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TAS유저/모든 격겜/용과 같이 시리즈/리듬게임(혹은 비마니 관련)/무쌍 시리즈(자주 안올라올 수 있음)/무술 좋아함
Tekken 3 real arcade(except TK5 Arcade History)" has a dynamic music system. After round 3, it is played again and again in round 2~3 music. It's like a SF3 third. 😎
#Tekken
#Tekken3
#鉄拳 #鉄拳3 #철권
0:00 Round 1
0:33 Round 2
1:12 Round 3
It's been going on since the old Tekken 4 and I don't think it makes sense to continue anymore. This is unfair and why does it only work with Bryan's parry? It doesn't work sway with other characters' parry. Is there a reason? In Tekken 8, this needs to be modified.
It's not 100% guaranteed if the opponent attacks, but if the opponent kicks, there is a high possibility of catching it. and from VF2 is guaranteed counter hit.
TK5.0 only(?) DVJ crouch dash jump guard(f, n, d, df~uf). DVJ will auto-block attacks during the hop. It protects all "High and Mid" except unblockable moves. this video is an example, and ws2 mostly guaranteed.
If Compared to Tekken, the Throw Escape of Classic Virtua Fighter was extremely difficult and required a lot of research. VF's Throw Escape is a total of 6-directions, which unravel in the "last entered direction". That's how powerful the catch was.
One of the most, if not the most difficult defensive techniques to master on VF4 was the:
'Dodge, Quadruple Throw Escape into Guard.'
It had to be done insanely fast. I'll show you my hand speed in this video.
VF4 EVO training mode had this as one of the challenges too.
#VF
This is the "counter hit reversal move" of Heihachi and Bosconovitch that is only available in Tekken 3, put the input in a direction other than "B or DB". only works against standing right high kicks. (limited reversed)