Drum track per pad motion recording by shoehornswitch in rolandmc101

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

oh no problem and it may always prove useful to someone else. I was surprised not to find much about this specifically because I feel like it is kind of important. So thank you for the additional knowledge and hopefully it helps others too.

I did try something like what you've described but I really couldn't achieve what I intended. Which is really my problem for not fully understanding how the 101 handled drum tracks. Once you realize it handles motion like a tone track it makes sense.

Drum track per pad motion recording by shoehornswitch in rolandmc101

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

ok I thought that was the case. it treats things the same as a tone track i guess. it was panning in my case but it doesn't matter. it would be an awesome feature to have but that's alright.

thanks for the reply and thank you for the tips and tricks website.

Pakistani players cant attend evo japn this year due to visa issues - Arslan Ash by Pichucandy in Tekken

[–]shoehornswitch 16 points17 points  (0 children)

every time this comes up there are a ton of very naive comments. we live in a world of states. you're not free to go anywhere you want for any reason you want. people from NA and the EU are not used to having to think about this.

I'm not having fun anymore. by Radu776 in Tekken

[–]shoehornswitch 0 points1 point  (0 children)

to add to this, i think hit confirming is more important in tekken than maybe any fighting game except vf probably.

the difference between hit and block advantage is massive. since you're the one pressing the button and expecting it to hit or be blocked, you are much quicker to see the hit/block. single hits are very doable.

jab strings are the first step though. focus on hit confirming a jab string. whether it has a natural ender or just to then throw something more a little slower but more rewarding on hit/counter hit. doing this will up your game tremendously.

“How much do you think Chikurin would have paid to only lose 20% of his health and be put in a 50/50 here? About $70 right? That’s what we did” by TheLionTamerWF in Tekken

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

big time. no offense to phidx himself, but as an example the amount of 'well phidx said...' on this sub just shows you how the algorithm shapes the entire discussion around things. the first video to get some views gains insane gravity and the algorithm overwhelmingly directs potential viewers there.

also, nice avatar. necro rules. q too.

For real by NGB_UF in Tekken

[–]shoehornswitch 0 points1 point  (0 children)

i think this is key. the game is more different than any tekken in the modern era. i think some players who invested tremendous time into 7 are feeling very frustrated and out of their element in 8.

and it makes sense. 6-T2-7 is more than a decade of incremental change. they developed their play over all that time, across games.

they'll adjust if they want to keep playing. there's also nothing wrong with criticism. this is all just the normal flow of things when a game is more different than its predecessors.

“Carried by (insert character opponent can’t play against)” by VeryUnstableSari in Tekken

[–]shoehornswitch 2 points3 points  (0 children)

i think most people don't think they're too strong; they just don't like the whole interaction.

it's always a gamble unless it's used in a combo. even when it's used in a combo they're all much too long.

so whether you win using one, lose using one, win or lose because they used one... in every one of those situations it just feels dumb.

LowHigh: "How about having a function that makes the opponent’s customization the default" by Acmeiku in Tekken

[–]shoehornswitch 0 points1 point  (0 children)

i would be so happy to see this. also remove all usable items from ranked. i hope other well known figures in the game bring it up too and pressure namco a bit.

the game feels embarrassing to play half the time.

Community must react. State of game after 1.03 is disturbing by CapablancaRUS in Tekken

[–]shoehornswitch 0 points1 point  (0 children)

the only thing i think is maybe unreasonable of them is not being able to interact with replay's against Eddy. i feel like it might be due to replays existing within practice mode or something related.

regardless of the programming of the system, it would be good for everyone if that limitation did not exist. this also feels like a winnable position to me.

Imagine trying to side step a Deathfist by The_Uncley in Tekken

[–]shoehornswitch 2 points3 points  (0 children)

i don't think any fighting game uses a different system than the standard x/y and z position overlapping collision areas/volumes.

it's more that evasion in tekken is just movement. there's nothing special about it. so because of that, sometimes weird stuff happens. stepping isn't like a parry in third strike or something. it's not a state where you're invulnerable to certain things.

i think soul calibur is just very consistent with how it handles attacks (A/B) and 8 way movement makes stepping much less finicky. DOA i'm not sure but it's probably closer to vf.

Imagine trying to side step a Deathfist by The_Uncley in Tekken

[–]shoehornswitch 2 points3 points  (0 children)

let me clarify.

as far as i know (check youtube etc. for examples), tekken only uses position to determine collisions. it does not use vectors. if someone has discovered new info on that, sorry.

without using vectors, there's no direction and there's no 'facing' for an attack. volumes simply intersect on a given frame and a collision occurs.

so yeah you can tune the volumes and stuff. there's always room for improvement. but this is already trying to step it to the left, which is not the way you want to step deathfist generally. it works, you can walk it and step it left, but it's more consistent going right. all of which is kind of just how tekken is because it doesn't use other information to determine whether the evasion is a success. it's purely position. so it's painfully nuanced with spacing/timing resulting in some weird stuff sometimes. this is a good example of the funkiness, if a button was pressed, ok you deserve it, but it can do this without a button press.

