Didn't they playtest the game before release? They could have scaled the damage down significantly and this couls have been the best tag game of all time
Indeed, a simple patch could have fixed that day one. There were like 3 or 4 versions before the console release. The first arcade one which was the most broken Tag 2 version ever. It featured several broken combos, one of them allowed doing Hwoarang unblockable mid-air after the tag. Then another version, it had infinite loops if you pick Lars, and a character with long wall combo carriers. Then Ultimate, and then the version we know. The problem in older Tekkens could be summarized as follows: they weren't used to bringing pro and very good players to test the game. It's either they didn't want to spend more money on that, or just in-house developers' ego for wanting to tweak their game themselves without any feedback whatsoever. Thus, broken combos and a lot of unbalanced stuff. Things have changed recently since they've taken the game seriously especially that they want to keep it as an E-sport franchise.
Many of these aren't actual combos (breakable) as well as the damage being incorrect with multiple counter hits. Doing supercharge to get CH will yield correct damage in the juggle.
The counter hit setting was set to ON and not multiple counter hits. It's the same as supercharging to get a CH. Time saving and it does the same thing. For breakable combos, yeah some of them are, like, Bryan's ss 1,2, you can break from crippled state by forward then back. These combos were never meant for real matches. They're exhibition and for fun even if all of them aren't real combos. That's the whole idea, at least that's what I believe. Thanks for passing by.
Armor King: *(ROAR)*
Dragunov: *...*
(Enemy dies)
Didn't they playtest the game before release? They could have scaled the damage down significantly and this couls have been the best tag game of all time
Indeed, a simple patch could have fixed that day one. There were like 3 or 4 versions before the console release. The first arcade one which was the most broken Tag 2 version ever. It featured several broken combos, one of them allowed doing Hwoarang unblockable mid-air after the tag. Then another version, it had infinite loops if you pick Lars, and a character with long wall combo carriers. Then Ultimate, and then the version we know. The problem in older Tekkens could be summarized as follows: they weren't used to bringing pro and very good players to test the game. It's either they didn't want to spend more money on that, or just in-house developers' ego for wanting to tweak their game themselves without any feedback whatsoever. Thus, broken combos and a lot of unbalanced stuff. Things have changed recently since they've taken the game seriously especially that they want to keep it as an E-sport franchise.
Nice. This makes me miss the the game and not miss it at the same time. If you know what I mean xD
Nice 🔥🔥
Many of these aren't actual combos (breakable) as well as the damage being incorrect with multiple counter hits. Doing supercharge to get CH will yield correct damage in the juggle.
The counter hit setting was set to ON and not multiple counter hits. It's the same as supercharging to get a CH. Time saving and it does the same thing. For breakable combos, yeah some of them are, like, Bryan's ss 1,2, you can break from crippled state by forward then back. These combos were never meant for real matches. They're exhibition and for fun even if all of them aren't real combos. That's the whole idea, at least that's what I believe. Thanks for passing by.
This game is the worst
Course of high damage
Enemy get a winning chance rarely 😢