Monday, January 30, 2017

Core-A Gaming: Why Buffs are better than Nerfs


Great video from Core-A Gaming, and one I very much agree with.

I think the essence of playing a fighting game is to find cool/strong stuff for the character you like, and then try to get away with imposing it on your opponent. Whenever a character gets buffed they're adding more fun things to do, especially if it's actual new moves and such. Conversely, whenever someone gets nerfed it's almost like they're taking away actual content. The adjustment period you will need to take is a poor substitute, because being forced to practice using lesser tools is just not all that enjoyable.

I think the best approach is taken in games that give every character extremely strong tools, but then make sure there are powerful generic defensive options on top of that.

Wednesday, January 25, 2017

Tekken 7 Eliza trailer analysis

So after Eliza was announced as a preorder bonus character for Tekken 7 on monday, yesterday we got her trailer at the EVO games announcement stream.



I'm really excited for her inclusion, so here's some analysis on how her moves changed from TR/are now. Of course this is all speculation from a limited source, so don't sue me when i get something wrong.

Firstly, her moveset looks very different overall. Much like Akuma, Eliza gets a 2D game style jump and a super meter. And most of her returning moves seem to be revamped. In the trailer I see:

00:27 df2,3 1,2,4 s! qcf2
-df2 used to be a safe 15f counterhit launcher, this looks to be a two hit normal hit launcher? Good buff if so, especially if the df2 still works on its own as well. Recovery on the 3 looks long, probably punishable.
-Second part kinda looks like df1,2,4 which would be weird since df1 didn't have followups. Going with 1,2,4 for now. The 4 screws, no big surprise there.
-Her qcf2 fireball is A LOT faster than before. You used to be able to go into moon glide after it and get a combo, but it looks like now you need meter to do it. Probably the price to pay for the fireball being actually usable.

00:32 She gets a stationary fireball too, probably qcf1?
00:34 A new Sleep mode, but on the ground this time? The old Sleep would give you a followup to glide 1,2 and s-l-o-w-l-y regenerate your health.
00:37 f+1+2 is a homing power crush that wallsplats. Looks faster than the old one, which was a very slow homing move that knocked away very far on normal hit, launched on counterhit and was punishable on block. It had some highcrush properties on the later frames.
Followup with b1,2,4 which is her standard wall ender.

00:45 Jump-in 4, 1, cancel into new rising claw special
-Like Akuma, she can get combos off jump-ins.
-1 is cancellable by special moves, like Akuma. Strong buff for her 10 frame punisher, it used to be only a weak 1,2.
-The rising claw looks like a dragon punch, probably f,d,df2? Three hits, no idea if it's invincible or not.

00:48 Jump-in 2, a new knee, cancel into a one hit rising claw, pickup with d3, cancel into a new claw slash special move that screws, glide 2
-She totally crushes a mid with that jump-in.
-New knee looks like uf4 but isn't, it's not as high off the ground. Hope it doesn't replace her generic df4 because that would be missed. It cancels into what's probably f,d,df1.
-Getting a pickup after is pretty sick. With d3 being special cancellable it means her low game, which was incredible poor before, is now probably pretty dangerous.
-The claw slash smells like a qcb1. It screws! Neat!

00:52 It's her 1 throw with a new takedown animation.

00:56 A shallow angle divekick with 3! It knocks down. Maybe only on counterhit? Seems like a strong tool.
00:58 A low out of glide, that's great. Glide 4 probably. It knocks down as well.
00:59 EX divekick from the ground, what?! Looks like an automatic followup kick that screws, then a new hip check move to end the combo.

01:01 uf4,2 cancel into qcf1, cancel into EX glide, new spinkicks out of glide that screw, dash EX fireball
-uf4,2 looks the same. It still bounds. Cancels into specials (or just fireball?) now rather than being a canned followup.
-Suddenly EX glide. f3+4 for the command perhaps? Normal glide is f4. This seems to be how you followup fireball now, only with meter.
-New spinkicks out of glide. Glide 3,4 perhaps? Is a homing move, looks like a high.
-EX fireball is Geese's double reppuuken. Sick.

01:11 ws1 cancel into EX claw slash, wall break, steep angle divekick with 4, new 3,1 string that screws, dash, new knee move cancel into divekick with 3.
-So she has two divekicks, a shallow and a steep one.
-New 3,1 string is good. Standing 3 was useless before.

01:18 It's her old invincible move, b3. Now just a lowcrushing long ranged homing move it looks like.

01:19 Giant reppuuken, dash, another new screw move, divekick, new 222 string
-This looks like her super. It's a lot like her old slow unblockable qcf1+2 fireball in that it launched up like that. Doubt it's unblockable though.
-Another screw move. Okay. I'll take it.
-Divekick comes out of a forward jump here it looks like? So not just a grounded special that backjumps for you, as could be concluded from earlier instances.

01:32 It's her Rage Art. Comes out of a flying knee, looks like she has good range on it.

In all, tons of changes on Eliza. She's basically an entirely new (and probably stronger) character and i can't wait to try her out.