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Tekken 7 Discussion Thread

1568101117

Comments

  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Fergus_ wrote: »
    Everyone has a 1+3 and a 2+4 grabs which are the generic grabs, in TTT2 you have to break 1+3 with 1 and 2+4 with 2 and you can see the limb before they grab so if your throw breaking is point, you can react accordingly.

    In T7, if they do either 1+3 or 2+4 grab, you can just press 1 or 2 to break both.

    I don't think it's a good change tbh, if they want to make it easier, just make the throw break window longer with the current grab meta.

    1+2 breaks are still a threat, so there's at least still some throw mixups (if they can't break throws)

    This is fantastic news, old system was stupid as hell.


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    Not really, will make certain character's mixup game pretty poor : /


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    A post I made on another forum a few days ago:
    Tekken has the best input setup of any of the 3d fighters for me.

    The only thing I'd change would be throw teching.

    Make it a universal command, but shorten the window to tech.

    Harada has spies everywhere.


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    Macal wrote: »
    I can agree there. I don't use throws a lot in my playstyle (with Feng at least, you can't not throw with Wang) and prefer to use lows, part of the reason why I'm probably not as bummed out about it as other people are.
    I'm the same as yourself. When my bro and I were first gettign into the game we weren't aware of how throws worked, didn't know about online resources, and so thought it was unfair to use them against each other.
    This meant we learnt a style which avoided them completely and it's only now over the last few years, through discussion with all ye and from observation, that I working on trying to implement them back into my regular game.
    Macal wrote: »
    And yeah, we would all love Namco to implement a tutorial system like VF 4 Evo, KI, GG Xrd. Would be a better way of going about it.
    I've only heard VF's tut was amazing.
    I'm closed minded and haven't branched out to other fighting games :P
    (TRANSLATION: I have ZERO time for phreaking anything and can't even get to play the things I love :eek: )

    When you consider soo many ppl dropped TTT2 becuase they found it hard to get into, you'd have thought a better tutorial system would have been a top priority. But, maybe it is, considering they now have a practice mode type for arcades....we'll see...
    Macal wrote: »
    ... I think they've made Drag too good actually. I mean his main weakness in TTT2 was having no Orbital or Hopkick for low crush, and now he pretty much has two Orbitals!
    Darg's u/f+4 was already one of the best pokes/option-select's in the game IMO. Fast, crushed lows really well, SAFE, gave a small CH juggle and tracked to his left brilliantly! Like WTH!?!?! :mad:

    DRAG = OP, SON!


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    For those of you who want to start gettin' gud at Tekken 7, I'd advise to watch these vids from Mr Aris Bahktanians.





  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    #MeowChanArmy

    10891780_1555849784664081_844779622425679241_n.jpg?oh=66240d61586787bae8b1d2ecfc676c94&oe=55811877


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    http://rbnorway.org/T7-frame-data/

    Welp, T7 frame data has arrived.


  • Registered Users Posts: 92 ✭✭eastyy


    always felt a bit overwhelmed with the tekken games there are just so many characters now


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    You're not the only one.


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  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    There won't be so many now. Much less variables than TTT2


  • Registered Users Posts: 11,506 ✭✭✭✭Xenji


    Is there a confirmed full character list yet, I have yet to see Yoshimitsu.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    Xenji wrote: »
    Is there a confirmed full character list yet, I have yet to see Yoshimitsu.

    Nah not yet. I'm sure Yoshi will be in. Namco probably have to re-work him a bit more for the new combo system than other chars with the amount of moves he has.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal




    Devil Kazuya has an extension to his hellsweep, which I wager is done by CD+4,1UF as is his CD+1UF. So this, mid-EWGF, Jinpachi's Reverse Bear Hug and standing Twin Pistons, Devil Kaz is looking more godlike.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal




    Devil Kazuya has an extension to his hellsweep, which I wager is done by CD+4,1UF as is his CD+1UF. So this, mid-EWGF, Jinpachi's Reverse Bear Hug and standing Twin Pistons, Devil Kaz is looking more godlike.


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    "Tekken is dead cuz Lili is nerfed" ~ some random Lili in 2012.

    https://www.facebook.com/video.php?v=1020823097945550&set=vb.100000536085708&type=2&theater


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  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    Fergus_ wrote: »
    "Tekken is dead cuz Lili is nerfed" ~ some random Lili in 2012.

    https://www.facebook.com/video.php?v=1020823097945550&set=vb.100000536085708&type=2&theater

    Lol, apparently that got fixed in an online update today. Thank ****.


