Abedeus said:
Uhh. Too bad he had equally high chance of winning against someone mashing buttons.
Also, who still cares about those world records?
You like to talk about things you know nothing about, don't you?
Sammyroc said:
StriderShinryu said:
ChromeAlchemist said:
Even though Tekken 3 is one of the best of the series, the damage some of the characters deal is a joke. One combo from Bryan Fury and you're dead. X and O from Hworang repeatedly and you're dead.
Absolutely. I love the series, but damage scaling has always been an issue in Tekken since it went the juggle happy route. With Epic length juggles, bounds and walls now being the norm, it's gotten even worse in some respects. Tekken 6 actually isn't too bad in that regard though, thankfully. Unless you really know how to work a combo and the walls it's not going to be that bad (bad yes, but not crazy like it used to be).
I still find it funny that eyebeams do less damage than an uppercut.
Tekken 3 has a lot of balancing issues. BTW, if there's one thing the Tekken professional community agrees, is that every new entry of the game is a major improvement over the others in pretty much every way (from a competitive perpesctive, that is). I know, some fans of the series like some entries better than others, but for high level play, it's amazing how Tekken can become even more balanced, technical and deep for each new entry.
I do agree that, to a certain degree, low level play has button mashing as a VERY valid strategy (possibly more than in any other game) and, on a mid level, the game is all about juggles you can't get away from.
However, you'll notice that high level players don't depend that much on juggles. That's because almost every launcher in the game is unsafe, and people start really learning how to avoid launchers, so the game becomes more about punishing moves, pokers, parries and so on. Of course, here and then, the player can try a risky move (part of the mind game) and end up failing and getting launch in the air, but the juggle/bound system makes it so that maximum juggle damage is proportional to the properties of the launcher. That being said, the most damaging juggles are only possible if you use the slower launchers, which you shouldn't in high or even average level play. There's not such a thing as "the guy will launch you in the beginning of the match and juggle you till you're dead". People can try to reset juggles, but it is totally avoidable if you know how to.
On the thread subject: Daigo is simply amazing. Watching him play is really inspirational. I wish I could be able to predict a player like him. Sometimes it looks like he can see the future, know exactly how you'll play and has everything reharshed to counter you in great, epic style. Props to him and nice record.