1. "?" 2. Baek Doo San 3. Lei Wulong 4. Nina Williams 5. Craig Marduk 6. Paul Phoenix 7. Raven 8. Feng Wei 9. Kazuya Mishima 10. Leo 11. Miguel 12. Jin Kazama 13. Dragunov 14. Armor King 15. King 16. Julia Chang 17. Anna Williams 18. Marshall Law 19. Ganryu 20. "?"
21. Kuma 22. "?" 23. Jack-5 24. Bryan Fury 25. Eddy Gordo 26. Christie Montiero 27. Ling Xiaoyu 28. Devil Jin 29. Asuka Kazama 30. "?" 31. Zafina 32. Lili 33. Hwoarang 34. Heihachi Mishima 35. Lee Chaolan 36. Steve Fox 37. Bruce Irvin 38. Yoshimitsu 39. Wang Jinrei 40. Roger
NEWS JUST CAME The beta testing for Tekken 6 in Japan has STARTED, and is in progress right now. More updates to come later.
The Current Command Lists: (Thanks to SDTekken.com)
ZAFINA
d+1+2 (goes into Tarantula Stance) (Tarantula Stance) 4,3 3+4 (goes into Scarecrow Stance) (Scarecrow Stance) 3,3,4 d+3+4 (goes into Mantis Stance) (Mantis Stance) 2,1,4
MIGUEL
1,2,4 f,f+2 d/f+1,1~F (goes into Savage Stance) (Savage Stance) b+1,2 FC d/f+2 d/f+1+2
d/f+1+2 d+1 2,1,2 Peek A Boo Style = f+3+4 Ten Count = Peek A Boo 1+2
NEW TEKKEN 6 MEDIA ((Thanks to SDTekken.com Again):
Jack-5 Vs. Leo 1
Jack-5 Vs. Steve
King Vs. Steve
This message was edited by revenger of wastelan on Jul 06 2007.
Author: Revenger of Wastelan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) ------------------------------------------- New videos! (thanks to SDTekken.com)
Author: Revenger of Wastelan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
I would say 3, because one of them must be random.
First impression from Reno: City After Dark (much like the current DR stage in the city) - Cool ads in the background and nice light sources.
Manji Doh (Temple) - didn't get to play on this one but it's one of those multi-tiered stages. You can break through a wall to expand the arena.
Massive Attack - Destroyed highway. A visual spectacle! Helicoptors and fighter jets flying all over the place, attacking each other and attacking buildings! You can see smouldering buildings off in the background. Whenever an aircraft flies above you, the dust and paper on the stage flies up. It's sweeeeeeet
Fallen Sky - The weird vertigo-inducing stage. Really really cool also. Birds and jets fly in the background, and it's also a multi-tiered stage. In one corner of the stage there's glass, and if you get pounded into the glass enough times (seems to be around 3 - 5 times) it breaks and you get a new stage.
Eclipse - My favorite stage by FAR. It reminds me of the Kyoto stage in VF5, with sakura trees all over the place, and overlooking a city. Actually, come to think of it, it might be based after Ginkakuji in Kyoto. at any rate, the time of day is dusk, and there's a moon that actually passes over the sun, changing the once dusky setting into nighttime. This occurs 30 seconds into round 1, or at the start of round 2. The moon eventually passes and you go back to the dusky setting again. It's a visual feast, for real.
Deep Forest - Kind of like T4's jungle but this time you're actually enclosed in a forest, so there are branches and whatnot hanging above you, which you can't see. This gives the stage a really cool look because light filters in and hits your characters. The water effects aren't as good as VF5 though, which is about the only thing VF5 does better than T6 right now.
Noh - A temple that's set on a beach shore. There are priests and monks going about their work in an adjacent temple. The stage that you're in is an empty temple aside from a ceremonial armor set in the back. The ocean currents are fierce in this level and waves actually crash upon the shore, and some of the water actually reaches the temple too. Really cool.
