That's a similarly awesome vs terrible duo to Street Fighter vs Mortal Kombat, which I'm guessing was your point.
Anyway, I'm surprised Capcom would team up with Namco again after what happened with Namco X Capcom (Capcom wanted a worldwide release, Namco refused) but this is pretty interesting. Not sure if I'll buy either since I'm not much of a SF fan and I skipped Tekken 6 because it wasn't that great. They've my interest though.
Still, in my dreams Itagaki finally gets that Sega job he's always wanted and the first thing he does is make VF3tb vs DOA2. I would buy that game sight unseen, with or without net play, on any system, and play it for the rest of time.
One of the things that bugs me about this crossover is that characters will be present in both games. How many of you guys would mind if both games divided their huge rosters to the point they don't use the same characters?
I would love to see the roster split down like this.
Street Fighter x Tekken
Ryu Kazuya Mishima
Sagat Marshall Law
T. Hawk Yoshimitsu
Guile Lei Wulong
Bison Armor King
Chun Li Jin Kazama
Rolento Ogre
Rainbow Mika Eddy Gordo
Sodom Julia Chang
Rose Bryan Fury
Yun/Yang Ganryu
Hugo Wang Jinrei
Alex Roger/Alex
Ibuki Mokujin
Remy Baek Doo San
Sean Asuka Kazama
Q Lili Rochefort
Necro Miguel Caballero Rojo
Abel Jinpachi Mishima
Gouken Lars Alexandersson
Geki Nina Williams
Hagar Jack-6
Juni/Juli Combot
Tekken x Street Fighter
Ken Paul Pheonix
Vega Heihachi Mishima
Akuma King
Zangief Michelle Chang
Cammy Lee Chaolan
Blanka Prototype Jack
EHonda Kuma/Panda
Dhalsim Ling Xiaoyu
Sakura Bruce Irving
Karin Anna Williams
Birdie Steve Fox
Charlie Craig Marduk
Adon Fang Wei
Dudley Bob
Makoto Raven
Elena Sergei Dragunov
Oro Devil Jin/Angel
Twelve Leo Kliesen
Crimson Viper Christie Monteiro
Juri Kunimitsu
Seth Zafina
Rufus Alisa Boskonovitch
Hakan Jun Kazama/Devil Jun
One of the things that bugs me about this crossover is that characters will be present in both games. How many of you guys would mind if both games divided their huge rosters to the point they don't use the same characters?
I would love to see the roster split down like this.
No, that is the worst idea. Even if a character is in both games, they're going to play pretty differently simply because their games have different mechanics. Split the roster and you're splitting your userbase.
One of the things that bugs me about this crossover is that characters will be present in both games. How many of you guys would mind if both games divided their huge rosters to the point they don't use the same characters?
I would love to see the roster split down like this.
No, that is the worst idea. Even if a character is in both games, they're going to play pretty differently simply because their games have different mechanics. Split the roster and you're splitting your userbase.
Also, who the hell is Devil Jun?
Jun kazama is revealed to be actually alive, only that she's resurrected as a devil.
No, that is the worst idea. Even if a character is in both games, they're going to play pretty differently simply because their games have different mechanics. Split the roster and you're splitting your userbase.
Also, who the hell is Devil Jun?
Devil Jun is a fan designation for the boss in Tekken Tag that has no name. She shares a lot of Jun's movelist hence the designation.
Sure characters will play differently because of the formats but why put something like the shoto roster in both games? How many variations on hadukens and dragon punches do you want to see? Or how about the slim variation between grapplers?
This method helps to make the products a lot more different then they would if they shared characters. In spite of your excessive vitriol thanks for your input looking forward to more.
Meh to many SF3 characters on both rosters. They should follow the formula they did with SFIV it works and it pleases most fans.
I was pretty disappointed not to see Sean or Hugo in SFIV. I'm not as big of fan of SF as I am of Tekken but I don't think the roster was too unpopular. People just didn't like the way the game itself played unlike turbo or alpha.
Meh to many SF3 characters on both rosters. They should follow the formula they did with SFIV it works and it pleases most fans.
I was pretty disappointed not to see Sean or Hugo in SFIV. I'm not as big of fan of SF as I am of Tekken but I don't think the roster was too unpopular. People just didn't like the way the game itself played unlike turbo or alpha.
Sean was an inferior Dan who was way more awesome than Sean ever was. Hugo is just a Zangief wannabe.
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
edited July 2010
I figure King would have an easy time getting ported. He's Zangief with Abel-level mobility.
They said that the game would be based on SF4, so did anyone notice any Focus Attacks come out?
SF X Tekken looks pretty awesome, I'm interested to see what SF characters look and play like in the T6 engine for Tekken X SF.
