hehe, it was nice watching that again. Thanksgoku the krump dancer wrote: However like I said both games seem to have equal level of depth if you ask me..Underlortico's Ifinite World show https://www.youtube.com/watch?v=4cKJJH4 ... 6XS48dUgjg looks just like ZeroAnnihilated's Tenkaichi extravaganza https://www.youtube.com/watch?v=E9IcUVg ... Qi813ep8pg … just a bunch of different characters pretty much doing the same thing.
Fair enough.SingleFringe&Sparks wrote:
No people will use the same arguments if they still remain unaddressed since the moment they were brought to comparison.
Can't have useless characters if they are all the same.SingleFringe&Sparks wrote: People who hate Tenkaichi hate it because to them,they'll say all the characters fight the same to them, or that all characters are generic and have no unique qualities to them, or all the characters under a certain transformation tier are useless, etc.
I have no opinions regarding games taking place after Tenkaichi 3. Well, except Xenoverse... I do hold interest in it, though I don't think I'll play for serious competition anymore. Getting too old.SingleFringe&Sparks wrote: These complaints havent changed and somewhat remained carried over since through Spike's games. Sure characters dont play identically to the frame, but the engine is just so bare bones that all the rehashed games themselves feel the same because nothing at all has improved since BT3 if not have gotten worse, that even some BT3 fans say. Arguments against it wont change if it doesnt change. Though my opinion of BT3 and RB arent the same.
I think you misunderstood me. When I speak of leaps and bounds, I am solely considering the evolution of combat understanding within Tenkaichi 2 game-play. Yes, of course there was a huge improvement from BT1 to BT2, but this is still largely based on face value, exemplified with the fan's desire for top level story modes and soundtracks. I don't care about the story mode and I turned the music option of T2 off years ago (not because I don't like it, but I use different music in my videos). The values I see in Tenkaichi 2 are deeper and mechanically/technically based AND reach far deeper than people ever realized. I still discover new techniques from time to time, based on mechanics beyond the consideration of traditional gamers BECAUSE of the evolved battle construct. I have personally formed theories to help people better understand the realm they are dealing with when regarding Tenkaichi 2 vs traditional fighters, theories that have helped me find new techniques as well.SingleFringe&Sparks wrote: Leaps and bounds where exactly? This is 2014. The progression between BT1 and BT2 was greatly noteworthy on Spike's part but thats where it ends and both games are irrelevant, not since have they been able to do that, if not pathetically trying to recapture BT3's gameplay piece by piece on what they took out on RB. I dont care, I dont have the rest of my youth to wait for Spike's babysteps to finally turn into solid walking forward. Dimps learned to walk as soon as they stopped crawlling. B1 - to IW is an improvement, which has been on the same important areas needed. (IW was just slapped together but even still its still better than B3). Spike doesnt improve anything besides the character models, some attack animations and the camera angles to victory poses. None of which are that important to be a priority. Their gameplay is always going to be the exact same basic format. Dimps at least tweaks things to smooth out the experiences.
In fact... @Goku_the_Krump_Dancer & BlazingFiddlesticks... if you recognize Tenkaichi 2 mechanics, check this one out, lol.
https://www.youtube.com/watch?v=5_sYwI-hjSU
I uploaded this gem back in April but never put it on public. I was explaining it to a good friend (and fellow top T2 player) and eventually uploaded the example. If/when I get around to remaking the tutorials, I'll be sure to include this one.
Any measure of improvement beyond the recognized Tenkaichi series is beyond my acknowledgement. They can put "Tenkaichi" in the title if they want, but everyone knows that the Tenkaichi trilogy was one of a kind. You can preach that the creators are catering to Tenkaichi fans, and again, I can't speak for all Tenkaichi fans... but I know what I would want in a new Tenkaichi game, and as I said before, I don't feel that I've been listened to. As I said before, it really seems that the Budokai community is just looking to blame the Tenkaichi community for getting in the way of further Budokai experiences. To be fully honest, I read arguments like these and... and I... well, this should show you how I feel about it: https://www.youtube.com/watch?v=ucrjFirXW_s
Yeah, I went there. Big fan here.