I didn't get to play as a lot of characters unfortunately. The lines were 30 - 40 minutes long and I didn't want to stay there for the whole day. I got in time with Marduk, Lili, Zafina and Miguel though.
Marduk: d+1 seems unchanged. Still forces crouch, still no advantage on block. d+4 seems the same as well. VTC still works well with combos but I've never been consistent with my air throw enders so I can't say if it's guaranteed or not. Tackle is the same, although I was never able to get the jumping tackle so I can't confirm if that is unbreakable or not.
Lili: lots of new animations. Her hair is sweeeeeeet. She probably had all of her animation touched up quite a bit, compared to Drag who's got like, nothing.
Zafina: I had noooo idea what I was doing with her but her stances are really good and really damn deceptive. Mantis and Tarantula are killer because a lot of times a lot of mids go over her including all high attacks. Scarecrow stance was alright but since she's standing when she's in stance she's still vulnerable. I also noticed that if someone gets behind you while you're in Scarecrow, Mantis or Tarantula, you are screwed because you can't turn around.
Leo: BORING. Boring moves, boring character. Definitely a chick though.
Law: Holy shit at totally new animations. People weren't joking when they said he resembled Bruce Lee. This kid is smoking hot.
Jin: has a new move that looks like d+1 with a shot uppercut. I don't know the command for it though. Still has his u/f+1+2 throw but i guess the command has changed. His 2P costume is totally Kazuya style His animations have also changed, most notably in his b+1 stance as well as with his laser scapers.
Devil Jin: Hellsweeps can be sidestepped lol you lose DJ! Get outta here!
As for character distribution a couple of Kumas, one or two Ninas, some random people trying out the new characters, 2 Bruce players, a shiiiiitload of Jin and Kazuya players, and maybe one Lili and Drag player.
IMO this game looks FAR better than VF5 even at the testing stage. Technically it's really impressive but what puts it over VF5 is just the design of the characters and stage. They did a really good job of making things dynamic. The underlying system of the game hasn't changed all that much aside from Rage and the 10 frame jabs so it's really T5DR with a fresh coat of sex over it, but then again, DR is probably the best Tekken in the series so I have no problem with the game playing similar to that. One thing i noticed was that the dash/backdash were slightly slower than in DR, but sidesteps were not only fast but goooooood. So god damn good! Dudes who were playing Devil Jin would knock someone down and try to play mix-ups with the hellsweeps, only to get that shit sidestepped and got launched! Also, some dudes were sidestepping the last hit of Jin's laser scraper pretty easily. Same with a lot of other strings. Now you can't depend on all of those strings to be blocked really good and subtle change here.
For the character roster, the two ends have Random ? on it, and there's one more ? box beside Kuma. I assume this is Mokujin or Combot. There's one other ? box beside Asuka and below Miguel, Leo and beside Zafina, so I will assume that there's one NEW character coming soon.
I can also confirm that low parries definitely do not guarantee launchers anymore. I saw at least 5 or 6 players get low parry and whiff completely on the launcher. This happened with Lee, Jin and Kaz. LOL @ Lee's jumping knee whiffing. Poor Lee!
Oddly enough, someone got low parry into Lili's u/f+3 launcher, which kind of surprised me. I'm wondering now what the deal is with that. With the rest of the low parries it was out in the open, but with this Lili situation, the opponent's back was to the wall when he got low parried into a launcher. Could that have something to do with it, or did Lili's opponent stupidly try to counterattack and ate a launcher? Hmm
Couple of more things about the stages. Like in T5 some stages "crack" or "break" whenever you are slammed into them, and this happens in T6, but the difference here is that the damage is permanent for the rest of the round, unlike in T5 where it would disappear as soon as another break occurred. This is probably done to show where you need to slam more so that you can break through a floor or a wall to expand the stage. I forgot to mention that the snow stage was also playable but i forgot the name of it. The stage itself is really pretty, with snow constantly blowing in from the side, and everyone leaving tracks as they fight. It's an infinite stage too. Hmm come to think of it, here's a breakdown of that particular feature.
