Ask Zig: Tekken!

This thread is for one thing only: ask me anything about Tekken. And yes, I do mean anything. Gameplay, lore, what font they use in the title, doesn’t matter. Use your imagination, 'cause I want this thread to stay alive and strat talk alone won’t suffice.



Why did you start using Marduk? Muscles? Chest hair?

What do you hate about Tekken?

Why do they have stages with and without walls? I suck at tekken, but it seems like some characters benefit a little too much from them.

Who would win, a Panda Master or a Marduk Master?

What is up with the homo-erotic Cat/Kitty pictures I’ve been seeing you post on your Facebook?

Is this Tekken related?

Thank you oh great Zigglypuff :pray:


-My first competitive fighting game was Soul Calibur 2. While I played a lot of characters at first, I eventually settled on Astaroth 'cause he was easy and throwing people was fun. During this time I also randomly learned Tekken 4 for reasons I can’t fully recall, and Ric (SLA for those of you who remember) suggested Marduk 'cause he was like Astaroth. Granted, he sucked in T4, but it doesn’t really matter. When T5 came out and I actually cared about Tekken, I stuck with him.

I kinda like grapple characters and throws in general, but have never cared much for King. His throws are awesome, but he doesn’t have the “Pop you in the mouth” factor that Astaroth had. He was always more throws/pokes, not throws/power moves. Sadly, Marduk has never had what SC2 Asta offered, but he’s still the closest in character design. He also has Tackle, and Tackle was pretty dumb in DR.

It’s also probably a subconscious effort to make up for self-confidence issues, although I’m certainly not lacking in chest hair.

-The inconsistency. This is a problem in Soul Calibur as well (less so, but a problem nonetheless). One of the great things about Virtua Fighter is that its system is so structured and refined. In any given situation, you know exactly what options you have and, best of all, you know they’ll work. If something doesn’t work, it’s because you either guessed wrong or didn’t execute. For example, if you sidestep a move at the correct time, your step will always succeed. While different moves require different timing, the speed classes are separated enough to give you a practical level of control.

Namco fighting games are far more chaotic in nature because everything is based on hit boxes. They’ve tried to add more structure in recent years. Soul Calibur has always had the vertical/horizontal distinction, albeit with varying degrees of success. T6 added dedicated tracking moves (the ones with a white streak) that you cannot avoid unless you’re already behind the opponent, and T5DR made long-range throws track. But they’ve never achieved anywhere near the same level of refinement as VF, nor have they ever really tried for what I imagine are practical reasons: too many moves, not enough time. Instead they just throw in new moves, make some balance tweaks, and hope for the best.

Whether or not it works depends on the character. As a (now-ex) Marduk player, I usually wind up on the wrong end of what we like to call “Tekken Justice” due to Craig’s large size and crappy hit boxes. When it comes to evasion, big characters still get screwed in T6 despite Namco’s efforts. And so long as there are no universal rules for sidestepping, they’ll continue to get screwed. As for hit boxes, most of Craig’s moves are slow, linear, and have bad range and/or vertical coverage. Against characters with really good and fast crush moves or evasive stances, this is a major problem.

The end result is a sense of randomness that encourages turtling and conservative play styles. It’s not that Tekken is truly random. There are just too many factors beyond the player’s control. While Tekken’s always been like this to an extent, it’s compounded in T6 by the new combo system. Thanks to bound and walls, more characters can do their big damage combo off of more launchers.

An example is trying to rush down Lili. She has a lot of crush moves, but the two that stand out the most are d+3+4 (her hand-stand super launcher) and db+4 (low sweep). These moves can crush just about everything, including mid pokes and crouching jabs. Yet in the same situations where I’ve been crushed, I’ve managed to throw or poke her out of them. Again, it’s not that it’s random, there are just too many variables for me to control. Some people will call you a scrub for complaining about these moves since they’re slow and horribly punishable on block, but that only applies when you’re turtling. If you’re a character like Marduk, who has NO reliable way to pressure Lili without getting crushed, the winning strategy becomes “don’t ever hit buttons.” Sorry, but that’s a failure on Namco’s part.

-You can thank Tekken 4 for the inclusion of stages with no walls. As you may recall, infinite stages were the norm from Tekken 1 through Tekken Tag, and Tekken 4 was the first in the series to include full 3d environments. It didn’t just add walls; there were pillars, parked cars, even ramps and uneven terrain. Unfortunately, the results were mixed at best. As it turns out, adding complex 3d environments to a game that’s still fundamentally semi-2d is a bad idea. For all its struggles with inconsistency, T6 is nothing compared to the clusterfuck that was Tekken 4.

So in Tekken 5 they simplified things considerably. Walled stages were limited to flat, wide-open arenas, and the deeper aspects of T4’s wall system were eliminated. Infinite stages were brought back to recapture Tekken’s pre-3d roots; one could even argue Tekken works better without walls to an extent, since 90% of moves were never designed with walls in mind (they still aren’t; walls have a bad habit of screwing with hit boxes and push-out).

Marduk, because he’s a higher-tier bear than pandas will ever be. That’s a fact: Pandas fucking suck. Craig’s at least brown bear-tier, maybe even comparable to grizzlies.