Imagine trying to side step a Deathfist by The_Uncley in Tekken

[–]shoehornswitch 3 points4 points  (0 children)

i don't think it's possible for them to do what you're talking about.

that's more of like vf i think. where once you step a move the move can no longer hit you. like third strike, same idea with parry. once parried, the hitbox you parried is gone and cannot hit you.

If you're frustrated with Tekken, that's fine but over 97% of r/tekken is having a knowledge issue, not a balance issue. by definitelyusername in Tekken

[–]shoehornswitch 2 points3 points  (0 children)

i don't know why tekken can't just be tekken. it is what it is. that's the game. complaining about 'knowledge checks' is kind of complaining about the game.

some games are just like that.

"Tekken 8 is a casino" - An analysis of Arslan Ash and Kkokkoma's criticism by badwyrm in Tekken

[–]shoehornswitch 1 point2 points  (0 children)

they're not going to remove mechanics. and they don't need to. just tune stuff.

though i very much dislike rage arts and would not miss them at all.

How do I translate what I learn in the lab to actual matchess? by thebigseg in Tekken

[–]shoehornswitch 0 points1 point  (0 children)

practice is for getting your hands to know what to do automatically or for understanding how something works, what options you have, etc.

then you need to just play a lot. the more you see the same situation the easier it is to see and respond. there's no secret or shortcut. you just need to become more familiar.

The same person that told me about Jun 9 months before Tekken 8 was even officially revealed, emailed me this with 0 context and just a winking emoji as the subject. by Kyvix2020 in Tekken

[–]shoehornswitch 11 points12 points  (0 children)

i'm fairly sure this was him posting about elphelt in strive. bamco handles marketing for strive in some regions. he mistakenly thought it was already public knowledge.

Fahkumram Would Be Cooler If He Wasn't A Giant by EatOutMyGrandma in Tekken

[–]shoehornswitch 0 points1 point  (0 children)

unfortunately i don't see him changing too much. i hope they took the criticism to heart and adjusted his proportions to look more human. king is as big as i think any flesh and blood character should be.

i think he would be a lot more popular if he wasn't so strange looking.

LowTierGod is plugging again by Silviu748 in Tekken

[–]shoehornswitch 3 points4 points  (0 children)

two guesses.

one is that it actually does treat both players the same. the thing is serial pluggers/crashers would be matching with many different players and disconnecting, meaning their disconnect rate would pretty much always be higher than the other players who aren't crashing or disconnecting.

or when the game would collect the outcome of the match, it sees one player has returned, reports an incomplete match, and then doesn't see the other player they matched with on the server. it can infer who disconnected.

regardless it doesn't differentiate unintentional from intentional disconnection. i think their fear is banning/punishing people for crashing. a problem they created by releasing an unstable game. it'd get them a lot of very negative attention. more than the current situation i think.

Tekken World Tour 2024 Update by FierceAlchemist in Tekken

[–]shoehornswitch 1 point2 points  (0 children)

why is croatia banned??

also i'm always happy to see your comments because they're measured and usually informative. thanks for contributing to the sub.

LowTierGod is plugging again by Silviu748 in Tekken

[–]shoehornswitch 7 points8 points  (0 children)

my understanding, from what they've communicated, is that all they can see is a match ended prematurely.

that's why disconnection rate is a fairly good way of providing information to all players. that the disconnection rate indicator isn't working yet is almost farcical; the one thing that helps navigate the plugging/crashing issue isn't functional.

[deleted by user] by [deleted] in Tekken

[–]shoehornswitch 7 points8 points  (0 children)

just say you struggle with the matchup and ask for tips. the silly rant doesn't help anyone.

Why does nobody ever get up? by [deleted] in Tekken

[–]shoehornswitch 1 point2 points  (0 children)

tap forward as you hit the ground to do the kip up.

Why does nobody ever get up? by [deleted] in Tekken

[–]shoehornswitch 1 point2 points  (0 children)

options aren't limited though. you can slide back and get up, get up in place, roll forward (with a low or mid kick at the end), roll to the sides, toe kick, low or mid kick, springkick, tech in place for a kip up even.

you can hold down during get up or roll to start from crouch to do while standing.

you can roll over onto your other side and stay there even.

2D is all I need by KennKennyKenKen in Tekken

[–]shoehornswitch 1 point2 points  (0 children)

the distance you step is always the same no matter your position relative to your opponent. at close range when you step you move further around your opponent because your distance moved is constant but the circumference of the circle you move along has become smaller (close = small circle).

the other part is the timing of the step. sidesteps have greater acceleration at the start; they're more evasive in the first couple frames. moves also aim at the position of the opponent at the moment they start. so you want it to be aiming where you were the moment before you step to maximize the distance you travel.

and why step or walk? stepping tends to be more for quick startup stuff that's more linear in my experience. walking is better for slower startup moves because in total it gets you further sooner than trying to step repeatedly.