Snow stage - Infinite City After Dark - Finite Manji Doh - Finite Massive Attack - Finite Fallen Sky - Finite Eclipse - Finite Deep Forest - Finite Noh - Finite
Testing Impressions from Aokage:
Went and checked out the location test today.
Man, releasing frame buffer grabs as promotion stills for T6 may have been the worst mistake Namco's publicity team has ever made. The game is absolutely gorgeous in motion. If only they had released bullshots, nobody would be complaining. Character models are probably the best ever in a fighting game, and most of the stage designs are absolutely fantastic with plenty of interactivity. Beautiful lighting and environmental effects, too.
I was really pleased with all the new animation. Finally most of those ancient legacy motions are gone, and the game looks that much better for it.
The single thing that impressed me the most, however, was a small detail–Lili's hair. Holy Jesus Lord. Team Ninja can go get screwed–it's the best long hair ever in a 3-D video game, period. I repeatedly said wow every time someone used her. Has to be seen to be believed.
Character Specific Information:
JULIA CHANG
The old 1,1,1 string has been altered. The last hit doesn't launch. Can input as f+1,1,1 as well. New Move, 3+4,1,2 string. Elbow hitbox has been decreased. Much harder to use elbows in juggles. f,f+1,4 is no longer natural combo. After the 4 hits only in f,f+1,4 f,f+1 will not connect. The third hit of u/f+4,3,1 has been changed. b+4 animation has changed, KND on normal hit. u/f+3+4 covers less ground when you jump. Old f+1 launcher has been changed to WS+1. New Move, d+1+2. It looks like a shoulder attack. New Move, 1,1,4,1+2. Third hit is a low kick that knocks down. New Move, b+2,3,1+2. The last to hits are from the 3+4~3,1 string. New Move, b+1,1. New Move, d/f+3+4. New Move, SS+3 which hits mid. New Move, f,f,f+1 or WR+1. Gives advantage on block and hits high.
JIN KAZAMA
New Move, 1,d+3,4 high, low, low. New Move, b,f+2,3, mid,mid. f,f+2's animation has changed.
CRAIG MARDUK
New Move, d/f+3,2, mid, mid. New Move, d/b+3,1,1 string. New Move, u/f+3 jumping knee strike. Tackle is now easier to escape.
STEVE FOX
New Move, 2,1,2, high, mid, mid string.
BRYAN FURY
1+3+4 taunt into follow-ups still work. Someone at the testing was able to land taunt into d/f+2,1(new move). New Move, b,f+2,1,3 all mid string causes wall stun and is natural combo if the first hit lands. Safe unless near wall. New Move, d+1+2,3 which hits low and looks like Law's d/b+3. Very fast and launches. More news is coming!
This message was edited by revenger of wastelan on Jul 08 2007.
This message was edited by revenger of wastelan on Jul 08 2007.
Author: Revenger of Wastelan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
I hope my parents wont do this crap of "Giving my credit card to an unsafe site? They can one day just steal all the money in there!", and what can i do to explain them, and well i wont be getting a PS3 when it will just release, its will probably the same as PS2, i got it about 1 year after it came to israel, because at start it was about 3,000 shekels (750 USD), which is even not the price of PS3 in your place, and man i still was kind of a little kid, i got so depressed because of it, and i begged and begged and begged for nothing, but then my father had a trip to South Africa and he found there a cheap one, so he bought it for, but i think we already planned to buy it before he went to the trip.
This message was edited by revenger of wastelan on Jul 08 2007.
Author: Revenger of Wastelan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
Sorry im doing another post for not ruining the YouTube video links.
Tekken 6 Impression from jin11:
- Tekken 6 movement and hit system feels alot like Tekken Tag - Tekken 6 juggles do low damage as Tekken 4 system - Combos in general do low damage - Juggles seem harder to do ala Tekken Tag - Long jab combos are also much harder
- Apparently the wall combos are pretty raped for all characters. Only quick attacks hit. Making it deadly mixture since dash jabs carry much shorter. It seems like Tekken 6 is a fusion of DR and Tag/T4. This is what Namco meant by pleasing the Tekken players of the non DR generation.