Yawn. At this point, I don't know if you are getting off topic or not. What exactly are you looking to compare? Game-play quality/depth or how pretty the characters are?SingleFringe&Sparks wrote: Their animations are still robotic if not bobbly in RB, and character mouths still look unnatural. Details like that shouldnt have to be demanded. Dimps games actually give models some life, their facial expressions even change emotions that resemble the anime at times. Never does Spike do that, and they bragged so much about the emotion feature in RB2 and I didnt see a thing they were boasting about.
What if I told you that in Tenkaichi 2 you can take the combo in any direction you wanted to at any given time? Yes, you are aware of the 5-hit scripted strings, but what if I took the script and tore it up? What if I said that pursuits can be manipulated for position manipulation rather than continued offensive means? The value of a Rush Attack holds strict relation to the situation at hand, but knowing how dangerous they can be in the right hands... I don't feel that any defense is required. Rush attacks are awesome. =)SingleFringe&Sparks wrote: Why the hell would they advertise Day and Night as a feature? It doesnt add anything the gameplay, it should just be there (though I dont care for it at all). As for gameplay, there isnt enough options to do anything outside pursuits, rushes, and 5-hit scripted strings. BT3 at least offered more than that minimum.
As I said, to fully explain the depth of Tenkaichi 2's battle construct, I'll need a lot more time and room. But be patient, I worked on it a bit tonight as well. On page 24 and I've yet to get past the basics.
I won't state who is responsible for starting arguments between Tenkaichi and Budokai players because I've definitely seen it from both sides. However, from what I have seen, arguments typically surround the question of whether Tenkaichi holds depth compared to Budokai. There's more attacks toward Tenkaichi than the other way around. However, this is merely what I took from what I've read. If you disagree... to each his own. That's not what I'm here for.SingleFringe&Sparks wrote: Tenkaichi fans do this as well, if not more often. They hate budokai because Of A. Or B. Budokai fans hate Tenkaichi because of A. B. C....etc. They tend to give abstract or arbitrary excuses rather than comparative reasoning.
This sounds to me like you've had some bad experiences with cowards and spammers before you were able to accel. Trust me, had I not discovered the hidden layer of depth within Tenkaichi 2, I would have left it behind with all of the other fighting games I've experienced. As far as BT's engine improving... I have no idea. I never thought of ways it could improve. I've simply been exploring the engine and finding aspects of the game that most people never did. As "free" as Tenkaichi can feel, when you make your first major discovery... it's like realizing that you've been living in a box and the lid just popped off. Maybe now you can understand my frustration when reading other Tenkaichi players argue when they are still stuck in their box. It is at least expected from Budokai players simply because ignorance is a part of their position. As far as how one approaches the fight itself... I also have a different outlook, which can be seen in any of my matches. Some people feel the need to fight full force, present the offense in a way that the opponent can't possibly defend. Though I may be off the mark, this would reflect your race to 0. This does not explain the depth of the game, it explains the depth of the fighter. I can completely accept the possibility that Tenkaichi just simply isn't for you. That doesn't mean you aren't a great console fighter, but it definitely doesn't mean Tenkaichi is lacking. I can't play the piano, but I don't think it's a stupid instrument that doesn't require skill. Also... for the most part, any combo/attack/etc can be stopped in Tenkaichi 2 if the player knows what they are doing. And to this degree, I'll answer your next post.SingleFringe&Sparks wrote: They aren't bad games, they're still better than RB to everyone, however BT bores me because of its gameplay. I find it too chaotic some times where too much emphasis is put on heavy smashes, long-range attacking, and a lot of pursuits. I'm no expert on either games, but maybe its just that I dont like all the space given in the 3D games because you always have to chase after people and a lot of cheap deaths occur on usual. As for potential for the games, I dont know. I dont see how BT's engine could really improve, its not impossible to work with, its just not as easy to spot the consistency of what works and what doesnt work in battles because it can be too unpredictable in a sense there is no focus in battles beyond keeping the enemy at a distance away from you by any means necessary, where as in BL and IW you have to wear your opponent down more akin to an actual fight which both sides have the chance to stop each other at anny time in a match. With BT3 the gap usually becomes noticable quickly between characters fighting depending on who lands more consecutive hits. BT always felt like a race to 0 for me rather than a fight where you have to read your opponent's frames.
