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Tekken 7 Discussion Thread

145791017

Comments

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


    Electric Wind God Twirls confirmed for Chloe?


  • Closed Accounts Posts: 632 ✭✭✭Forest Demon


    Macal wrote: »
    http://www.avoidingthepuddle.com/news/2015/2/11/tekken-7-new-gameplay-images-of-shaheen.html Some screenshots of Shaheen and a bit of a description on his playstyle, as well as Lucky chloe's.

    Graphics in screen shots are more impressive then others I have seen to date. I wonder is this the console or pc version?


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


    Graphics in screen shots are more impressive then others I have seen to date. I wonder is this the console or pc version?

    Neither. It's the arcade version.

    The more I look at these screenshots, the more I think I look like a white version of Shaheen.


  • Registered Users Posts: 50 ✭✭omara95


    Looks like Kazumi is in the game after all. She seems to have some of the Mishima moves too. Heres hoping she's playable and has ewgf!


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    I would doubt she's a playable character. She's probably an addition to the main storyline in order to wrap the series up. My bet is she has some role to play in the final boss battle.


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


    Harada's walkthrough of Lucky Chloe and Shaheen.

    Can someone actually tell me how to make pasted links show the actual vid or pic in the comments section? I'm getting annoyed by this.


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


    It's


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


    These days you can put in the whole URL either


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


    Details from Wonkey relaying Harada and co's description of Kazumi's boss fight.

    "Upon reaching the last fight, players will be greeted by a rather fabulous-sounding intro of Kazumi entering the arena atop a tiger. During the battle, she uses the animal as a sort of summon that functions like a projectile. Other tools at her disposal include the Flash Punch and Demon Slayer strings typical of Mishima characters, Jinpachi’s Nyoishou (and, presumably, its follow-ups), and more.

    It was also revealed that Kazumi utilizes her Devil form in the second round, which may be a not-so-subtle nod to the origins of the transformative powers and other story elements"

    Sounds rather fabulous.


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


    Kazumi with cancans, EWGF and f2 pls


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


    Before and After

    LCbeforeafter.jpg


  • Registered Users Posts: 122 ✭✭MazManZero


    Fergus_ wrote: »
    Kazumi with cancans, EWGF and f2 pls

    Please; Knee Taunt > Electric Wind Jet Upper 9 frame launcher.


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


    some character-specific news from the Jaepo version.


    Shaheen: d/f+2,1 is similiar to Ancient Ogre's b+2,1
    Shaheen: u/f+3 is like Bryan's Orbital Heel.
    Shaheen: Basic combo notation: d/f+2 or u/f+4 or u/f+3, d+2, f+2,4,4 (tailspin), d/b+2,1
    Shaheen: d/f+2 is like Lee's d+2 and launches.
    Shaheen: win quote - 'This victory was inevitable.'
    Shaheen: Low pickup for combos with 4,1. An airborne opponent→ 4,1→ f+2,4,4 (tailspin)→ ff+3
    Shaheen: Tall character, slightly taller then Lars.
    Lucky Chloe: d/f+1+2 is exactly like Eddy's and Christie's. She seemingly has some moves that are Capoiera-like.
    Lucky Chloe: Her 2P color outfit is a light blue for when both players pick Lucky Chloe.
    Lucky Chloe: Her Rage Art starts with a low hit. To do the max damage with the RA, you have to time the button press after the hit in the animation.
    Hwoarang: d/f+3 has been replaced with Baek's d/f+3,4. Hwoarang can cancel it like Baek can.
    Hwoarang: Left Flamingo f+3 has been changed to Baek's Flamingo f+3.
    Hwoarang can't go into Flamingo stance after RFF 3~4 anymore. ("Backlash" move. Hwoarang players would combo with it after a JFSR)
    Hwoarang: 2nd hit of RFF d+4,4 (the high) has been removed. Maybe replaced?
    Dragunov: The combo: d/f+2→ f+4,4,3→ f+1→ f+1+2 (tailspin)→ continue - now works.
    Dragunov: b+1,2 has been made into a tailspin/kirimomi move.