I’m house-sitting for my parents until the 23rd, so I’ve taken the opportunity to take random pictures of our cats because they’re hilariously adorable and awkward.

And yes, they’re Tekken-related. They turtle more than anybody I’ve known. Even if you combined Devil X’s Mitsu and Sin’s Ivy, you still wouldn’t have a player who turtled as much as those cats.

why did they stop producing tekken bowling games and tag series also what are we gonna do now that heihachi voice actor passed away? and any word about gon in the future

-Gon was technically a licensed character (, so odds are he’s not coming back.

-We’ve been hearing Tekken Tag 2 rumors for years, but have never seen anything more concrete than some really cool fan-made photoshops. The buzz has made a comeback in recent months since T6 brought us up to 40 characters, making Tag 2 the logical next step. Still, nothing official so far.

-As for bowling, they’ve been too busy focusing on terrible beat-em-up modes (see T5’s Devil Within and T6’s Scenario Campaign). This is unfortunate, given that bowling and T3’s volleyball were by far the best parts of any Tekken ever made.

Bread and butter combos for Alisa - I know there is that giant sheet of info, but really, I just want to know what’s reliable and works.

  1. Why is Eddie such a dominant player in the Seattle Tekken scene?

  2. As for my Hwoarang…what can I do to improve my chances for a more solid chance at winning tournaments (without character switch) ?

1.) Who’s a touch of death character that doesn’t rely on walls?

2.) Who’s a character that excels in okizeme games?

3.) Is there any feasible setup for Miguel’s unblockable, or is it just something to laugh about?

Did the scene crash and burn? You’re not the only person who grimaced when I told them I still wanted to play. :lol:

  1. He is good at Tekken. being good at tekken is

a) eliminating weaknesses, if you can’t break throws you are in for a world of hurt, especially if you twitch duck to avoid them. Throws are 14 frames, good mids are 12-15 frames, in terms of throwing and mix-ups alone if you can’t break throws you have a large weakness.

b) spacing - the ability to control the space between you and your opponent, mastery of spacing limits the offense of the opponent and enables you to whiff punish them

c) execution, ebm fails to [media=youtube]A3LK1CChb08"[/media]

  1. play safer, know when to take risks, punish properly, study frame traps, know how to get your opponent to not duck. jfsr > b+3 (jwo can do this 80 percent of the time) study oki options, saw mdj u/f+3+4 a backroller into air throw after the combo was done.

-Eddie dominates 'cause he’s always had the best afro, even when it’s cut.

-More df+2. In other words, you should just pick Paul.

  1. Nobody. Average juggle damage drops considerably without walls. Only a few characters can do true 50% combos on infinite stages, and all of those combos are either really hard or require a specific launcher.

  2. A big chunk of the top 10 have good-to-great oki. If walls aren’t a factor, I’d say Nina because she can float you after a lot of knockdowns if you try to stand up right away. She’s not quite as scary if you can break throws and block her sweep on reaction, but I can’t so…yeah. Bryan can float you with db+2 after a lot of moves, but he can’t hit you very hard when you’re on the ground. Bob also has a lot of tricky setups, plus his d+1 is one of the best go-to oki moves in the game (decently fast mid that hits grounded, neutral on block). Technically Marduk has the scariest option against grounded opponents thanks to his ground throw, but he doesn’t have very many setups for it.

If we’re including walls, then take the above characters and add some more to the bunch. Bryan is easily the best thanks to Taunt, and he gets better options against opponents who stay on the ground. Christie/Eddy are up there 'cause they have really good 50/50s that lead into more 50/50s. Paul’s up there 'cause he can do 50%+ off of two throws at the wall, and he has a beefy ground hit if you don’t tech roll. Some people think Jack is second only to Bryan in wakeup on walled stages, thanks in part to how easy his mixups are.

  1. Nope, it’s just there for shits and giggles. You can cancel it into Tackle by mashing 1+2 during the animation, but this will work maybe once against good players.

I know a lot of people blame the drama, but drama will only kill a scene that’s doomed in the first place. As I’ve told many people already: the Tekken scene is crashing because we’re too spread out and don’t play enough. Ironically, I’d say the peak of T6 was when we were playing at Gameworks 'cause we’d just show up and play (also helped that I was unemployed at the time).

why are ling and asuka fine as fuck?

how come every time i style on you you still win? bastard

is it true that if you are good at tekken you can calculate pi to the final decimal and possibly even fly without the aid of manmade devices? are these myths or is tekken flight anal propulsion cuz this game is ASS haha

i wanna play you too dustin, bob AAAAAND miguel

why do ppl supercharge after they beat me?

Why does Tekken bring out the worst in people?

Why does Tekken potentially ruin friendships?

Do all Tekken scenes fell that their scene only matters, even if they have other scenes in their city?

Sorry I’m tired and hella salty right now, and will probably regret posting this when I wake up at 6pm tonight.

'cause nobody designs ambiguously underage-looking girls with big racks better than Japan.

-Chemical enhancement.

-Your assessment is spot on. I just finished my Flight Anal Propulsion degree last month.

-Get a room.


Because Tekken is a recovering alcoholic who, despite his best efforts, still falls off the wagon every now and then.

is asuka and jin related?