- 200won said Tekken 6 feels really alot like Tag because of the SS sytem. It seems you can evade alot of things by timing it right. He also mentioned he would think all chars being 10 frames would change the system dramatically, but after playing in Beta Test the difference is not that huge and it doesn't feel that much change.
It doesn't have that much impact on gameplay as he felt it would, which he feels is very good. He also thinks Zafina will be super strong. Her stance moves seem very deadly and unless Namco changes the properties she will most likely be top tier.
Also he thinks Paul has a hard time. As Dash Jabs are pretty useless and the new wall system makes him weaker than before. Players will have to find something else now.
- Dash jabs are hard not because of the 10 frame jabs but the general juggle system has changed. The launch height isn't the same as before. Gravity seems more strict.
- Also about breakable stages, they are hard to do. It's not that big influence in the gameplay.
- DUK believes Jin is super weak in the beta version. Namco will probably tune him up in final ver. All his moves seem super slow and stuff. Also very punishable.
- All characters with jab jab combos in DR WILL have to change and find something else to replace it with because it is also useless now. They have to work for combos now, because of difficulty of combos.
- Most of Steves and Rogers DR combos work in T6 though. And Steve seems to have very nice new combos for T6.
MICHAEL DONT READ THIS, YOSHI SPOILER - Yoshi seems to have some godly moves, but the character needs more development accordingly to 200won. He has something new that extends his juggle properties.. (don't know what that means.. )
END OF SPOILER
- Something else about the control system. Movement responds very fast, and button timing is very strict. You cannot bash juggles like you can in DR. You have to input more precisely like Tag. Overall better control movement.
- Marduk's VT stance the properties have changed. If the player abuse it, the opponent can catch up to Marduk and punish. (not sure what this means.. ). Apparently it's easy to dash in and attack. This helps break people who turtle to tell them to attack.
- Best characters from beta test so far seem like Baek and Hwoarang. 200won said those 2 character owned all the T6 machines lol.
- Mishima EWGF seems to be weaker now. Gives less ADV on block, almost seems punishable lol. Also combos like Kaz, EWGF EWGF, jab jab is almost impossible, like Tekken 4. Wow, really big change on juggle system.
- Hwoa JFSR is super super hard to do. ala Tekken 4 style.
Author: Revenger of Wastelan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) ------------------------------------------- News:
Namco Bandai Games Inc. announced that Tekken 6 will be out on console within 1 year from the arcade release date in November. They also confirmed that T6 will have ONLINE play!
Special Thanks to SDTekken.com for the information.
Author: Revenger of Wastelan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
Tekken 6 interview (taken from SDTekken.com): In the August issue of Arcadia Magazine, the development team for Tekken 6 was interviewed and they gave their thoughts about the upcoming game and why the changes were made to the current system. Click below and check out the full interview!
Our very own Masakun took the time to translate the interview which includes members of the Tekken team, Katsuhiro Harada, Yuichi Yonemori, and Hironori Ikeda. Also featured in the interview are two old school Tekken players Hameko and Takeyama!
A few tidbits from the interview:
Tekken 6 is currently 60-65% complete. Can improve graphics by 20%, performance by 30%. Uses LCD display, but no lag. Sound system is the most advanced in recent history as well. Arcadia: Why did you decide to incorporate the rage system?
Harada: We wanted to recreate situations that would feel natural. We didn't want to make players use a system that forced them to play a certain way in a certain situation. We were looking to incorporate a system like the netsu system in TTT.
Yonemori: We tried adding a button, but it didn't work out b/c the player would get distracted over when they should use it (to go into rage mode)
Harada: We wanted to work in a system that would keep the tension level high, like a dead heat. Sure, one aspect of Tekken is that you could have a lot more energy than your opponent and still lose, but that became pretty un-realistic if your opponent's health was, say, 9 times as much as yours.