So... you really believe that if a button masher or spammer were to face a Tenkaichi player that knows what they are doing, the button masher/spammer will still pull off his speculated attack of intention? I think you are severely underestimating how many options are available to the knowledgeable Tenkaichi player. Also, though it doesn't take much to keep a combo going in Tenkaichi 2, any button masher is not going to be able to keep up a decent combo, even when regarding the button commands you mentioned above. If we consider both scenarios for each game, if two noobs are battling, then the same outcome would be reached. Say a Budokai 3 player knocks his opponent away, he can dash forward and do it again or even incorporate the Blast extension. In Tenkaichi 2, if the player chose to pursue his opponent or follow up with anything else, he'd likely land it. The main point here is that spam/button mashing behavior can be found in either game and is dealt with in the same level of ease when regarding the knowledgeable player.SingleFringe&Sparks wrote: Not really, from how I see it in B3, by pressing []x5 would end the combo and you knock the opponent away, and lose your space between the short distance you have to continue the combo. Most combos cant be continued directly after you knock your opponent too far away; which is why it encourages close-quarter interaction. Most B3 players rarely ever use a Kamehameha because they dont need to. In BT the same thing happens somewhat at the end of a plain 5-hit, but its combo system is made for following up on that with the step-in button and lauchers, you can also just dash behind them and if the counter is still counting your combo continues. It lets you play "catch-up" if youre faster than the stunned opponent recovery or the counter's timer depending on which comes first.
I have not yet begun. But the idea that Tenkaichi 2's gameplay depth is harder to quantify based on face value definitely holds merit.BlazingFiddlesticks wrote: Zero rightly points out that what makes Tenkaichi's gameplay depth harder to quantify is that its a discussion of whether more gameplay options- mostly stemming from 3D movement- necessarily contribute to a competitive game
Your first point here does perk up the ears. I've often said things similar, but to a degree of acknowledging that I know nothing beyond my own experiences. In other words, the question is not CAN Spike games possess depth, but how it can be exemplified. Love the way you word it. My point has been that in many games, not just Spike, a depth may exist that no one is aware of. How to exemplify such depth is the main question. The argument I am often presented with is not of the same open-mindedness, but through the assured knowledge that the game does not have depth because people don't want to acknowledge it.BlazingFiddlesticks wrote: I'm going to take a stab at what I think to be the heart of the question- not can Spike games (Tenkaichi/Raging Blast) be deep, but how- how would skill at those games be exemplified. The way you play T2, Zero, it seems the answer is in the art of not getting hit. Offensive gestures in the Tenkaichi games basically come down to melee strings followed by a finisher, step-in heavy finishes, throws, and Blast 2s; there might be variety within those things, particularly Blast 2s, or the odd advance technique like the Ground-and-Pound prolonging a base combo, but a successful close-range offense only has a handful of ways of being executed. But then defense comes in, and you have jumps, ascents, teleports, dragon dashing, ki-powered guarding, paralysis, explosive waves, automatic after-images (Wild Sense and the like), not to mention melee priority. Your "Daigo Moment #37's" in Tenkaichi are not going to come from offense, they're going to come from a player perfectly dodging Super Explosive Wave all eight times and then slamming the immobile use with a Super Kamehameha to win the game
As far as my game-play... it isn't necessarily the art of not getting hit, though that is a factor. It is the art of expression to the extent of my ability. The depth of combos in Tenkaichi 2 go beyond what you'd normally see in most of my videos. I rarely present extensive combos in my performances because I am not consumed with the sole purpose of Tenkaichi 2 offense. Sure, I like to show off the offense from time to time, but it's not a major factor when my performances are concerned. This also brings a lot of confusion to YouTube viewers that have yet to be educated in Tenkaichi 2's depth. When I perform, I want to express my ability in all parts of the game. I don't want people to just see my offense, I want people to see my defense, my movement, my strategy, my ability