T6BR tier list

Oh cool, and which characters do you think have the biggest gap and which ones have the smallest? That'll help me when I'm playing T5DR not to abuse stuff that's no longer in T6 anymore. Thanks for the info.

Off the top of my head (these are just the characters I'm somewhat familiar enough with):

Beefed from DR
Law
Ganryu
Bruce
Baek
Jack (IMO)
Asuka (IMO)
A.King
King
Feng (IMO)
Hei (IMO)
Julia
Paul
Eddy (IMO)
 
Off the top of my head (these are just the characters I'm somewhat familiar enough with):

Beefed from DR
Law
Ganryu
Bruce
Baek
Jack (IMO)
Asuka (IMO)
A.King
King
Feng (IMO)
Hei (IMO)
Julia
Paul
Eddy (IMO)

So how does the "bound" type combos and other changes change the game?

The last Tekken I really played was 4 which was very much poke and evade heave. Before that was 3 and tag. As I watch vids it seems like every combo's goal is to carry to the wall with jabs and what not to deal good damage. I have to say, that I dont like how that looks, seems like it would take some of the strategy out of the game and make it focus greatly on combo execution and pop up's as opposed to pressuring, timing, and spacing. I mean uppercuts and hop kicks should not be able to arbitrarily lead to 50% combos on every occasion. then again those things all still will be important.

Also a lot of the newer characters seem a little meh to me. Lili's fighting style looks ridiculous, Lars looks ridiculous all togethor. Miguel's style seems bland, Bob looks... well ridiculous. Im becoming redundant but you get the point. I will still buy and I cant wait to get online as Tekken is my all time fav but I need to know how much different 6 is from 4. I was in a minority that loved 4.
 
So how does the "bound" type combos and other changes change the game?

Bounds are essentially just extenders, but when/why/which to do depends on the situation.

The last Tekken I really played was 4 which was very much poke and evade heave. Before that was 3 and tag. As I watch vids it seems like every combo's goal is to carry to the wall with jabs and what not to deal good damage. I have to say, that I dont like how that looks, seems like it would take some of the strategy out of the game and make it focus greatly on combo execution and pop up's as opposed to pressuring, timing, and spacing. I mean uppercuts and hop kicks should not be able to arbitrarily lead to 50% combos on every occasion. then again those things all still will be important.

You'll be lucky to get 50% without any wall or a CH. They've nerfed damage considerably, so nailing a CH hit (non-juggle/non-launcher) can net you significant damage. IIRC, MYKjamgi (TZ mod) that mentioned that Bryan's mach breaker on CH can net you around the equivalent of a post-low parry combo. It's not that stand alone moves got beefed - just combos got nerfed, which leads to the question:

You ask yourself: do I try to take them to the wall for some extra wall damage, and corner pressure? Or do I drop them in front for a chance to apply oki which "resets" the juggle (thus leading to another B!). I might have decided to go for a reset, and the opponent successfully defends, then I lose the small extra guaranteed damage I may have gotten if I chose to take him to the wall instead.

The other benefit to "taking them to the wall" is the opportunity for a move which gives you a W! (wall splat). Your wall options are major reasons why you need to know each stage very well. Knowing which of your moves can net you a high wall splat from halfway across the stage could spell the difference of the match.

In a non-walled stage, you lose the choice of being able to take the opponent to the wall, but you're given slightly more spacing options.

Also a lot of the newer characters seem a little meh to me. Lili's fighting style looks ridiculous, Lars looks ridiculous all togethor. Miguel's style seems bland, Bob looks... well ridiculous. Im becoming redundant but you get the point. I will still buy and I cant wait to get online as Tekken is my all time fav but I need to know how much different 6 is from 4. I was in a minority that loved 4.

T6 (BR) is more of an evolution of DR than T4 tbh.
 
Of the 6 new characters, how would you rank them in order from most difficult to learn to least? I'm guessing Bob would be the least difficult from what I've heard, but I'm not sure how the other characters play.

Do any of the new characters have similarities to the old characters? For example, in T5DR Wang <-> Julia, King <-> Armor King, Mishimas, Anna <-> Nina, etc. Thanks for the help man.
 
Do any of the new characters have similarities to the old characters? For example, in T5DR Wang <-> Julia, King <-> Armor King, Mishimas, Anna <-> Nina, etc. Thanks for the help man.

Wang =/= Julia anymore.

But Leo <-> Julia wouldn't be an unrealistic comparison.
Lars <-> Nobody. Although he's similar in some aspects to Bryan, Lars' spacing game is very new.
Alisa <-> Nobody. Although Jin crossed with Yoshimitsu would be a light-hearted way of comparing.
Bob <-> Mishima. Think D.Jin almost.
Miguel <-> Like a mix between Bruce and... Ganryu?
Zafina <-> Nobody. Weird cat-like moves. Actually, come to think of it... like Dr.B back in the day.
 
Back
Top