We wanted to tweak it so that it would be a little more feasible to pull off a big comeback, and to create a situation where advanced players wouldn't be able to sit back and relax. After we were fooling around with the idea of your own health, the rage system came into play.
Ikeda: The basics of the game are still kept pretty much intact. We wanted to incorporate more tension into the game this time around. You could lose the round as soon as you decide to 'go easy' on your opponent. You aren't going to give up if you see your gauge turn red. Everyone has more life now.
Harada: So in other words, we've increased everyone's health so that the matches won't be shorter (because of the rage system).
People will play differently before and after the rage system kicks in. People might be a little more conservative during the first half of the match; but in any case, people's play styles will differentiate after the rage system, and that'll be interesting to see.
Ikeda: If you get launched by a Mishima in rage mode, you'll really get scared!
Harada: And the opposite is true too; Paul can deathfist you and tear off a huge chunk of life in rage mode.
It's a fusion of that Tekken-like gameplay and a level of meticulousness that was previously unseen in the Tekken series. Basically like a shot of adrenaline to add some more tension to the gameplay
Hameko: Regarding the effect you have in place where the stage breaks How does it effect gameplay? Seems like you're just changing the stage in the middle of a match (and disrupting the flow).
Yonemori: Well we'd like to fix it so it's more fun.
Harada: without breaking the flow of the match
Yonemori: That's the most important part. We're trying to make the tempo (of the stage breaking) faster than before. Don't want to make it seem like there are no advantages to breaking the stage, otherwise it'll make the player feel like he lost out somehow. Frame advantage, damage points would be more important here
Arcadia: How many places per stage will break like this?
Yonemori: Not too many - we just want it to add a little variety to the stages.
Harada: Three might be overestimating it. If you're talking about seasoning in cooking, for instance, it would be like a dash of pepper; not something that's ubiquitous to the game, but adds a little kick once in a while [wtf is he talking about–SDT]
Arcadia: The stages just seemed to give when they broke.
Harada: Well we just added the feature to see how the response would be. It's not the way we want it to look in the final product.
We can make the stages as hard as we want or give the player who slams the opponent through the stage some kind of advantage. Jack is heavy, so we can make the stage break when he walks over certain parts (laughs)
Arcadia: Any more special effects for the stages? Any "day to night" transitions, for instance?
Harada: We've been doing that with things like eclipses, but we'd like to show more changes like that if we can.
Yonemori: We're trying to have each stage have its own special effect.
Harada: We still have more stages in the works, so we'd like to show off other special effects It's kind of a catharsis of sorts, that we can show by contrasting light and dark in certain ways
Arcadia: The characters look bigger in the screen than before.
Harada: Well we changed the dimensions to 16:9, so we want to give players something to be excited about visually.
Arcadia: Well a part of that eye candy would seem to be hit effects.
Harada: We're adding more curves to them, and they look much different now. We tried using what we did in 5/DR or 3/Tag, but something was still missing. At first we just tried distorting the area where someone gets hit. You saw something akin to 'strength' or 'power' of the hit, but not the inertia that carries the blow. Added line effects like a comic book, changed the thickness of lines, curvature
We incorporated some variation in the effects themselves (in terms of how the lines look) so it won't get boring. We wanted to create the type of hit effect that would make players want to land hits on their opponent and feel good about it
Arcadia: Sounds like a visual effect that embodies what Tekken is.
Harada: That's the kind of comment we're looking for! The way I described it might have sounded a little weak, but what's interesting from a technical standpoint is that we're not using any fancy technology here.
We just did a LOT of trial and error to get the right type of hit effect. Distortion of air like a movie, hit effects like a manga, looks original but still something you'd see in a game
Ikeda: A lot of moves will have different special effects under rage mode
Yonemori: Moves that normally don't have hit effects will also have them (e.g., punch strings that sparkle at every hit).
