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Unclear Description: Game Breaker .Fighting Games(Tekkensegment)

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NoirSuede Since: Jun, 2019
#1: Jun 10th 2019 at 6:59:03 AM

Hello there, I've been a long time lurker but only now I've registered as a troper because of an article that I have issues with, I'm specifically just talking about the Tekken segment of the page, because while all the other fighting games in the page have their Game Breaker moves in each of their games shown, the Tekken segment haphazardly flip-flops between the games even though there are a loot of Game Breakers in the older games:

Tekken 1: The first hit of King's Elbow Sting has the dubious distinction of being the only move in Fighting Game history that's less deadly when it hits instead of blocked, because if it gets blocked the opponent is guardbroken long enough for King to literally connect anything he wants, including all of his launchers. Considering that it's only 1 frame slower than the average poke and has good range, and the fact that Tekken 1 did not have sidestepping yet, its almost impossible to escape even if the opponent lets it hit them, since on hit King recovers fast enough that anything the opponent can do would be stuffed by it. Here's a vid that shows how absurd it was in action: https://youtu.be/3kECJiYvljs?t=141

Tekken 2: Wang's Waning Moon grab not only was unbreakable, the resulting combo he got could very easily straight up kill the opponent all the way from full health. (https://www.youtube.com/watch?v=MKPVTZpGlXQ)

Tekken 3: Both Ancient Ogre and True Ogre inherited Wang's Waning Moon grab from Tekken 2, complete with its unbreakability, and can very easily take out 50% HP with its resulting combo. True Ogre is only more balanced compared to Ancient Ogre because every single character can infinite him with repeated While Running 3s since True Ogre is so big that While Running 3s can hit him even while he's lying on the ground. Forest Law's Junkyard string is a mid-low-mid string that ends in a launcher, the launcher will combo from the low if the low connects on a counter-hit, but since the last hit of the string is safe anyways there is almost no counter-play against it barring characters who have a low parry like Paul; strings like Junkyard caused Namco to add a universal low parry in the subsequent games as an Obvious Rule Patch.

Tekken Tag Tournament 1: A game dominated by Ogres and Mishimas; While both Ogre's Waning Moon grab can be broken now, in its place are a plethora of unreactable unblockables, with True Ogre also having a safe launcher that even hits opponents lying on the ground. (https://www.youtube.com/watch?v=8M5AOBLI1Wc) Jin and Heihachi got the most powerful Electric Wind God Fist in the series's history in an extreme example of overcompensating for "Just Frame" Bonus, not only does it have a gigantic lateral hitbox that makes it almost impossible to sidestep, it also was now a special mid, meaning that the opponent cannot duck under it anymore unlike in the other games, resulting in a very advantaged launcher that the opponent have almost 0 ways of escaping from aside from Lag Cancelling your backdashes repeatedly, a technique at it's most powerful in this game and was nicknamed "Korean Backdash" in the US.(Jin: https://www.youtube.com/watch?v=VaFOgOkbX6c) (Heihachi: https://www.youtube.com/watch?v=h9Diekm1zsQ) Kazuya was more balanced because he does not have an Electric Wind God Fist nor any useful combo strings, but his Abolishing could potentially do 50 damage all by itself in addition to allowing him to connect a guaranteed Wind God Fist launch afterwards for a enormous damage combo (https://www.youtube.com/watch?v=pDCmjLi1P4Q) Devil had a completely safe launcher in his Twin Pistons which is as fast as a regular poke from other characters with gigantic range, and not to mention he also has the most amount of HP, resulting in a very braindead character.(https://www.youtube.com/watch?v=FVXnjZlVvEk) Lei Wulong has a Good Bad Bugs with his manual backturned which allows him to dash backwards at incredible speeds that not even the Korean Backdash could compete with (https://www.youtube.com/watch?v=hmrLtA4i5q0)

Tekken 4: In response to how high level Tag 1 matches would very often end in a time-out due to all the backdash and sidestep Lag Cancels combined with how every stage had infinite width, Namco tried very hard in cracking down on that playstyle by not only experimenting with walled stages and elevation changes, but also directly Nerfing movement by cutting sidestep distance (and introducing sidewalking as a more risky option) and disabling backdashes once both characters are at a certain distance away, which ends up exacerbating the Game Breakers...

The description for Jin's Just Frame Laser Scraper in the trope page is outright wrong, the reason it was so broken was that the third hit in that string normally could be charged to become an unblockable launcher, but for whatever reason you could charge it the most minimal amount and it would still be an unblockable launcher, resulting in a fast-ish string that only allows a very tiny gap for you to sidestep before the last hit launches you regardless of whatever you were doing. (https://www.youtube.com/watch?v=xot58QflE28) Steve who was supposed to be designed as a Crippling Overspecialization Boxing Battler specializing in safe pressure but having almost no ways to whiff or block punish people ended up being too safe, with his Flicker stance cancels making every move he does that can be canceled into it impossible for a human to whiff punish, and outrageously overstatted moves such as a 9 frame jab that cannot be ducked. (https://youtu.be/hH8w3mLAFfw?t=6104)

Tekken 5: In response to how poorly recieved the gameplay changes in Tekken 4 was, Namco decided to revert the backdash change while still keeping sidesteps and sidewalks to how they were, whilist also properly introducing flat walled stages that would be a staple of the series going forward, unfortunately potential Game Breakers that were overshadowed by the top Game Breakers in their previous games started to rear their ugly heads...