I also wonder if the characters will have different control schemes to match the game they're in. Like, if Tekken characters will have SF-like motions in SF X Tekken and vice versa. I guess they'll have to.
Not necessarily. Tekken already has its fair share of fireball and dragonpunch motions, so there's no reason to change the moves for Street Fighter characters. Capcom could keep Tekken moves the same, since they're mostly direction+button, but it would make as much sense to give each character their signature moves as Street Fighter inputs and some others as command normals.
What will be interesting to see is how much of Tekken Capcom borrows. Wallsplats? Tech traps? Bounds? Giving a bunch of characters reversals? Multipart throws? Free alternate costumes? Well, Tekken took all that stuff from Virtua Fighter anyway, so if they want distinct Tekken-ness it'd have to be power-up and unblockables.
If Namco is just making a Tekken 6 extension, there wouldn't be much stopping them from porting the entire character customization system along with everything else. How will Capcom look selling new costumes next to that.
I'll admit, watching Kazuya perform the Mishima kicks (forgot what it was called) against Ryu got me all giddy.
That, and the return of Rival Schools-type team attacks. Can't wait to see some of the crazy crossovers they'll come up with.
And I'm hoping for an epic Zangief/Kuma rivalry story. The former wants to fight the legendary bear, and the latter wants to avenge all his dead brethren.
Maybe Crouch Dash and forward/quick recovery would be a common mechanic.
Tekken doesn't have a universal crouch dash, that's Virtua Fighter.
But quick recovery techs would basically mean some form of tech trap. Probably not a complete reset trap, maybe something more like the recovery rolls in the old Versus games.
I would titter madly if Capcom puts Tekken's throw breaks into the game. Tekken's got the most useless throws of any 3d fighter, but it would be ridiculous for Street Fighter.
Probably because you can whiff it? I don't play competitive either, but I enjoyed landing throws on my friends. ...Who I admit weren't exactly tournament tier players...
Blazblue throws are throws which takes 7 frames to start up, has an incredibly lenient throw tech window, and gives you a big !! if you happened to get grab.
Because Tekken is the only 3d fighter that has a tell built into the pre-throw animation, taking all guessing out of the equation as long as you can react in time. In high level play it's rare for most to even bother with throws, where in other 3d fighters throws are standard mixup and punishment tools.
Also, throws are high in 3d fighters, so you can crouch under them. But that's not very important.
There is a very, very, very small window for late breaks in Soulcalibur that would theoretically allow a player to know which throw to escape, but it's too fast and too risky for anyone to bother with.
Blazblue throws are throws which takes 7 frames to start up, has an incredibly lenient throw tech window, and gives you a big !! if you happened to get grab.
So, basically.
Shit.
Wow. That's crappy.
Because Tekken is the only 3d fighter that has a tell built into the pre-throw animation, taking all guessing out of the equation as long as you can react in time.
You mean the hand glowing thing? But you had to choose if it's left or right, right?
Not that blazblue throws are completely useless, seeing that it's good as a surprise once in awhile, and they often actually lead to pretty good damage unlike most games.
Wouldn't all be the same if viewing from the side? A hand glowing is a hand glowing. Especially when the animation is the character leaning out for a big ol' bear hug.
Basically, you have a left throw and a right throw.
If they reach with their left arm out front then you break left, if they reach with the right then you break right. If they reach with both then you break both. As long as you can see which arm is on top then you always know which throw to break. In other 3d fighters the reaching animation is the same, with only a few exceptions, and catch throws, so you have to guess which throw to break based on damage and positioning, which creates mindgames. In Tekken you just react.
So will the Tekken cast recieve all new moves for these games? Because otherwise, I can't see them standing up to the Street Fighter crew and their fireballs and over-the-top attacks.
So will the Tekken cast recieve all new moves for these games? Because otherwise, I can't see them standing up to the Street Fighter crew and their fireballs and over-the-top attacks.
You see I never got this mindset.
It's not like all of the top/high tier in SSF4 are composed of projectile characters eg balrog, rufus, abel, dictator, etc etc.
Plus we've already seen kazuya wave dash under a hadouken.
Do people really think they won't design them to fit into the system?
Tekken Tag would be interesting, since it used a pretty unique tag system, and often had multiple rounds to a match. But losing as soon as one character is KOd may not go over with a Capcom crowd that's used to having 2 or 3 characters to fall back on.
The style of tagging shown in the gameplay reveal was more of the Rival Schools or early 2000s era King of Fighters variety, with the second character only showing up as an assist or during supers, with maybe the option to switch primary characters between rounds.
I really only mentioned Tekken Tag because it's the only fighting game with tagging I've played. I was really only thinking of the ability to tag at any time and not the other more specific things.