Harada: Jack's moves that extend his arms are pretty cool too!
Yonemori: We really want you to see how awesome it is
Harada: That's something we really wanted to do this time. Regardless of how good or bad the move is, to have moves that feel great just by doing them.
Arcadia: Will each character have his / her own special effects?
Harada: Of course
Also, we'll make sure that people who played a lot in DR will get a little bonus, but we aren't sure what that'll be yet. Nothing that'll change your character, but maybe something visually, like hit effects that are a little different (like a white flame).
Again we haven't decided anything yet, but it's an option we're looking at.
Arcadia: What about this medal system?
(Note: this will probably be limited to Japan, as access to Tekken-net through a cell phone is required)
Harada: We have plenty of them in store. We want people to collect them on their cell phones and show them to their friends.
Yonemori: Even if it's not something you can really brag about, we'd like to make as many as we can
Harada: For instance, people who get multiple GREAT wins in a row, or people who lose multiple GREAT matches in a row; people who play at a bunch of different arcades; people who use unusual moves to finish off opponents
Arcadia: There seem to be team emblems as well?
Ikeda: We're trying to foster an arcade culture where people go and socialize with each other. We feel that incorporating a team-based emblem system is one way to get this done. It's just another way to get teams to compete other than through vs matches.
Harada: It motivates you to play the game if you can do things like that w/ your friends.
If you get enough points as a team, you can customize your emblem, and there are items that you can buy only if you're registered on a team. You can form teams w/ your friends, people who go to the same arcade, or just randomly over the internet — it's up to you.
Ikeda: Some events will pop up if you're on a team — some tasks will come up, and it's up to the team to clear them and get bonus money. We're also looking as using TEKKEN-NET to see if you can run a tournament within your team
Arcadia: What will item prices be like?
Yonemori: The possible variations are much more than what we had before, so you'll see a lot of variation in item prices as well.
Arcadia: Speaking of items, there are items that let your character do extra moves
Harada: This was actually something that some players were talking about; it wasn't an idea that we came up with.
We were going around Japan for a Tekken-related event, and listened to some questions like, "Is Lei going to be able to shoot his gun?" Of course these moves won't have any effect on character balance, so we're taking this issue very seriously right now.
Hameko: Bruce's chick is a nostalgic item for a lot of old school Tekken players.
A lot of us liked how you could see it once in a while during his win poses.
Yonemori: Well the chick is just sitting there for now, but our programmers asked us questions like, "so are you going to have this bird actually attack people?"
Harada: It seems like Marduk's metal club gets the most attention, with it being so obvious and all.
Ikeda: It would be nice to see someone win in a tournament after pulling out 6 chicks
Hameko: Some people have fun in this game by doing special moves while their backs are turned to their opponents. It seems like the same kind of mentality is behind these new types of items.
Harada: That's an interesting way to put it. In any case, we're taking in some player input and making sure it works with the game.
Arcadia: Any chance you'll incorporate any new gameplay elements and run another round of beta testing?
Harada: It would be nice to do something like that, but time is definitely a constraint for us.
Of course we can improve the quality of what we have right now, but putting in a new gameplay element is a whole other story.
Ikeda: Also, we took out 8 frame jabs.
Takeyama: I didn't notice that.
Ikeda: You won't be able to put in as many jabs in air combos, but we're making sure the gameplay doesn't feel heavy or slow. We're leveling out the playing field, so you can try to play with 8 frame and 9 frame disadvantages.
Takeyama: So does that mean characters who were already 10 frame jabbers have an advantage?
Harada: We're of course making adjustments so that doesn't happen
Ikeda: Getup kicks are different now too, and low parries have also been changed
Yonemori: We've made a lot of subtle changes
Arcadia: So what kind of direction are you trying to take this game?
