T6BR tier list

I heard it just like I said, vague second-hand information, mostly from other forums.

VF with only 3 different throw breaks? That would be the worst fucking thing ever. You know every character has multiple throws for a reason, and you can input a ton of escapes (even p+g and their best damage/RO option is cutting down on their shit). It just adds another layer of yomi, WHICH IS NEVER NOT A GOOD THING. And it's not THAT hard, it just takes some practise, but the way VF is now, very back and forth, short, intense rounds based on CH fishing and efficient setups, is really nice. You don't see many people circling each other and backdashing for 30 seconds of every round, they just get in there and get the job done.
 
The excessive backdashing style in Tekken is no longer as effective with T6. Movement and spacing were key in DR, but the system changes now make T6 more offensive and in your face. Heard this from DJ Kor's podcast at iamtekken.com and I can tell from the videos. The reason is that backdash canceling covers considerably less ground now compared to DR. Backdash canceling is still definitely useful though.

This is why Knee (best Bryan player and generally seen as the best DR player near the end of the game) really shined in DR because his movement and spacing were insane. They also nerfed EWGF of the Mishimas so there is more time to punish whiffed EWGF's. This means backdashing-happy Mishimas fishing for whiffed moves with EWGF's need to be more careful with their old strategy.
 
I don't know, I've watched a fair bit of those Korean players, who are playing for real world monies and are sponsored in a way that they're expected to get real results -- so I'm going to assume that they're playing in as optimum a style as they can so far manage -- and many rounds are still 50% SS/backdashing. That, or someone luckboxes a CH launcher at the start and the other player doesn't even get a say in the matter.
 
I think VF has less backdashing b/c the stages are smaller. DR and T6 stages are huge compared to VF's so that leaves a lot of room for blind backdashing.

Compared to DR, T6 definitely toned down the backdashing but I guess compared to other games it still looks like a backdash-heavy game. I guess this is also why some people prefer SC over Tekken cuz you're pretty much locked down in a 50/50 mindgame once the opponent's weapon touches your hitbox whereas in Tekken you can backdash away to safety to avoid the mindgame. I also think this is why spacing is more effective in Tekken than SC.
 
Compared to DR, T6 definitely toned down the backdashing but I guess compared to other games it still looks like a backdash-heavy game. I guess this is also why some people prefer SC over Tekken cuz you're pretty much locked down in a 50/50 mindgame once the opponent's weapon touches your hitbox whereas in Tekken you can backdash away to safety to avoid the mindgame. I also think this is why spacing is more effective in Tekken than SC.

It's hardly a 50/50 mixup every time, backdash is still effective as is sidestep, you just can't safely do them at the same time over and over again. The spacing in SC works differently because characters can attack from a number of different ranges, wheras a lot of situations in Tekken are handled by a combination of sidestep/backdash cancel regardless of range. Many of these moves to cover various ranges have particular weaknesses, high and duckable, steppable to one side, etc. But you count account for them all at once by methods such as snakedash/hayashida or backdash cancelling.

Spacing in Tekken requires more patience and fast reaction time, spacing in Calibur requires more character knowledge and situational awareness. I'm not sure that either is flat out better, both games have their issues. It's just a matter of preference.
 
Kowtow, I think you summed it up nicely when you said backdash is an answer to a lot of things in Tekken whereas it isn't as much in SC. That's what I think too, it ultimately comes down to preference. I think SC2's stepG is like backdash canceling in the sense it is an answer to a lot of options. I guess that explains why I prefer Tekken and SC2 over SC4.

Oh yea how could I forget about Lili for online abuser's lol.
 
I've seen alot of Jins and Kaz's online T6 so far. One Lili and one Miguel. That's about it.

Then again, the online play is pretty sparse right now. Tomorrow and then on will be judgement day.
 
Sorry, was away busy with Tekken.

If people don't like Tekken because of the juggles that would also probably be why they're not playing it. It doesn't change the fact that it's been the biggest complaint about the series for a long, long time. The length AND the damage, because they go together. Getting popped into the air in VF can (and often does) mean you'll lose 1/3 or even 1/2 your bar, but it'll be in under 5 hits, not 8 hits, a bounce to refloat, another 9 hits and then the wall. Top it off with the game seeming to be all about juggles to the exclusion of everything else, especially throws, because that's the impression many people get when they watch a game of Tekken -- two people backdashing and sidestepping until one of them makes a big enough mistake to be hit by a launcher, then pummelled on the ground until he manages to roll away or get relaunched, rinse and repeat -- whether they're right or wrong.

I mean, people will complain that VF is too complicated, that throws are too hard to escape and do too much damage, that the characters are boring, etc. Whether they're right or wrong, those are still the complaints people make about it, there's no sense in denying it.

You just seem to be pointing about that even the people who LIKE Tekken thought there were too many juggles.

I WILL WAIT AND SEE.

Wait... wha?

What was the point of the post? That's there's no denying that Tekken's juggles are long and people complain? Or that people think VF is boring and complain?

There's never going to be a fighting game that's perfect for EVERYONE. Some people like VF's nitaku game, other's like SF's fireball/zone game, while others like Tekken's juggle/oki game.

You just have to choose which one you like, but you can't expect one to be more like the other - there's a reason why Tekken has its scene, and VF has its scene, and SF has its scene: these are people who share a liking for the way a particular system plays.

If you don't like it, then don't play it. Hell, Tekken's sold 33M. Obviously a lot of people do like it, so why would they change it for those who don't?

Besides, I've already explained the way juggles work in Tekken. They're not like in VF wherein the basic sole purpose is damage (unless near a wall or RO, but even then...). Tekken's combos have a LOT to do with the placement of your opponent with regards to the stage. The placement of your opponent ties in with your character's oki game, and as does the position in the stage. VF doesn't have this because VF's oki game isn't like Tekken's where you can refloat at almost any time.

Should VF have it? Do you really want to see Akira doing a DLC, then catch you with the first two hits of AS3 as you roll away, then DLC again? I wouldn't. That would destroy the game's balance.

It's the same story with Tekken. Remove oki and shorten all the juggles, and what happens to characters like Lee, Ling, etc? Characters who have weak damage output overall, and rely on wall traps to maximize their tools. Without the long carries and oki, these guys would be crap tier, and the game's current balance would be gone.

I've said it before, I'll say it again: enjoy each game for what it gives you - they each have something good to offer. If you like one game better than the other, then stick with what you enjoy, but don't expect another successful game to emulate another.
 
Wait... wha?

What was the point of the post? That's there's no denying that Tekken's juggles are long and people complain? Or that people think VF is boring and complain?

There's never going to be a fighting game that's perfect for EVERYONE. Some people like VF's nitaku game, other's like SF's fireball/zone game, while others like Tekken's juggle/oki game.

Yes, exactly.
 
The netcode doesn't suck. Whoever's saying that it's worse than SC4 and T5DR is on something or has a crappy network connection. Plus the game just came out. You got to give it some time to really determine how crappy the netcode is. And the game can always be patched if necessary. Give it some time.
 
I had some really laggy matches at first. One of them was so bad a simple Kazuya string became an unblockable lol. It got me thinking wow this online code really does suck.

But then a friend invited me to a room and we played 4~5 consecutive matches flawlessly. If there was lag, I could barely notice it. I really thought I was playing offline. So yeah, there's a mix of both in my experience, but the smooth matches were way better than anything I encountered in DR so I'm leaning towards optimistic still. Gonna have to play more matches to reach a final consensus.
 
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