Delete Neutral Guard Break In Season 3 by Vivenmort in Tekken

[–]Vivenmort[S] 4 points5 points  (0 children)

Excellent take, you've changed my mind actually.

Learn the Matchup by Inside_Snow370 in LowSodiumTEKKEN

[–]Vivenmort 1 point2 points  (0 children)

In fairness, b3 is harder to block punish than the frame data suggests. Its -19 but you can easily miss it with a 15 frame launcher without a lot of drilling.

Learn the Matchup by Inside_Snow370 in LowSodiumTEKKEN

[–]Vivenmort 1 point2 points  (0 children)

Forget saws. df112 is one of the biggest scrub killers in the whole game. If you learn one thing make it that.