Ikeda: Well we're not trying to 'tone down' the way the game is played
Harada: Well, for really specific elements, we're listening to a lot of what our users have to say, and asking ourselves what kinds of improvements we can make so that your arsenal of tactics will grow bigger (and consequently make the game more interesting)
On the other hand, the rage system and the game's hit effects are going to be as flashy as possible. This contrasts the types of changes I just told you about, which deal with the game more on a micro level.
Ikeda: It's not something like how we adjusted DR from 5.1. We really want to lower the entry barriers for new players, so this means we're looking to try to make a game that encourages people to play aggressively, even if they don't know a lot about the game.
We're trying to limit frame traps and instances where you get killed because you don't know what your opponent is doing.
Arcadia: So there were 40 character boxes
Harada: We have one more character up our sleeve
Arcadia: Are you still keeping time released characters in Tekken 6?
Harada: We're doing away with that.
Characters that do get time released are usually at a disadvantage, and it's stressful for people who have to wait until their favorite character gets time released.
To compensate arcade owners for this, we'll have events through TEKKEN-NET once in a while that will encourage people to go to arcades to play.
Also, we're thinking about adding time-release features for some items.
Arcadia: How's the ranking system going to change?
Yonemori: Well, for rankings around 1st dan, we might change it so you can also get promoted after playing a certain amount of games (regardless of whether you win or lose).
Arcadia: Finally, if you could say a few things to the Tekken players out there
Harada: We're finally at the point where we can release information tidbits about this game.
A lot of people gave us their opinions from Tekken 5 and DR, and we know how passionate people feel about this series.
In any case, we want to make a game that feels great to play, is fun to look at, etc etc We're putting everything we can into making a sequel that won't disappoint.
so please wait until this winter!
This message was edited by revenger of wastelan on Jul 23 2007.
Author: Daisy
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) ------------------------------------------- Notice to EVERYONE, but mostly to sten mk II and revenger of wastelan. This is not a chat thread. Chatting here, even on the topic of the game is spam. I also have seen plenty of straight up spam here too.
Please use the main body of the forum for game discussions and keep one on one convos to PM please.
This is the second time I have warned you two guys specifically, so please don't make me take a harsher action than deleting your posts next time. In other words, let's not have a next time, yes?
Author: Black Swan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
quote Daisy
Chatting here, even on the topic of the game is spam.
I don't think they were TRYING to spam, Daisy. 'Specially not ROW. He\she may have posted a lot of extracts from interviews, player opinions etc. but that doesn't mean he\she is spamming.
Back on topic now, and some of the screens look awesome! I can't wait till the PS3 is a hell of a lot cheaper; I want T6!!!
Author: Daisy
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
I think you misunderstand the purpose of an Information Thread.
Info Threads are used as places to put Info for easy access for anyone visiting the forum. They should not have to wade through 11 PAGES of back and forth chatting between row and sten in order to find the info. Yes, other people are guilty of it too, but they are the main offenders here and that is why I singled them out. Yes it was spam and in many cases comments were made that I deleted that had nothing to do with Tekken, let alone being a post with new info about this game, which is ALL this thread is for.
There is no "Back on topic" as the only topic allowed in this thread is posts with new info. This thread is not for discussion.
I don't think they were TRYING to spam, Daisy. 'Specially not ROW. He\she may have posted a lot of extracts from interviews, player opinions etc. but that doesn't mean he\she is spamming.
I did not delete any of row's posts with actual information. Only chatter posts were deleted.
You guys have a whole forum to discuss this game. Please use it and stop chatting in this thread. The past three posts in this thread will be deleted once I feel that my point has been taken by all the regular visitors to this forum.
Author: Oscie
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
Daisy, your spazzing. ROW just found a lot of imformation. He's actually TRYING to get us on topic! I think we should ask Steveboulve if they were spamming.
I'm not spazzing. I'm trying to put this thread back on track. 11 Pages of back and forth discussion is spam. Don't tell me how to do my job and stop posting in this thread unless you are making an information post. Period. I don't need to ask Steveboulve if it was spam. I'm the effective mod in the forum for the time being and it WAS spam. And as a matter of fact there were posts that have since been removed asking why people were using this thread as a General Discussion, when it is clearly to be used for Info Posts and nothing else.
