Tekken’s combo system, man… it’s like an intricate dance, sometimes beautiful, sometimes a total nightmare. Especially in Tekken 7, Tekken 8 — these combos stretch on forever, or at least they feel like it when you’re the one stuck watching helplessly. So why not shake things up for Tekken 9? Keep that sweet, sweet damage but snip the combos down a bit. Don’t drop the hammer on the rewards — the competitive scene thrives on those, after all. Just make ‘em shorter, more impactful.
Imagine this: fewer hits but big damage. It fixes one of those nagging design flaws that’s been bugging the series for ages. There’s more room to breathe, a little more space for those calculated pauses that keep you on your toes. And hey, maybe it’ll cut down on the boredom when you’re just waiting for that never-ending chain to stop.
Now, I might be rambling a bit here, but Tekken’s charm, it’s in those microdecisions. You know? Sidestepping, baiting, pulling off that perfect counter-hit. It feels a bit… disconnected when you’re both just memorizing strings. Like, where’s the fun if you’re just following some script? Shorter, snappier combos could sharpen things up — demand clean execution, smarter play. Basically, make every move count instead of just bouncing around like a pinball.
I think, if Tekken 9 embraces this — man, it raises the bar. You can’t just juggle away mistakes like before. It’s about having those quick exchanges, keeping both players on edge. Imagine the game flowing with rapid shifts instead of long, gnarly routines. Sounds chaotic? Maybe. But a good kind of chaotic.
Visual spectacles are cool and all, but aren’t we tired of those strings dragging on? Yeah, they look impressive the first time, maybe. But the real thrill is in the pace, the back-and-forth, the constant thrill ride where anything can change in a blink. Short combos? Faster matches. Everyone’s sharper, alert. You won’t have time to zone out.
Let’s not forget the newbies — imagine not having to memorize a friggin’ novel of combo strings just to compete. Tekken should be about discovering the best way to mix moves — a four-hit punch, a sneaky grab, something that feels like you. It’s about mastering your style, not drowning in a sea of options that you might never use.
And defense! Remember good old Tekken 3 when it actually mattered? Shorter combos could bring that tension back. Those split-second reads, the mind games, the real meat of Tekken. Winning wouldn’t just be about who’s got the longest combo tucked away. It’s about reading, reacting, outsmarting — what Tekken was always meant to be.
Tekken’s always been this amazing, pick-up-and-play experience with endless depth. But, dragging everything out with long combos can make games feel, I dunno, passive? Non-interactive? Fixing that would put the spark back in, capture what got us all hooked in the first place.