to keep the performance fun, exciting and finish with a "big bang", so to speak. Many great Budokai players are known for their combo abilities, which I won't deny. I am subscribed for a reason. However, when regarding games like Budokai 3, Street Fighter, Tekken, MK, SC, the list goes on... a lot of emphasis is put on the offense. This player is able to perform a combo of # hits. This player is able to perform a combo with cancels. This player is able to mix combos together, etc. I hold a lot of respect to players like this because it is impressive. However, they are only presenting one part of game-play. I just got finished explaining this in my "Tenkaichi 2 Depth" piece that I'm currently working on. Most people (and I'm talking about 99%) will talk about the offensive aspect of Budokai when regarding depth, especially when referencing Tenkaichi as the game to counter. THIS IS ALSO WHAT I WAS TALKING ABOUT WHEN REGARDING THE TRADITIONAL MINDSET. If you were to ask the average, hell, even up to the great players of any fighting game "What are the most important aspects of any fighting game", they will tell you that there are two major factors of combat: "Offense" and "Defense". Though I've done it before in one of my videos, I'll quote the great Sun Tsu one more time. "Invincibility lies in defense, the possibility of victory in the attack."
Through this, one can begin to understand how my performances work. I do not just want to show my offense, I want to show my defense. I want the viewers to know that I could crush my opponent at any given time, yet I will still grant him the opportunity to show me what he's got. Not only will I be prepared for his attack, but I will counter it with techniques beyond the normal level of comprehension, using techniques hidden within the true depth of Tenkaichi 2. Your reference of Daigo's counter to Chun Li's Super Combo is a perfect one. Strange that such a feat was considered god-like in the traditional community, yet I (as well as a couple other top T2 players) have proven to do the same time and time again. I fully comprehend the timing and pressure of Daigo's feat, I've done the equivalent with a blindfold. The number of options available for defense in Tenkaichi 2 is stunning as it is, from face value to adept skill levels. However, the elite techniques relating to defense are beyond the skill requirement of any defensive techniques found in any fighting game today. Are they required? Not always... but Tenkaichi 2 presents the opportunity for its players to challenge themselves once the difficulty setting tops out.
So let's look at the argument from this angle, and we'll keep it simple. When considering the depth of a fighting game in relation to the important factors of combat, people acknowledge offense and defense as the two factors of consideration. Since most people haven't been able to acknowledge the depth of Tenkaichi 2's offensive system yet due to its hidden depth, we can leave "offense" in the air for now. However, when regarding the defensive aspect of Tenkaichi 2 to pretty much any other fighting game, Tenkaichi 2 wins, hands down. There's not even an argument to be presented here, though I'll be happy to hear one. Even if Budokai 3 were to prove to hold more depth than Tenkaichi 2 in the offensive area (which there's too much of an argument on both sides to truly hold support), that's still only 50% of depth consideration regarding what people see a the factors of battle.
Now, lets pump this up a notch, and this may simply stem from my new understanding of combat based on the evolved battle construct of Tenkaichi 2. People consider Offense and Defense to be the major factors of combat. Though I don't see anything wrong with this, it is missing the third piece of the Triforce. The third factor, which may actually be the most important factor of combat... is "movement". Oh, I'm sure a lot of viewers hated that pipe bomb. Without proper movement, an attack may never find its target and without proper maneuvering abilities, an attempt to evade an oncoming attack may leave a player to fall the victim. Unfortunately, traditional fighters can't stand against this argument simply due to the mechanical limitations of the traditional console fighter construct. Without even getting into any of the advanced aspects of Tenkaichi 2's maneuvering system, traditional fighters still can't hold their own against the free movement of a Tenkaichi game.
For any further explanations regarding what I've touched down on today, I will continue my work on the Tenkaichi 2 Depth article and will try to keep you guys posted. BUT for now, I think I've said enough. I have no idea how this all is going to fit in Kanzenshuu's forum space.