  • Registered Users Posts: 122 ✭✭MazManZero


    Tekken is dead cause Lili is buffed.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    Tekken 7 has been officially been confirmed to have arcade cabinets at Final Round this year.

    That Markman always pulling through.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    some interesting changes to combo system. Apparently the scaling in combos has changed to boost the damage of shorter combo. So for example Paul's df+2, filler, spin attack, finisher does the same damage as Paul df+2,qcf+2. So any of those who dislike T6 - TTT2 combo system can get reward for something shorter.

    So what's the point of spin combos, you ask? One thing to consider is that the combo scaling is reset in combos that features the wall or have any floor breaks and wall breaks. This means that you can still receive worthwhile damage in your long combos, but only if you utilize your in-game surroundings correctly.

    Very interesting. I quite like this change. There's further explanation for this combo system in the link below.

    http://www.avoidingthepuddle.com/news/2015/3/3/tekken-7-pre-launch-version-looking-at-the-combo-system.html


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    If characters have short combos that can lead to a wall splat, then the damage will end up being absurd.

    Can you wall splat twice in one combo?


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  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    If characters have short combos that can lead to a wall splat, then the damage will end up being absurd.

    Can you wall splat twice in one combo?

    Nope. Wall carry and wall splat are two different things. I'm confident the reset percentage for carrying to the wall in T7 is not 100% (that would be insane), but is higher than what it was for T6-TTT2.


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    If you get a direct wallsplat, some characters can resplat. Altho it's very finicky with wall axis so most people won't try it.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    Fergus_ wrote: »
    If you get a direct wallsplat, some characters can resplat. Altho it's very finicky with wall axis so most people won't try it.

    Even still, that sort of resplat scales so I don't personally consider it to be a true second wallspat.


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    Macal wrote: »
    Even still, that sort of resplat scales so I don't personally consider it to be a true second wallspat.

    But if damage scaling is reset for a wall splat, then you could get a high damage, low execution combo > wall splat to reset the scaling > combo > wall splat to reset scaling > combo.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    But if damage scaling is reset for a wall splat, then you could get a high damage, low execution combo > wall splat to reset the scaling > combo > wall splat to reset scaling > combo.

    It's really only possible to re-splat from a direct wall-splat. When you wall carry the comboed char sinks to the ground faster than they do from a direct wall splat.

    Trust me, if you could do this level of damage that you posted, the Japanese players would have discovered it already and be posting it on the internet.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal




    Kazumi's Rage Art; shoryuken included.


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Looks like a shinryuken, to be precise!


  • Registered Users Posts: 92 ✭✭eastyy


    cool combo video


  • Registered Users Posts: 50 ✭✭omara95


    Devil Jin is in Tekken 7. Yaaaaaaaaaaaaaaaaaaaa!


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    omara95 wrote: »
    Devil Jin is in Tekken 7. Yaaaaaaaaaaaaaaaaaaaa!

    alongside regular Jin (in a new outfit as well), a new waifu, and Jack-7?/Nancy's relative?

    http://www.fightersgeneration.com/screens/tekken7-character-leak.htm


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  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    **** that's mad.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    from FlyingWonkey
    "Just a random report from an arcade goer in 2ch. One of the T7 machines had a bug and displayed more characters on the select screen.
    Devil Jin, Kazumi, Yoshimitsu and a new female character that looked like Jaycee?
    "Devil Jin's b+2,3 is his screw attack & Hellsweeps knockdown again" !!!

    I think you can rest easy now. Novi. So can the Julia fans.


  • Registered Users Posts: 2,582 ✭✭✭NoviGlitzko


    :)


  • Registered Users Posts: 50 ✭✭omara95


    I hope Devil jins hellsweep gives a combo like it did in Dr!!


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal




    Jin was recently discovered as a secret sub-boss in the arcade mode. There's been a few ow-quality vids released since last night. I'll go through the changes myself and Bilal have found out so far.

    -His power crush is a new move. Not sure of the notation. Looks similar to Raven's df+3.
    -A new animation of db+2,3 where Jin now does a stomp instead. Looks like an old bound move used to spike.
    -Hopkick launches normally (ie.as the CH version did in TTT2) on both NH and CH.
    -And now for a big buff. EWHF launches on NH now.


