Když jsem sem před pár dny dával první gameplay video Geese Howarda z Tekkenu 7, sliboval jsem, že během pár dní bude podobných videí víc. No, a měl jsem pravdu. Tady jsou. (PS: Pod videi jsou i dojmy z Geese).
Okay, so after watching and playing Geese Howard for like 8 hours straight:
1) Very low airborne combo damage
2) Grounded combo damage above average
3) Not much reason to duck overall
4) FC d/f+1 might be the least intuitive input ever for WS launch— Tyler2k (@tyler2k1) November 13, 2017
2, f+1, qcf+2 xx qcf,qcf+1+2 is probably one of the dumbest things ever added. NC string that appears to be completely safe on block and you literally have a second to HC into Super for 40% open field. Add in rage and wall and you're looking at an easy 60%.
— Tyler2k (@tyler2k1) November 13, 2017
Some quirks and nice to knows:
1) You can pump to buffer super and can beat fireballs on reaction
2) d/f+1 range is less than basically everyone else's
3) Command RA! is absolutely terrible, needs more range
4) d+4 can be MAXc on hit only, why?— Tyler2k (@tyler2k1) November 13, 2017
d/f+1,4 is -14. d/f+2 has no extensions.
— Tyler2k (@tyler2k1) November 13, 2017
As the night went on the meta seemed to settle on standing 4 as probably being Geese's best move. Effectively invisible, far reaching, CH launcher, and KND/W! on NH.
— Tyler2k (@tyler2k1) November 13, 2017
Best W! combo seemed to be basically his standing HC combo:
W!, 2, f+1, qcb+2,1
(although this notation brings up a different problem, should it actually be?)
W!, 2 xx f+1 xx qcb+2,1
since it's technically all cancels? :thinking:
— Tyler2k (@tyler2k1) November 13, 2017
A few more nice to knows:
1) Air fireball pushes Geese way back
2) u/f+2 seems specially designed to counter other Geese, Akuma, and Elizas
3) Only a few attacks with MAXc lead to follow-ups on NH
4) qcf+2 first hit eats fireballs but the actual projectile has only 1 dura— Tyler2k (@tyler2k1) November 13, 2017
Moves to look out for starting fresh:
1) b+4,4 – Low,high NCc S! and CH (b+4),4 S! launch
2) d+1+2 – Fairly invisible low KND to ground throw
3) d/f+1,4 – NCc KND/W! and CH (d/f+1),4 full launch
4) qcb+2,(?) – Overall disgusting mix-up, with any option— Tyler2k (@tyler2k1) November 13, 2017
Mechanic explanations:
1) Ground throw is unescapable
2) His reversals ONLY work against H, M, or L (you need to guess which)
3) Reversal cannot be chickened
4) b+1+2 W! to your back and ground throw follow-up guaranteed— Tyler2k (@tyler2k1) November 13, 2017
I don't want to leave you guys hanging but I gotta get to bed. Overall impressions are that he's interesting, fairly unique all things considered. Mechanically he doesn't feel too sound, completely lacking a standing launch is a very, very strange feeling.
— Tyler2k (@tyler2k1) November 13, 2017
Meter is obviously very important and unlocks his actual punishment game (which is admittedly strange as well). You gain meter at roughly 2x versus blocked and it seems like meter gain scales with the moves you use. For instance, 1,2 (blocked) is a sliver but 1,2,3 is a bit more.
— Tyler2k (@tyler2k1) November 13, 2017
I think the impressions from the KOF fans were positive with @notsegin showing me some awesome standing combos that deal a grip leading into W!. Now the grounded combo variance (and follow-ups) are pretty stagnant so he might be boring to play when fully optimized.
— Tyler2k (@tyler2k1) November 13, 2017
Stepping back from Geese's problems (once again keep in mind that it's still early in more ways that one) I think he's going to do just as much for Tekken as Akuma did with a huge influx of new players (not to mention #TWT for spectating purposes was a resounding success).
— Tyler2k (@tyler2k1) November 13, 2017
One last thing, customization meta:
1) No custom art panel
2) One blue and one red ornate outfit
3) Has the classic suit but no long hair— Tyler2k (@tyler2k1) November 13, 2017