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    I haven't seen any of the latest vids, what are ppl's thoughts on Shaheen?
    If he plays like a combinataion of Lee and Miguel (like I suspect) then he could be one of my new mains. :)
    Macal wrote: »
    some character-specific news from the Jaepo version.
    ..
    Hwoarang: d/f+3 has been replaced with Baek's d/f+3,4. Hwoarang can cancel it like Baek can.
    Hwoarang: Left Flamingo f+3 has been changed to Baek's Flamingo f+3.
    Hwoarang can't go into Flamingo stance after RFF 3~4 anymore. ("Backlash" move. Hwoarang players would combo with it after a JFSR)
    Hwoarang: 2nd hit of RFF d+4,4 (the high) has been removed. Maybe replaced?
    That's a lot of changes...
    Hwo getting Baek's d/f+3, a HC mid string and CH launcher is really nice. It being cancellable too means he can atleast use it to condition the opponent to enter, BUT, Hwo not having Baek's fla d/f+3~f cancel means he can't fla-dash... Which really limits the use of the attack.
    Also,
    His old d/f+3,3 was 14f NCc which gave a guaranteed followup. 60 dmg in total....losing a 14f CH is a bit of a loss, even if the attack was -14f

    Hwo losing his LFS f+3 is a REALLY big loss. His LFS is his "safe poking" stance and the fact that he's losing one of his best interupts AND pressure tools from that stance will hit him hard! Also, it means we've lost the guaranteed follow up from CH LFS 3~f.
    I had thought they would have changed his LFS b+3 which is a more like for like replacement with Baek's f+3

    The backlash changes really affect his combo potential.
    Hwo players would normally cancel this to go for a wall carry after JFSR launch if they wanted to wall carry without B! also, really affects his post wall B! juggle options, and his enders.
    Currently Backlash into RFS b+4 is his most damaging ender.
    But, the biggest nerf will be to his "instant B!" situations where you had to bound straight away or caught the opponent airbourne with an attack and fluked a B! (though, with the new changes to the B! system, this might be less of an issue)

    Dunno.... will have to get my hands on it first to make an appropriate judgment but I'm not happy with the info coming out....


  • Registered Users, Registered Users 2 Posts: 18,731 ✭✭✭✭K.O.Kiki


    Fergus_ wrote: »
    Before and After

    LCbeforeafter.jpg
    There's a difference?


  • Registered Users Posts: 122 ✭✭MazManZero


    Only Fergus can tell the difference. He's the Waifu player after all. :pac: He sees things we don't.

    Other than the dark details on pic #2; I'm not noticing anything different either except the fact she looks like a weird penguin in pic #2 with that stance.


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    The difference is pretty huge to me.


  • Registered Users, Registered Users 2 Posts: 1,966 ✭✭✭Scavenger XIII


    I just see fuzzier sleeves and much better lighting.


  • Registered Users Posts: 212 ✭✭Constant Markievicz


    K.O.Kiki wrote: »
    There's a difference?

    My response exactly. I'm not even joking, I can't see what's been improved about the graphics.


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




    Chloe's rage art clearly needs a damage nerf.


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  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Kinda feels like watching soul calibur.


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


    C

    H

    L

    O

    E

    Buff Lucky Chloe


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


    How so, Skeering?

    The arcade release is officially tomorrow, so there might be some streams from Korea and Japan to watch tonight.


  • Registered Users Posts: 50 ✭✭omara95


    I taught this build was only being released in Japan?


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Macal wrote: »
    How so, Skeering?

    The arcade release is officially tomorrow, so there might be some streams from Korea and Japan to watch tonight.

    I guess because it was two new characters on screen mostly. It's also just the way the characters move around the screen, it seems quite similar to how I remember the great game that was SCV.

    Plus the new rendering just looks so damn shiny, like how I remember SCV lol. Anyway it'll be easier to talk about after the launch, can't wait! :eek:


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


    I see. Yeah I checked there and you're right Omara, it's just Japan.


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


    Tekken group I made on FB for the community, should be easier to organize meetups etc.

    https://www.facebook.com/groups/776119089139883/


  • Registered Users, Registered Users 2 Posts: 2,328 ✭✭✭Nutrient


    Lucky Chloe is seriously getting my interest to play

    That 1234 stance is my jam


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


    I think that makes 3 Lucky Chloe players now? Oh well.

    So some major news relayed from Wonkey. Generic throws can now be broken with either 1 or 2.

    Oh, and Devil Kazuya has Jinpachi's reverse bear hug, apparently.


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  • Registered Users, Registered Users 2 Posts: 18,731 ✭✭✭✭K.O.Kiki


    4 Lucky Chloe players now.

    Feck it I'll probably try and learn T7 too.


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


    I think Lucky Chloe has been a major blessing in disguise


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    Wow...throw breaking techinically made easier...
    How many characters have a command grab which is a 1 or 2 break? :confused:

    I know Hwo has a command 1 break but lost his command 2 in TTT2.
    Jin also has a command 2 break. Dvj also....but it's definitely not across the board...

    This will actually be an advantage to grapple characters.

    Really hope the "lag" that is being reported is just because the game is in early build stage.....but not likely


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    So the unique throws which a character has that have a 1 or 2 break are now broken with either?

    I think a fair few have those throws. Kazama's df2+3, Hei (can't remember notation) grabs you with right hand and throws you across screen. Pretty bad ass throw for when he was the final boss in Tekken 2/3/4 (can't remember again).


