Play through ghost mode using the character you want items for. (You can set the rounds to 1 to make things go by faster, difficulty to whatever you want, I find things are more effective on Ultra Hard.)
Any time you see an opponent choice that shines yellow you'll get an item if you win.
As it pertains to ranking up (trophy hunting or rank hunting online), only play the same color as your rank, and you'll rank up faster. There's brown, blue, green, etc., the name doesn't matter, look at the color of the font. If you play ranks too low or ranks too high it will take forever to rank up. If you play ranks around your level you'll rank up in just a handful of wins.
Me either. But it's all personal preference, anyway. Tomayto tomahto.
What you were saying about barriers is true for TTT2. Difficulty seems magnified. Not that that's bad, but I wouldn't say TTT2 is "accessible", even though I've seen people say the opposite...
What's the response been like? I live under a rock. I've seen reviews but what about actual people?
I find the phrase "This game is great!" usually dies away after the 10th loss.
As a Tekken beginner, I find this ridiculously difficult. The training mode helps but I still feel rubbish even after I've used it. I'm not expecting to be good but there seems to be this barrier before you can even begin to play properly. I swear I can barely move around the stage fluidly because I'm supposed to learn to backlash cancel or something to move backwards properly.
I like Hwoarang, my favourite character from the nostalgic days of Tekken 3, but one look at his sample combos put me right off. I'm not gonna quit with him and I don't know how high he is in difficulty but some of those combos nearly made me vomit, especially coming from SC.
I refuse to go online until I can at least move around properly and at least try to whiff punish some stuff. Going from SC to Tekken is hard, the difficulty in moving is really hurting me. If anyone could help me with this game overall or even just movement, I would be greatly appreciative.
Pretty much the reasons why I didn't even bother considering buying this game. I'm impressed with what Namco and Harada have done for the console version of Tekken Tag 2, especially with the amount of characters, DLC, and otherwise. But it isn't enough to justify the purchase of this game, especially since its Tekken. A series long known for its incredibly difficult learning curve.
Honestly, though, I can't say whether this game's barrier to entry is more or less difficult than SF4's. Certainly, in terms of combo execution, understanding the game systems (FADC is much more difficult to do than, say, universal low parry) and more probably give SF4 a bigger curve; then again, Tekken doesn't make it easy to understand which of your moves are unsafe on block. Unless you're using lows.
I assume training mode didn't cover certain aspects of movement. Such as the differences between the two main backdashes. Tap Back-Back, or Tap Back, hold Back. Nor did it cover Korean Backdash cancel. Tap Back, Back, Neutral, Down/back, or in SC5 notation terms; 4451. Of course, Korean backdash is an abuse of mechanics inherent to Tekken's gameplay and no intentionally coded into the game. Its been there as far back as Tekken 5, I think.
I'm also assuming that the game's training mode didn't cover character specific stuff like Snaking for characters with crouch dashes. And I'm also assuming the game doesn't label which moves characters have that are low/high crushes, homing, or guard crush. In fact, if it didn't label those moves, it probably didn't label which ones launch either.
To put it in simple terms, Tekken's movement system relies heavily on dashes, and sidesteps and special moves that move your character forward or home in on opponents. Playing footsies is pretty important in Tekken, so try to get a good feel for what you can do at maximum range with your moves. Backdashing is crucial to Tekken and defensive play is considered more important than offense. I think Tekken, and Namco's Tales of Graces' are perhaps the only fighting games where the system actively punishes you for playing too aggressively.
Outside of that, Tekken has very few core systems - nearly everything is character specific. Understanding what launches, what bounds, homes, and crushes is specific to each character. There's no universal 3B launcher like in SC5 (granted, I know not every character has a 3B launcher in SC5, but the majority do). And there are even launchers that don't work unless on counter hit (Jin's d/f 2, for example). So the best way to understand the game is to pick a character and play them as much as possible to understand them. Though, it may be unlikely you'll ever know everything about your character until you can get ahold of frame data. There are very few telltale signs in the game that indicate whether a move is safe on block, or punishable. The few that do exist tend to be thus; nearly every low move is launcher punishable and all of them can be universal low-parried by pressing d/f.
Since there's a large roster, you might be wondering which characters are more suited for beginners, intermediates, and seasoned veterans. Traditionally Namco had, in the past, labeled Jin's Tekken 3 fighting style as friendly to newcomers, while characters like Ling Xiaoyu were labeled as more complexed and difficult to play. I do not, however, think this is true. Based on my experience, beginner-friendly characters tend to be characters without complex inputs, high-execution barriers (launchers on counter hit or while standing, require more execution), difficult combos, or multiple stances, Mishima-styled crouch dashes (forward, neutal, down, down/foward or 6523), and characters with predisposition to throws and multi-part throws.
So, in my experience, characters that are more friendly to beginners are: Paul, Law, Lili, Hwoarang, Baek, Steve, and Feng Wei. Intermediate characters in my view are: Asuka, Marduk, Julia, Lee, King and True Ogre. Expert characters are: Jin, Devil Jin, Kazuya, Bruce, Anna, Nina, Lars, Bryan, Christie, Eddy, Panda/Kuma, Ling Xiaoyu, and Yoshimitsu. If you want characters even more complex there's: Heihachi, and Ganryu. That's not the entire roster, but only the characters that I've had experience playing and trying to learn at any one point in the series. Doubtless that they may have changed a bit or more by Tekken Tag 2.
Beyond that, there isn't much else I can teach you guys. In Tekken 6, I couldn't get past a single digit win percentage without help from others. Considering what some said here than the online code in Tekken 6 sucked or didn't, maybe it was online and maybe it was me. I've participated in Tekken tournaments as far back as Tekken 3, and made semi-finals by scrubbing with King's low kick string. Can't give you guys any juggle combos, unless you're looking for ones dealing under/around 50 damage.
I'd like to help, but I'm far and away a terrible Tekken player, that's why I was asking for help earlier last week. Given the lack of response, I've forgone purchasing TTT2, and I didn't really have much interest in it. I don't want to stop you guys from purchasing it, as I think its a fine game worth owning if you're a fighting game or Tekken fan. Especially with the huge roster, DLC and customization options. Enjoy the game.