Heihachi's his Demon Executioner string not only was completely safe, but if all of the hits connect then the resulting knockdown lets Heihachi get a guaranteed Demon Uppercut on the opponent, resulting in a completely safe, ultra-damaging string thats as fast as a jab (https://youtu.be/-6iqomiY4Jo?t=54)

Unlike the other games, Bryan's unblockable taunt in Tekken 5 had more advantage than usual, which allows him to connect a launching Jet Upper afterwards much more easily than it is in the other games. Not only that, due to how you were not allowed to low block while recovering from a techroll in Tekken 5, Bryan's Skill Gate Snake Edge sweep suddenly turns into an extremely scary wake-up tool in all levels of play, because there were a lot of situations after a combo where your only choice is to either stay down and let Bryan hit you with the sweep, or get launched by the sweep (https://youtu.be/-6iqomiY4Jo?t=14)

Feng's unreactable Sweep Kick had an extremely skewered risk-to-reward ratio as an overcompensation to its short effective range, if it hits Feng gets a combo from it, while if the opponent manages to guess correctly and low block it they can only punish him with a 14 frame while standing move, which barring some characters would do much less damage that the combo Feng gets. Supplementing the Sweep Kick was his regular mid poke Stunning Palm, which not only was advantaged on block, but also if it happens to hit a crouching opponent (that's say, trying to block or low parry the Sweep Kick) it forces the opponent into a Quick Time Event to not be launched by Feng. (https://www.youtube.com/watch?v=D-PA9S7evFo)

Nina's Uppercut to Jab string not only had a lot of safe extensions including one that transitions into her chain grabs on hit for potentially massive damage, she was slightly advantaged if it was blocked and the Jab part of the string cannot be ducked if the Uppercut was blocked even though it was a high, not to mention that it was her fastest mid attack, resulting in unrelenting pressure from it compounded by the fact that her regular jab is 2 frames faster than most characters. After a combo, Nina can always end it with her Skull Splitter because of its enormous range, which glues her right next to the opponent and gave her a lot of options afterwards that was very difficult for the opponent to escape from, one of which launches the opponent so she can force the opponent to guess all over again. (https://www.youtube.com/watch?v=qGBeF4xgx00)

Steve was at his absolute peak in Tekken 5, not only does he have his safety from Tekken 4 carried over and his aformentioned infinite, everything he did just resulted in enormous damage (https://www.youtube.com/watch?v=veKNlRc9LXM).

Tekken 5 Dark Ressurection: Due to Steve's absolute Tier-Induced Scrappy status in Tekken 5, Namco released this expansion in an effort to tone him and the other Game Breakers down, but unfortunately yet again they glossed over the Game Breakers that were overshadowed...

Heihachi: In a game where moves that were supposed to be punishable by launchers takes at least 15 frames to recover, the fact that Heihachi still had his 13 frame launching Twin Pistons string all the way from Tekken 3 meant that he could launch punish moves that normally couldn't be launch punished by other characters. What really pushed it up to Game Breaker status however was how it subverted Heihachi's intended weakness of not having good punishment against low attacks, since he could just cancel his crouch and do the Twin Pistons (https://www.youtube.com/watch?v=M9YJR_QsRTI)

Devil Jin was only buffed from Tekken 5 even though he was right below that game's Game Breaker, and in Dark Ressurection he got his Obliteration throw that not only was faster than a regular throw, more damaging with the resulting combo, and had an extremely small window for the opponent to break the throw (https://www.youtube.com/watch?v=2UOcpF_F188)

Kazuya's Right Axe Kick if it hit a crouching opponent (who probably were trying to block his Spinning Demon) it would guarantee him a launch, resulting in what is effectively a very high damage launcher that is very advantaged on block.

Tekken 6: Due to the dominance of both Mishimas and characters with 8-frame jabs like Nina and Steve, Namco decided to not only Nerf all of the Mishimas across the board but also unified jab speeds across all characters.

Bob was often derided as the "perfect character" in the Tekken 6 era because he could do everything well from poking to punishment, what really pushed him over the top was his Coupe Chop which not only had great lateral hitbox to both sides compounded by the sidestep speed nerf of Tekken 6, it hit people lying down on the ground, knocks the opponent down if it Counter Hit for a guaranteed follow-up, and even if it gets blocked Bob recovers at the same time as the opponent. (https://www.youtube.com/watch?v=MLzVXjTlHjY)

Lars's entire moveset had extreme evasion, from his Shoryuken variant Lightning Screw which effectively was invincible, only 1 frame slower than a regular hopkick but cannot be launch punished by anyone (after they took away Heihachi's Twin Pistons from Tekken 5), up to his humble Alert L which somehow ducked under a lot of things while it started up even though it was just a regular mid poke (https://www.youtube.com/watch?v=QN3xIOrDjHg)

Tekken Tag Tournament 2: In a mostly balanced game, Jinpachi's Elkeid really stood out as an outlier because not only was it a safe launcher, it had a gigantic lateral hitbox to both sides and he somehow manages to duck under things while it started up. Telling that in Tekken 7 Kazuya's Devil Super Mode gained this move thrown in alongside all of his other Game Breakers from the previous games.

I apologize for the wall of text.

Edited by NoirSuede on Jun 10th 2019 at 11:01:08 AM

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#2: Jun 28th 2019 at 7:59:14 AM

~Noir Suede: While I appreciate the diligence you have shown by researching all of those examples, cleaning up a subpage for misuse is not really the purpose of Trope Repair Shop. This sounds like something you could handle by making the necessary edits yourself, and posting in the article's Discussion page to say what you did and why.

If you would like assistance, Ask The Tropers is a good place to go.

"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"
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