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TZMurakumo Profile
TZMurakumo

@TZMurakumo

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I'm an old Tekkenhead with Jan2000 TZ join date. Lee main since T4, and mad scientist who creates tech and lands it in match. I want to play a beautiful game.

Washington State (formerly JP)
Joined January 2024
Don't wanna be here? Send us removal request.
@TZMurakumo
TZMurakumo
2 years
I'll try to start recording next week. It'll probably take a month-ish to do proper amidst other lifey stuff I have to attend to.
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@TZMurakumo
TZMurakumo
2 years
Given recent happenings, I think it's time for me to finally make the video I've been talking about for so long--a video going through Lee tools and mechanics in different Tekkens, how that crafted his character identity, and how it's been lost. Feel my pain.
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@TZMurakumo
TZMurakumo
2 years
So I get that I am an old man now as far as the Tekken series goes (in part because T7 was 9 years, WTF?!?). Part of my frustration with the new games is Lee not living up to his traditional identity. - Carry god? No - Near top combo dmg? No - Oki god? No - Tech catches? No =/
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@TZMurakumo
TZMurakumo
2 years
I haven't played since the last patch. I see talk about how people just need to adapt to the new game, but my life is busy enough. IMO, if you don't enjoy a game, you shouldn't waste your free time playing it, hence no Tekken 8 for a minute for me. Might make some T4/5/6 vids.
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@DritonLaw
DritonLaw
2 years
- „guys chill, this is vanilla“ - „they gonna patch it“ - „game is almost perfect“ - „if you think T8 is 50/50 then you need time to realize..“ - „SS much better“ - „legacy players just cant adapt“ - „T8 needs ‚smart‘ offense“ - „finally a Tekken where ppl cant just run away“
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@TZMurakumo
TZMurakumo
2 years
But I still really hope the added 2f recovery doesn't make it +11 vs. OC, because that would just be dumb. Acceptable if they leave the opponent standing.
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@TZMurakumo
TZMurakumo
2 years
Okay, I'm going to try and be positive for just a minute. HMS u+4 should still be a 2f window, prolly i26-27. i27 should still be +13 grounded. What if HMS u+4 actually comes out better vs. grounded because of the downward hitbox to hit grounded easier = not jumping over?!?
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@TZMurakumo
TZMurakumo
2 years
Sure, Eddy Gordo is nice an all, but where is Ogre and why TF isn't Jun still dead? Her death has been retconned for the simps? Don't they want any of that Ogrussy instead? Let's be honest, even P.Jack was a more interesting character design than Jun.
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@TZMurakumo
TZMurakumo
2 years
tl;dr "Let's 'fix' unintended mechanics for this character by nerfing a fun, skill-based, situational tech; negatively affect other situations with the change; and not actually fix any of the unintended negative move behaviors, including things that have been around for years!"
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@TZMurakumo
TZMurakumo
2 years
... unfixed cont'd: HMS u+4 vs. face-down opponent doesn't reliably give the ground stun because it becomes techable face-down for some reason. *By stated changes to frames, HMS u+4 will probably become +11 vs. standing opponent. Because OC, only d/b+2 will hit, not d/f+4,4.
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@TZMurakumo
TZMurakumo
2 years
Still unfixed: b+3,(3) hitwhiff WS+3,3,d/f+3,(3) and WS+3,3,d+3,(3) hitwhiff f+3,3,(3),(3)... hitwhiff from back (i.e. post-mist trap vs. U) b+3,3~f,N still does not allow dash out of it (problem all of T7) f+2,1 "woolsprak" f+2,1 from back not giving BK because of their "fix"
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@TZMurakumo
TZMurakumo
2 years
In fact, they wanted character identity, and this fit Lee's old character identity--manage and safe resources for wall with proper spacing to get more out of him--this goes back to T6. What irks me most though is that they haven't fixed any of the negative unintended things.
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@TZMurakumo
TZMurakumo
2 years
"This change has been made in consideration of situations where unexpected follow-up attacks were landing." Considering this was considerable but not huge extra damage (heat damage scaling), required spatial awareness, ranging decisions, angle decisions, vrvr situational why OP?
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@TZMurakumo
TZMurakumo
2 years
Patch notes: Lee-During Hitman u+4, designated nerf - Recovery time +2f - Opponent recovery in downed state +2f (does this include low wall hits?) - Duration of the attack reduced 2f (now 26-27?) - Hitbox expanded downward to make it easier to connect with opponents in down state
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@TZMurakumo
TZMurakumo
2 years
"In version 1.03, continuing from the previous version 1.02, focus was placed on correcting unintended move behavior." Situational combo mechanic requiring management of resources, spacing, angles, which fits Lee's character identity = not okay? May nerf HMS u+4 vs. stand to +11
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@AkiraNishikiTK
AkiraTK
2 years
I don't mind the nerf of HMS uf4 but could you at least fix the issues that hinder him for once like this one, it's really annoying #T8_report
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@TZMurakumo
TZMurakumo
2 years
Addendum to the b+4 study I did. u/b+3 is almost never fully guaranteed after, but the opponent escape options (3+4 or B) depend on the angle, which can be hard for an opponent to discern. This corrects some information and shows coverage options. https://t.co/4w2oR3BPPj
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@TZMurakumo
TZMurakumo
2 years
What it beats and loses to depends on angleat very slight differences, so the opponent still cannot easily choose a single option. Beats 3, loses to 1 from each angle. The mix does the same and covers the missing option, strong dmg on hit, safe on block. Info and vid coming soon!
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@TZMurakumo
TZMurakumo
2 years
I need to amend some info from my last video, but it's more information than fits on Twitter. I'll make a small video on it next week. Suffice it to say, b+4, u/b+3 is not fully guaranteed mid-stage, but I also found more strong options to mix with it depending on angle.
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@TZMurakumo
TZMurakumo
2 years
A couple options from (1),(2),CH4 and (1),(2):CH4 and HMS (1),CH4. Most useful is HMS (1)CH4 because 1>4 allows the opponent time to press when the first hit was blocked. Good mix with HMS 1,1~f. 2+3~bb, b+3,3 pick up doesn't work on non-JF (1),(2),CH4 https://t.co/mC9KWtStMk
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