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And his name is Ken.
I remember being so disappointed renting that game way back when. So disappointed.
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I don't care much for Tekken's gameplay, but I love the characters. I didn't think the idea would work until I saw the gameplay clip.
Edit - Also Rufus x Bob
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That's a similarly awesome vs terrible duo to Street Fighter vs Mortal Kombat, which I'm guessing was your point.
Anyway, I'm surprised Capcom would team up with Namco again after what happened with Namco X Capcom (Capcom wanted a worldwide release, Namco refused) but this is pretty interesting. Not sure if I'll buy either since I'm not much of a SF fan and I skipped Tekken 6 because it wasn't that great. They've my interest though.
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I would love to see the roster split down like this.
Street Fighter x Tekken
Tekken x Street Fighter
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No, that is the worst idea. Even if a character is in both games, they're going to play pretty differently simply because their games have different mechanics. Split the roster and you're splitting your userbase.
Also, who the hell is Devil Jun?
epic
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Jun kazama is revealed to be actually alive, only that she's resurrected as a devil.
What tweeeeest.
Devil Jun is a fan designation for the boss in Tekken Tag that has no name. She shares a lot of Jun's movelist hence the designation.
Sure characters will play differently because of the formats but why put something like the shoto roster in both games? How many variations on hadukens and dragon punches do you want to see? Or how about the slim variation between grapplers?
This method helps to make the products a lot more different then they would if they shared characters. In spite of your excessive vitriol thanks for your input looking forward to more.
I was pretty disappointed not to see Sean or Hugo in SFIV. I'm not as big of fan of SF as I am of Tekken but I don't think the roster was too unpopular. People just didn't like the way the game itself played unlike turbo or alpha.
Doctor B would be kind of neat, though.
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Sean was an inferior Dan who was way more awesome than Sean ever was. Hugo is just a Zangief wannabe.
They said that the game would be based on SF4, so did anyone notice any Focus Attacks come out?
SF X Tekken looks pretty awesome, I'm interested to see what SF characters look and play like in the T6 engine for Tekken X SF.
I also wonder if the characters will have different control schemes to match the game they're in. Like, if Tekken characters will have SF-like motions in SF X Tekken and vice versa. I guess they'll have to.
What will be interesting to see is how much of Tekken Capcom borrows. Wallsplats? Tech traps? Bounds? Giving a bunch of characters reversals? Multipart throws? Free alternate costumes? Well, Tekken took all that stuff from Virtua Fighter anyway, so if they want distinct Tekken-ness it'd have to be power-up and unblockables.
If Namco is just making a Tekken 6 extension, there wouldn't be much stopping them from porting the entire character customization system along with everything else. How will Capcom look selling new costumes next to that.
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That, and the return of Rival Schools-type team attacks. Can't wait to see some of the crazy crossovers they'll come up with.
And I'm hoping for an epic Zangief/Kuma rivalry story. The former wants to fight the legendary bear, and the latter wants to avenge all his dead brethren.
Shit will be epic.
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Tekken doesn't have a universal crouch dash, that's Virtua Fighter.
But quick recovery techs would basically mean some form of tech trap. Probably not a complete reset trap, maybe something more like the recovery rolls in the old Versus games.
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..
Wait wait wait
I hope this means Easy mode shortcuts are out
If so, fuck yeah
They're really strict too.
I keep messing up dragunov's QCF moves.
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Also, what's with Blazblue's throws?
So, basically.
Shit.
Also, throws are high in 3d fighters, so you can crouch under them. But that's not very important.
There is a very, very, very small window for late breaks in Soulcalibur that would theoretically allow a player to know which throw to escape, but it's too fast and too risky for anyone to bother with.
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Wow. That's crappy.
You mean the hand glowing thing? But you had to choose if it's left or right, right?
But yeah.
Could be better. Should be better.
Basically, you have a left throw and a right throw.
If they reach with their left arm out front then you break left, if they reach with the right then you break right. If they reach with both then you break both. As long as you can see which arm is on top then you always know which throw to break. In other 3d fighters the reaching animation is the same, with only a few exceptions, and catch throws, so you have to guess which throw to break based on damage and positioning, which creates mindgames. In Tekken you just react.
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You see I never got this mindset.
It's not like all of the top/high tier in SSF4 are composed of projectile characters eg balrog, rufus, abel, dictator, etc etc.
Plus we've already seen kazuya wave dash under a hadouken.
Do people really think they won't design them to fit into the system?
The style of tagging shown in the gameplay reveal was more of the Rival Schools or early 2000s era King of Fighters variety, with the second character only showing up as an assist or during supers, with maybe the option to switch primary characters between rounds.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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