![]() While one could argue that Wall Carry has been good since Season 1, it’s only improved further, and the increase to combo damage and generally small scale of stages hasn’t helped either, allowing characters to go wall to wall with little issue. Jin and Fahkumram are now as effective at Wall Carry as Dragunov, Nina and Leo. However, somewhere along the way, Wall Carries got buffed to a ridiculous point. In Tekken 7, certain characters were better than others at Wall Carrying opponents, which helped distinguish them. Of course, it’s most effective in arenas with walls nearby. Wall Carry is a fighting game mechanic where certain moves or combos can push an opponent back into a wall, which could end in a Wall Splat. It’s a delicate balance where you want to reward skill but also ensure that things don’t get too crazy. You could argue that mastering these combos is one of the major appeals of a fighting game, and titles like Guilty Gear Strive initially attracted flak for streamlining combos. Time will ultimately tell but changes need to happen.Ĭombos are essential to fighting games, but what happens when they get a little too long and deal too much damage? Tekken 7 has combos that seemingly go on forever, taking opponents from 100 to 0 in short order due to their damage output. Perhaps there’s a balance between the ability to evade attacks and having good attacking tracking, where backdash abuse isn’t the only way to win at the highest level. You could interpret this as ideal for newcomers or argue it as being bad for the overall game since throwing strings is more effective than using core movement techniques that have been in the series for decades. Others feel that the tracking on attacks is strong while sidestepping isn’t as good as previous entries. Some like that you don’t need to perform complex button inputs for backdashing. There’s a wide range of opinions on the movement in Tekken 7. With Tekken 8, hopefully, there are some improvements, if not a wholesale revamp. It’s all well and good, but unfortunately, the implementation leaves much to be desired. Throughout all this, producer Katsuhiro Harada revealed that Tekken 7 had rollback netcode. Even the controversial Street Fighter 5 hopped on the bandwagon and added rollback netcode, and Street Fighter 6 is building its netcode from scratch to ensure the best experience. Arc System Works implemented the same for titles like Guilty Gear Strive and older games like BlazBlue Centralfiction, Guilty Gear XX Accent Core Plus R and Persona 4 Arena Ultimax with Dragon Ball FighterZ and Guilty Gear Xrd REV 2 still to come. ![]() Over the past few years, the demand for rollback netcode has steadily grown among fighting game fans. Let’s look at ten things we don’t want to see in Tekken 8 and why. Conversely, there’s a lot that we hope doesn’t make it in. It’s crazy to think that Tekken 7 is over seven years old at this point (coincidence or not), but there’s a lot to hope for in the sequel. ![]() Bandai Namco has finally announced Tekken 8, developed on Unreal Engine 5 and built from the ground up for Xbox Series X/S, PS5, and PC.
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