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


    Certain characters like Dragunov have non-generic 1 and 2 throws, so you'll still have to train yourself to break all throw types at the end of the day. Probably not as significant of a change now that I think about it more.


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


    Do you still have to tech a regular grab with the right buttons or is that universal too?


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


    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)


  • Registered Users, Registered Users 2 Posts: 18,731 ✭✭✭✭K.O.Kiki


    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)

    I actually like this change, means I have to pay attention to fewer animations.


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Really? Wow that's a big change. It should be good for the game though. At least now weak throw breakers have a 50/50 guess if they want. Heck I bet that twice as many throw attempts will accidentally be broken now lol.


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


    I think making it easier to break throws is much better for newcomers, but they still need to be part of offence that'll work. While they are at it get rid of wall grabs (like Paul's ff1+2) and juggle grabs such as Marduk's. Such big damage for something that is unblockable. Giant swing etc. are fine by me.


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


    More nerfs and buffs.

    Lars Orbital is uf+4 is -14 #Buff Lars.

    Mishima 1,1,2 wallsplats again.


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


    And...



  • Registered Users Posts: 122 ✭✭MazManZero


    Dem themes on Kazumi stage, especially Round 1. :pac:


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


    Bryan's QCB3 gives a CH launch now

    Law's db3 CH gives a similar KDN to Raven's db4 CH now.

    Asuka's 3~4 staggers on block but she gets a normal juggle off it (a good buff imo)

    Kazuya has Pappi's df1+2 in Devil Form


  • Registered Users Posts: 122 ✭✭MazManZero


    Hatchet Kicks gives a CH Launcher? Protect your shins guys; it's the new Snake Edge. :pac:


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


    From the way Ling looks in T7, I might just stick to her in TTT2 and not play her in T7 as she seems way more poke heavy since she lost her oki (and I can just play more fun poke based chars), her oki was the only exciting thing to me tbh, she could be stronger in T7 but nowhere near as fun.

    Also the throw change really hurts her BT grab mixup a LOT.


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


    Buffs and nerfs no 2.:

    Drag: uf+2 is now a launcher. Gets a full combo both db+3 and uf+4 as well.

    Leo: df+2 has shortened range. Has a new i11 punisher; ws+4,1.


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    Macal wrote: »
    Certain characters like Dragunov have non-generic 1 and 2 throws, so you'll still have to train yourself to break all throw types at the end of the day. Probably not as significant of a change now that I think about it more.
    I know what your saying Neil, ppl will still ofc have to learn how to throw break properly, but it will actually hurt certain characters a lot more.

    It really limit's their throw game, such as kaz, who only has generics and two 1+2 breaks.
    Lee (if he's even in the bloody game!) has only generics and a 1+2 throw....etc. etc.

    Overall,
    I think anybody can see that Namco are trying to make the game easier for casual/newer players.
    Personally,
    I would have preferred, instead of making the mechanics of the game easier they kept the mechanics as they were and instead made learning and practicing the mechanics way easier and more fun.
    This would accomplish the same objective

    @Neil:
    Drag got some serious Buffs.

    More nefs for hwo: (unconfirmed)
    d+3,4 is no longer NC


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


    I know what your saying Neil, ppl will still ofc have to learn how to throw break properly, but it will actually hurt certain characters a lot more.

    It really limit's their throw game, such as kaz, who only has generics and two 1+2 breaks.
    Lee (if he's even in the bloody game!) has only generics and a 1+2 throw....etc. etc.

    Overall,
    I think anybody can see that Namco are trying to make the game easier for casual/newer players.
    Personally,
    I would have preferred, instead of making the mechanics of the game easier they kept the mechanics as they were and instead made learning and practicing the mechanics way easier and more fun.
    This would accomplish the same objective

    @Neil:
    Drag got some serious Buffs.

    More nefs for hwo: (unconfirmed)
    d+3,4 is no longer NC

    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.

    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.

    d+3,4 no longer being NC? That's like Hwoarang's best move. I know the high is still very plus on block, but that does hurt him majorly. 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!


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Even if they had a tutorial mode for the more complex TTT2 system it wouldn't help it's popularity. At least, I think it would be naieve to think so.

    I guess this means Feng has the best BT throw stance now? He has 1+2 and 1/2 grabs BT right?


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


    Even if they had a tutorial mode for the more complex TTT2 system it wouldn't help it's popularity. At least, I think it would be naieve to think so.

    I guess this means Feng has the best BT throw stance now? He has 1+2 and 1/2 grabs BT right?

    Feng's 1+4 and 2+3 grab are a 1+2 break. And he's got generic grabs so since they're the same animation he still has a 50/50 from it.


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