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Behold: Beatdown (legally distinct) I've been experimenting with a combo extender for RUSH. The goal would be to explore the potential of an extender to greatly open up juggle utility/routing. Already, I have this system balanced to highly favor shorter combos #TEKKEN #gamedev
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I'm trying simple but aggressive damage and knockback scaling, which means your best damage would come from a brief juggle that spends your Beatdown early on. The high damage route in the clip deals 81dmg (~40% HP). For comparison, Standing 2 into clean-hit 3 deals 70dmg

There still aren't a ton of moves to work with, but from my observations so far, there's already a fair amount of variety in routing and juggle length if you wanna optimize for damage VS wall carry VS oki, which is obviously what we like to see

Part of what I'm exploring is the idea of having your first Beatdown in a juggle inflict a hard knockdown, which you can follow up on for unscaled damage with the right timing. So, your max-est damage may technically be just a couple hits into Beatdown, then a run-up clean-hit 3

But, I'm also toying with restoring oldschool float-able back recovery, which a player could actually use to reduce damage in this case. Bc of a quirk with how this is programmed, an instant back recover won't reset juggle scaling, so it could protect you from damage *and* resets

If I roll w/ this, it means the mindgame is between eating a grounded hit VS being open to pressure if the opp anticipates your back recover. Not too potent for the attacker, interesting decisions for both players. I could be wrong, though, maybe this will be the worst thing ever

We are straying from Gods pass of "back-to-basics"

T8 unironically casts an immeasurable shadow of dogshit over anything of this sort, but hopefully I can prove to peeps that combos can actually be snappy and healthy, when designed by someone who gives a shit

You're good fam. Love seeing what you're doing, keep up the good work <3

My man is making t6 goddamnn go champ

@r4m4nn00dl1zzMR You are doing great work mate. Imagine if the Tekken 8 devs were as passionate as you are for this project. I support you 100%

I kinda like this game without juggles, but this looks cool. I also like the old school feel of juggles before bound was introduced in Tekken 6.

I've been back and forth on this stuff, but I think a bound has too much potential /not/ to try to explore it. At the very least, in the short term, I wanna make sure there's a quality build available w/o and of this new stuff

Snare hit sounds.

Uh huh

Small drum solo's when you preform specific combos... (joke)

Have you considered adapting mechanics from 2D fighters into a Tekken game play style? My favorite combo extender is personally is Rapid Cancel in BlazBlue. Separately BB's meter system in a Tekken game would go insanely hard

I'm open to exploring anything tbh, my goal is to emphasize movement and strategy while staying mechanically faithful to Tekken, but this doesn't preclude me from exploring other fighting games for inspiration. I'll have to look into these things

Excited to see what you cook up

When ur combo system is set give it to some of the combo guys to try and break it. .02

Phenomenal work as always. I'm curious to see how that wall situation will turn out👀Keep up the great work!

Ty ty 🎉I've done my homework, and it looks like I'll mainly be drawing from Tekken 5 for wallsplat stuff, and there will eventually be wallbreaks as a catalyst for strategic positioning. I'm pumped to keep working on this stuff

I'm wondering how much of an opportunity there is for veering away from some tekken mechanics on this, but i'll leave that magic up to you and whoever you're discussing with - seems like there's quite a bit of stage design to be done regarding that. Very exciting stuff!

Curious how you feel about the safe df2 question. Been quite a debate lately and I'm wondering if generic red/blue guy will end up with something similar.

@PhiDXGames Just downloaded this the other day and really enjoying it so far I’m trying to get some friends to download so we can play. I can’t wait to see where this game ends up in the long run.

talking about things far in the future but i hope you'll consider a character with Lee's b2 cancels to have him as a dedicated wall travel monster (also i think most Lee players are kinda upset that bumco basically removed ANY insentive to do b2 cancels in t8)

When are we getting dlc

Why does it always have to be juggles? just wondering, I think this looks pretty promising

In my case, it's because I like juggles. I wasn't plan on this being the only way of getting big reward, though, I think Tekken is sorely lacking moves that just combo into other shit on-hit. I've got ideas

Maybe it could be a system where you either pick oki or more damage with the bound? Like maybe the final hit on a post-bounded opponent always has hella knock back. I’m not sure if thats what I’m seeing or the knockback scaling up by the # of hits. Either way 300x better than t8!

Greetings, Alcatraz ! I just saw your post about Rush, I liked it so much that I'm offering to join the project as a 3D animator. Please consider taking a look at my portfolio on ArtStation. If you want more information, I'm open to any questions !!

@6weetbix EWGF returns 😈😈😈 tsunami lock would be so sick but I figure if you wanted it there you’d have added it

Please dont add juggle extenders in this game like bound 🥲

Could we get the cool spinny animation like Tailspin or Screw pwease 🥺 (idk if that fits, sorry if it doesn't. I just like how it looks)

the way he just launches the opponent without an animation bro got jumpscared by red

Making the extender guarantee a single Attack Is a good trade-off but i'd suggest making moves have directional knockback so that players can send the opponent in different directional (like that Myari Zo move where you can choose left/right).

I don't actually like the Miary Zo thing, it's undercooked IMO and reduces the value of strategic positioning. My focus is on strategy, so my rationale in this case is that getting a favorable angle for your juggle should be a reward for proper footwork leading up to your launch

Yeah, now that you Say It i can see your point. Regarding good movement Is Better than a purpose-made tool. I Agree. With that being said, perhaps making side-step moves more available to the eventual roster could be a good compromise?

C'est ce qu'on veut sur tekken 8 mais non namco ont décidé de donner encore plus de transitions de stances a tout le monde !!!

Amazing, say are you planning to have a double tap combo. idk what people actually called it. Its like hei's ws1 knockdown, then with a free follow up.

BRO YOUD NEVER BE ABLE TO COMBO ME IN RUSH PATCH 1.0!!!!!
