New upcoming patch to smooth online play.
Namco Working On Tekken 6 Online Patch -
Secondly, Someone up thread asked if the game added anything new to past series
[WARNING- THIS WILL BE LONG AND FULL OF NERDERY]
The most obvious stuff
6 new characters- this is a given any new fighting game sequel will have new fighters to use.
New moves for old characters- again, a given. But some characters have been changed so drastically, that it will feel like a brand new character compared to past games
rage mode- is you have 5% or less health, you will start to glow red and all attacks do increased damage, making it easier to come back. In reality, alot of times, you'll be hit with something that kills you before you even get to use it, or both players will be low on life, so being hit would have killed one of them anyway. Staging a rage comeback, is a lot harder than Street fighter 4's ultra comeback, which uses the same comeback assisted mentality, and it can happen, but I don't feels like it's as useful or abusable as ultra's.
Bound- In the middle of a juggle, you can now slam an opponent down to the ground, then you have a couple of options. Continue your juggle, using the bound move as a way to increase the damage- this is the most used options. You can go for unguareteed mix-ups, like a throw or a relaunch is an opponent guesses wrong, this method means you gambling clear cut damage for a chance to inflict even more, or a chance to deal nothing and lose the advantage. Knowing when to go for the sure thing or risk it is key for top level players.
Breakable walls/floos- mainly just cosmetic, but can be used to add a few more hits to an opponent slammed through the wall or floor.
The less obvious stuff, but in my opinion much more important to the actual game
Less juggle/More poking- - All juggle damage has been toned quite a bit and all standing attacks have been upped to deal 120% of damage compared to past games, this means that the characters that are poking and string based, but not juggle based can still hang and deal massive damage, and it brought the juggling monsters of past tekken's back in line with everyone else. This makes the entire game change, as now counter-hits straight kill people, so players spend alot of time playing footsies, and trying to make the opponent whiff so they can punish with a poke. Top level play almost resembles shugun vs machida which each player moving around and trying to counter the other- except usually most fights don't go to the judges.
Fastest jab is now 10 frames- Past tekken games some characters jab's were 8 frames and they had a distinct advantage in being able to interrupt an opponent's slower attacks, making the majority of the cast have 10 frame jabs but people on the same playing field- unless your Ganryu.
Balanced!- this game has been out in arcades for almost 2 years and in that time, several patches and revisions have been out to tweak the cast and make sure that every single character has more than a fair chance to win vs any other character. Yes there are tiers and yes certain characters are slightly better than another. but the differernce between characters are so slight that is only noticable between two high level players of equal skill. Take a look at what characters are placing in tournaments, and you'll see a wide diversity of character's ranging from all over whatever tier list is being used at the time- since tiers list change all the time in this game, and the america, koreans, and japanesse teir list look nothing alike, just further proves how balance the game is.
So comments like Eddy is overpowered is simply not true, seeing as he is barely mid-tier on all the lists. If a character is giving you trouble, it just means you have to do some work to figure out what is giving you problems, or it could be just the player beating you.
[END VERY LONG NERDERY]