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    EWHF LAUNCHES ON NH?!

    Please be a boss-specific thing.


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    Macal wrote: »
    -A new animation of db+2,3 where Jin now does a stomp instead. Looks like an old bound move used to spike.
    The '3' is a steal of the animation from Hei's d+3.
    Macal wrote: »
    -Hopkick launches normally (ie.as the CH version did in TTT2) on both NH and CH.
    -And now for a big buff. EWHF launches on NH now.
    His ECD1 must be really negative on block then. Maybe even launch.
    I can see why his d/b+3,2 was nerved also. One of his best mids so it took a hit. His mids across the board will take a hit I'd imagine.

    Remember when Harada spoke about coming up with someone who can defeat Devil Kaz? :)
    I'd say Devil Jin is gonna be sooooo OP.
    I'd imagine Jin will have a similar transition to DVJ as Kaz does to DVKaz i.e. only available in rage mode.
    That's my thoughts anyway.


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    Wonder how Jin is gonna fit into the Mishima sega storyline. It just seems like personal beef with Hei and Kaz.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    Fergus_ wrote: »
    Wonder how Jin is gonna fit into the Mishima sega storyline. It just seems like personal beef with Hei and Kaz.

    I'm more curious as how Devil Jin is gonna fit actually. Wasn't the whole point of T6's Scenario Campaign storyline for Jin to finally abolish his Devil Gene (via causing worldwide war and destruction, no less)? Hopefully Devil Jin's presence is kind of like Evil Ryu in SF4, not a part of the story but just as a "what if " character. Otherwise it'll already have tarnished the already soiled reputation of the T6 storyline


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  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal






  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    Lol Josie's winpose.

    She has quite a few of Bruce's moves. Interesting


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    Jin's CD4 giving a s! combo and DJin's 1st hit of HS giving a combo?

    Namco why? ;-:


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    Those buffs are clear signs that Namco are intending to have Mishimas be top tier in T7. And to be fair they should be as they take a lot of work to get good with. Jin is getting more due to him being inferior on paper to the other 3 Mishimas in TTT2.

    Yo Maz, you gonna try out Josie with them Bruce moves she has? Wonder if she has b+2...


  • Registered Users Posts: 122 ✭✭MazManZero


    Once you go Black+2, there's no going back+2.


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    Jozie had a sway-type thing also, which looks interesting.
    She moves like Kunimitzu too.

    Jin looks really strong. His powercrush is a little weird though; not quite as good as others in the game. I suppose that's the trade-off for having the parry.
    His HS and EWGF doing a full juggle will make him really good I think.
    I suspect they'll nerf his mids. Tekken in general are good at balancing so I'm not gonna be freaking out. I'm sure they'll get it right.

    Guess I was wrong about the Jin->DVJ transformation hunch.

    DVJ also looks really good. I like the new animations on his FLY 3 (stolen from Angel)
    Looks like his f,f+3,2 got a 'new' exstension, his u/b+2. Either that or he cancelled into it. Poor quality video, can't see.
    I really like the lighting on his unblockable.
    Interesting looking new string which he uses as the ender to the HS combo.
    His super looks CRAZY! :O


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  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal




    Better quality trailer.


  • Registered Users, Registered Users 2 Posts: 3,878 ✭✭✭Robert ninja


    Jin parry to rage art seems like it could be a powerful tool.


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal




  • Registered Users Posts: 212 ✭✭Constant Markievicz


    Macal wrote: »

    Shin Kuma?


  • Registered Users, Registered Users 2 Posts: 598 ✭✭✭Macal


    so Devil Jin has been released in the arcades today; here are some changes that have been found so far.

    Power Crush: d+1. Rage Art: b+1+2.

    New moves: a reanimated b+2,3 (his main spin move, high-mid), has Angel's f+3+4 as a different notation

    Spin moves: ff+4, ws+2, b+2,3, FLY 2, ub+2, ff+3,1,2? (3rd hit has the same animation as his ub+2)

    Buffs: cd+4 is now an NH launcher. However cc 1+4 only picks up on clean hit.
    b+4 gives a true wall-splat. The CH launch also leaves the opponent FUFT in the juggle state now.

    Nerfs: ws+2 gives an immediate spin on hit, less juggle damage potential then before.
    db+2 has reduced plus frames on hit and is now -13 on block


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