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Tekken 6 frame data
Tekken 6 frame data









Designing these interactions well is crucial for a fighting game to “feel” good, much less be playable at the expert level.Įverything also has to be balanced for the game to be fun. What I’m describing here is basic cause and effect, and the tricks fighting games use to force you to feel both. Without windup and follow-through in the attacks, and stun and other hit reactions to properly sell their impacts, an action game is lifeless. You can see it very clearly when Paul turns blue in these videos. We call that “stun” in this case, it’s either hit stun or block stun. Whether the successful attack sends the opponent flying, or gets stopped by a strong guard, there should be a moment where the opponent absorbs the force of the blow and can’t act. For a fighting game to feel satisfying, those hits need to carry some weight. Now think of the character that’s taking that hit.

tekken 6 frame data

The fist strikes the target, and then the arm pulls back to its starting position, ready to strike again. The arm winds up, and then plunges forward. Imagine the action of a punch, in slow motion. It’s going to take a little bit of time to explain why this information is so important, and to do so, we have to begin with the basics of fighting games in general. The community will figure it out eventually, but things are probably going to be ugly for a while. Keeping the frame data from players in a fighting game is like Ikea launching new flat-packed furniture without instructions. Like improved netcode for better online play, showing frame data is necessary for any fighting game that wants to be taken seriously. Tekken 7’s frame data display is hardly the first of its kind, but it solves a long-standing problem with the game’s community. Why would anyone care about this data so much that they’d be willing to pay for it? Animation is gameplay Here’s the thing: Players who are serious about the game probably bought it, confusing those who don’t understand the intricacies of fighting games. Paid DLC for a game’s training mode is pretty unusual.īandai Namco recently charged Tekken 7 players $4 (if they didn’t have the season pass) for a long-requested feature, one its producer had resisted for a variety of reasons: the ability to see frame data - the speed of every move in the game, in 60ths of a second - displayed on screen in the game’s training mode.











Tekken 6 frame data