Quote Originally Posted by Mo-Nercy View Post
Quote Originally Posted by Rocket Edge View Post
Quote Originally Posted by eternal essence View Post
Yeah, and I'm in love with bound, I think the effect it has on combo strings not only adds more depth, but it can make simply watching a match more enjoyable.
I agree. If you take the time to learn the juggle combos it immerses you more into the game.
I personally don't like bound so much. In T5 and DR, I liked to play with a focus on good oki - learning the opponent's preferences when it came to tech rolling and keeping them grounded/relaunching them for a follow up mini-juggle. I loved ending juggles prematurely and baiting the opponent to rise into a big hit for counter damage (e.g. Lee: launch, b+1:1~f, 1,2~f, 1,2~f, wait, f,f+3 or Asuka: launch, b+2,1,3, 1,2,3 [hold]). You can still do this in T6, of course, but there's less to gain from it since you can go for bound follow-ups instead.

That's just how it's affected my game though. I like what bound's done for the Tekken series in general. It's a series that's been constantly criticised for being a big jugglefest without a need for 'real skill'. Instead of Namco bowing to the pressure of having their fighter labelled a noob's game and easing up on the juggling aspects, they've created bound to bring more depth to it. Good on 'em for that. I do want bound to stay, I just wish I could get my head around it better xD
I mostly agree. I mean, that to me is what makes Tekken the best fighter I've ever played. It's the ability to mix up your game and juggle to confuse your opponent. For instance, I might launch a player and then when bounded, I might introduce the players special attack which does 90+ damage, granted they get up. Are you on PSN?