I am aware RoW has made many info posts and you will find ALL of them still here. The only posts that were deleted were spam. Back and forth discussion, using this thread as a General Discussion is SPAM, even if it's on the topic of Tekken 6. If anyone else wants to try to explain to me how I am wrong, perhaps we'll have a SuperMod come by and explain to you what the problem was.
Oh and don't send me a PM asking me for an explanation of why your post was deleted if you have me blocked from PMing you. - Daisy
This message was edited by daisy(moderator) on Aug 02 2007.
Author: Revenger of Wastelan
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) ------------------------------------------- New Profiles & Screenshots: Profiles (translated by SDTekken.com): Ling Xiaoyu: Ling Xiaoyu breathed a sigh of relief when she heard Heihachi had not truly died. However, as head of the Mishima Zaibatsu, Jin Kazama aims to take Heihachi's life. Xiaoyu was going to try and stop Jin herself, but the Zaibatsu pushed towards militarization, making it difficult to approach Jin.
The Mishima Zaibatsu's declaration of war drew hostility from around the globe. When The King of Iron Fist Tournament 6 was announced, Ling Xiaoyu enters in the hope that she can save Jin's soul from evil.
Sergei Dragunov: Sergei Dragunov received an order from Russian Military headquarters to sneak into The King of Iron Fist Tournament 5 to capture an unconfirmed creature known as Devil. Sergei infiltrated the tournament, but did not find Devil.
Before long the activities of the Mishima Zaibatsu caused unrest in Russia. While Dragunov staged numerous intense battles to quell the unrest throughout his motherland, he received an order from the Russian Military high command to infiltrate The King of Iron Fist Tournament 6 and smash the Mishima Zaibatsu signle-handedly.
Once again, Dragunov finds himself heading to Japan.
Bruce Irvin: After becoming reacquainted with Kazuya Mishima at the The King of Iron Fist Tournament 5, Bruce Irvin decided to assist with Kazuya with his scheme to takeover G Corporation, and after they had succeeded, Kazuya managed to control the corporation from behind closed doors.
G Corporation waged war with the Mishima Financial Group (MFG), and Bruce, as Kazuya's Captain, led Kazuya's private corps into battle, fighting MFG the world over. Soon afterwards, G Corporation made preperation to annihilate the MFG by placing an enormous bounty on Jin, and as anticipated, the MFG began to show signs of movements: opening of The King of Iron Fist Tournament 6 was announced.
Bruce Irvin has entered the tournament to capture Jin...
Lee Chaolan:
Chaolan Lee took part in The King of Iron Fist Tournament 5 in order to take revenge on Kazuya Mishima. However, the one who had opened the tournament was not Kazuya, but Jinpachi Mishima, and Chaolan, after learning this fact, lost interest in the tournament and returned to his home in the Bahamas.
Soon afterwards, the MFG, led by Jin Kazama, brought the world to chaos, and around the same time, G Corporation became a major opposition. Surprised by G Corporation's sudden military action, Chaolan, a major shareholder, conducted a private investigation with the utmost secrecy and discovered that it was Kazuya who was the real power behind G Corporation actions.
After obtaining information that Kazuya himself would take part in this tournament, Chaolan, using a shareholder's preferential treatment ticket, enters the tournament in order to get close to Kazuya.
The characters' pictures can be found in the Tekken official Japanese site (http://tekken-official.jp), in the Tekken 6 Characters section.
Also some new screenshots can be found in the Tekken 6 Screenshots section.
This message was edited by revenger of wastelan on Aug 10 2007.
Author: Ray_Masamune
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) ------------------------------------------- Arcadia scans:
Author: Maximus 3
Date: (PT)
Subject: re: Tekken 6 News Thread (Check here for Updates) -------------------------------------------
New Famitsu Scans: