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Tekken 7 Discussion Thread

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  • Registered Users Posts: 25 Dwy


    Can we please all take a moment in hopes Tekken 7 has a good customization mode unlike TTT2? Thanks LOL

    I really hope the game becomes more story driven like it used to feel. And some characters under-go personality changes, people grow outside of their move set which is what I think they're forgetting to realise (please dark but still kawaii Xiaoyu). Also hope it has another scenario campaign, I feel like the only one who thought those were mildly fun LOL


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    @Ixayek_usurper - Jin is boring! You don't think so? He's just a Mishima without any of their cool moves. He used to be cool in Tekken 4, but then the game took a "comical" twist and he lost all meaning in the game IMO
    Nah, jin's not a mishima anymore man.
    He's more a mid way point between Bob and a mishima. Anyways, I think Jin's really good in this game, and the last for that matter.
    It's not like we're talking about JC-Julia man! ;) or even Nina-Anna or Asuka-Jun.
    An in that regard, I think both Asuka-Jun have become quite differentiated, esp. from T6 onwards.
    There will be ppl disappointed if one of 'em is killed off.
    Just to illustrate Tekken's comical twist, compare Law's T4 Prologue to...oh Forest's TTT2 one just to drive the point home :) (since it also features Marshall)

    https://www.youtube.com/watch?v=Q101NEWT0EQ

    https://www.youtube.com/watch?v=1A4K6oBp4Dc
    In fairness, both have a commical appeal; it's just the TTT2 one has veered from the 'realistic' CGI.
    But, I absolutely agree with you, and Macal, that T4 had that darker edgy approach much more befitting a serious fighting game.
    As I posted earlier, harada did say on stream during tekken casino @evo that he would return to that 'darker-edgy' style. I hope he does.

    I agree with you gus about the movement.
    I too really like the way it is, but, it's definitely gonna change so we might as well accept it.

    Anyways,
    What I'd like to see implemented in practice mode is a 'set' record/save feature.
    It's a pain having to go into practice mode and set-up all the BS strings/Punishes etc etc every time...
    It'd be great to save say all of bob's 'standing -13 or greater punishable' attacks, etc etc.
    Obviously, we'd need to be able to record more than 5 30sec strings too.
    Here's hoping the next gen can provide! :)


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    I can't remember Tekken ever having a good customize mode...

    I hope they FIX BLOODY NINA'S HORSE FACE!!!!!!

    I wonder if there'll be a tag function in the game?


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


    1v1 pls


  • Moderators, Music Moderators Posts: 25,866 Mod ✭✭✭✭Doctor DooM


    You know... I'd have to disagree with this sorry! When I tried to get into SSF IV I put loads of time into learning my character, combos etc... and when I could beat the computer on hard I went online and didn't even get one hit against my first opponent. Honestly, the game is totally unforgiving to beginners. It's no different to Tekken, but at least in Tekken a beginner is bound to get around one good hit in per round.

    If you're spending all your time learning combos, you're not getting why SF is relatively easy for a beginner to learn.

    When I was brand new to SF 4 and we were regularly getting 40-60 people to tournaments I still always got top 16. I was able to do this because I just applied the basics, and had a little bit of luck :)

    SF revolves around a simple rock paper scissors but unless you're at a high level, many of the choices only lead to 5-10% damage (overhead or throw). In past games a throw could lead to some horrible situations but that has been weakened with DWU. Overheads don't lead to combos unless with very specific characters. Low hitting moves to open combos tend to have a large damage scaling cost. Unless your opponent is hugely skilled, you will get three or 4 chances to escape or reversal.

    Most characters have invincible reversals that stop 80% of the options in the wake up game, and liberal use of them is useful at less than high level play. In SF4 they can easily be mashed out for beginners.

    For a new person, simply knowing when to footsie with normals and, perhaps most importantly at low level play where people jump around like Sonic, anti air will make a massive difference. A brand new person to FGs won't be learning advanced combos, but if they can understand the above, they'll probably put some wins on the board, like I did. I'd actually won tournaments while some people were joking about the fact I couldn't do a combo!


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  • Registered Users Posts: 3,006 ✭✭✭Ramza



    I disagree with Ramza that movement isn't extremely important, I think like Fergus that it's one of the most important things in the game

    No no, I said that movement is extremely important :) I definitely agree with you and gus, It's like the core of tekken, and players with good movement are rewarded, so I like that about tekken

    I also think the juggles in tekken are a bit much, T5 juggles were fine, I think the bound system maybe needs to be looked at, like some insane damage scaling after a bound or something, right now you can do 100+ damage with most staple tag teams off of one launcher, without walls even for some teams, that's just way too much

    I agree with Doom 100%, SF is a very different beast, which is why, on a side note, I roll my eyes when people try to make a "skill" comparison between 2d vs 3d fighters, I think it's literally impossible to compare them in that light.But, I digress. :o

    On paper I believe that in the long run, the learning curve for Tekken is higher, but I believe that both games have the exact same depth and intricacy at high level play ; that's not to say SF is easier, again, it's impossible to make a comparison. Basics go a long way in SF, once you master basics they become second nature and you begin to evolve new skillsets, whereas with tekken, the most basic core elements such as moving and throw breaking, are ridiculously hard to master. It feels like there is no middle ground with these mechanics, you either can do them or not, and I feel like this is just too black and white for a fighting game's accessibility. With tekken, it feels like all the matchup knowledge and man hours don't pay off, because if your movement is anything less than sub par, this won't matter, which IMO is really counter intuitive and off putting.

    High level tekken is really great to watch, same with KOF, it's really entertaining

    Tekken 7 should remove all the lame characters and make it all mishimas, a roster of 35 devil jins would be SICK ;)


  • Registered Users Posts: 10,954 ✭✭✭✭chopperbyrne


    With the exception of teaching the movement used in competitive play, I thought TTT2 had a really good tutorial for all the game's mechanics.


  • Registered Users Posts: 25 Dwy


    I just hope they remove the clones or give them a distinctively different move set similar to Nina and Anna.


  • Registered Users Posts: 10,954 ✭✭✭✭chopperbyrne


    I reckon most of the clones will be gone. They were just added so people could play Jack/Jack, Law/Law, Bob/Bob etc.


  • Registered Users Posts: 304 ✭✭The Domonator


    Tekken 5 was the best imo, followed by T5: DR. T4 had the best story. I don't bother with TTT2 as I don't have a PS3 anymore but it looks like T7 may be coming to pc :] Who else here besides me would buy it for pc rather than console? I would agree with reducing the character roster, but if they cut King and Marduk, I'll be done with the series :[


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  • Registered Users Posts: 25 Dwy


    Tekken 4 was the only Tekken that got me totes emosh with the story... Julia and Panda ending forever <3

    I don't mind a huge roster, but I really hope they get a more unique cast and I don't feel like that's possible without reducing numbers, but ultimately that wouldn't really matter because quality over quantity ey?


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Tekken 5 was the best imo, followed by T5: DR. T4 had the best story. I don't bother with TTT2 as I don't have a PS3 anymore but it looks like T7 may be coming to pc :] Who else here besides me would buy it for pc rather than console? I would agree with reducing the character roster, but if they cut King and Marduk, I'll be done with the series :[

    They will NEVER cut King. Him, Paul, Law, Kazuya, Nina, Yoshi pretty much ARE Tekken.


  • Registered Users Posts: 18,689 ✭✭✭✭K.O.Kiki


    They will NEVER cut King. Him, Paul, Law, Kazuya, Nina, Yoshi pretty much ARE Tekken.
    So, Tekken 3...


  • Registered Users Posts: 598 ✭✭✭Macal


    K.O.Kiki wrote: »
    So, Tekken 3...

    Well, Jin was sort of a Kaz clone back in those days.


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


    Macal wrote: »
    Well, Jin was sort of a Kaz clone back in those days.

    Yeah didn't he just have an update of Kazuyas moveset before he started using Kazama moves in T4?


  • Registered Users Posts: 25 Dwy


    Yeah didn't he just have an update of Kazuyas moveset before he started using Kazama moves in T4?

    I believe that's what's up, honestly looks like Jin's only reason for his inclusion in Tekken 3 is purely based on the time skip and leading up to future story telling...


  • Registered Users Posts: 215 ✭✭Ixayek_usurper


    @Doom:
    That's really interesting man. 2 questions, as I've always been interested to see what SF is all about;
    1) Do those same fundamentals still have the same significance and reward in USF4?
    2) You have played tekken in the past and you tried to give it another shot when TTT2 came out, so what about the game discouraged you?
    And that question goes out to any other the other guys who didn't get into Tekken too.

    @Ramza:
    Apologies for the misread.
    I agree with you completely man (except for the obviously joking 35 DVJ part :P ). It's just too black and white when it comes down to the mechanics of the game. Harada said they introduced the bound-system to give the juggle's more creativity, and in that respect it does work. However the damage from juggles is just crazy...they need to implement a different scaling type, one which would still keep the same overall balance of the cast's juggle ability and damage output but lowered damage cap over-all. Like the way there was a system-wide nerfing of lows in TTT2, which I think really worked over-all (I have a few gripes about this and that move but nothing major)

    I'm sayin it now lads, as much as I am looking forward to T7, we will be looking back and thinking how great a game TTT2 is.
    Tekken will not be like this ever again.


  • Moderators, Music Moderators Posts: 25,866 Mod ✭✭✭✭Doctor DooM


    @Doom:
    That's really interesting man. 2 questions, as I've always been interested to see what SF is all about;
    1) Do those same fundamentals still have the same significance and reward in USF4?
    2) You have played tekken in the past and you tried to give it another shot when TTT2 came out, so what about the game discouraged you?
    And that question goes out to any other the other guys who didn't get into Tekken too.

    1) They're actually stronger than ever in USF4 as the game has had unblockables removed and has a delayed wake up mechanic added to mess up some of the more viscous set ups.

    However, it's harder to find new people at SF4 these days as most of us have had so long to play it at this point. All the mechanics in the world won't help if you're simply playing someone who outclasses you heavily.

    A new person stands their best chance with a solid, simple, fundamentals based character like Ryu or Guile imo.

    2) I've actually bought and played virtually all the Tekken games ever. I don't really have time to learn a second FG to anything near the level of SF unless it really grabs me though, and I really haven't spent nearly as much time at any since TTT (I used to regularly get demolished at it by Koreans in the arcades). I've even played in a couple of local T6 tournaments (had an awesome laugh with Ramza in one). Same goes for a lot of other FGs, I've played the early iterations of most (my Rachel in BB is SICK).

    One of the main reasons, silly as it sounds, that I play SF compared to other games is because you can be good at it without a massive amount of combo training and because you don't end up in a 1 player game when you get hit. That's something I HATE as a new player in an FG. In SF4 you're always back in control within 5 seconds or so. In something like Marvel it can be 20+. Tekken isn't as bad but it still feels, when I play competitively, that because I don't know a particular string for some random character I have to sit there and get comboed after a high low mix up for a good while. It feels (and I accept that I might be completely wrong here as I'm not good at the game, but you're asking why I don't play) like it doesn't matter how good your FG fundamentals are at all at my level, because you're always going to get caught by these mix ups. To me, with my limited time, that means I will usually pick SF off the shelf first, but doesn't mean I don't accept that I could really enjoy Tekken if I put actual effort into it.

    So, I certainly will play T7, but I won't say it'll hold my interest.


  • Registered Users Posts: 598 ✭✭✭Macal


    So I watched this video from Aris this morning talking about his discussion with Harada on Tekken Casino about what may or may not be included in the next Tekken. None of this is really concrete information, since Harada was talking hypothetically and was quite inebriated, but here are the main points from what he said.

    Character roster: He felt that both TTT2 and even T6 had too many characters that would put off some people . He feels about 36 - 38 characters would be ideal. He also is considering bringing in new characters that will be more beginner-friendly or change some of the veterans to suit novices a bit more.

    Features from Tekken Revolution: He understood that the stats and critical hits would have a negative effect on higher level play, he is considering bringing the backwalk though to T7.

    Arcade and console release: As a developer, Harada felt that arcade release would be important to test balance. He did understand that limitations that an arcade can have the western audience. Harada also said that multi-platform would be very important for fighting games and that he is a PC gamer himself and would like to see a PC release happen.

    Solo or Tag?: Solo for almost definite.


  • Registered Users Posts: 2,932 ✭✭✭YouSavedMyLife


    Macal wrote: »
    So I watched this video from Aris this morning talking about his discussion with Harada on Tekken Casino about what may or may not be included in the next Tekken. None of this is really concrete information, since Harada was talking hypothetically and was quite inebriated, but here are the main points from what he said.

    Character roster: He felt that both TTT2 and even T6 had too many characters that would put off some people . He feels about 36 - 38 characters would be ideal. He also is considering bringing in new characters that will be more beginner-friendly or change some of the veterans to suit novices a bit more.

    Features from Tekken Revolution: He understood that the stats and critical hits would have a negative effect on higher level play, he is considering bringing the backwalk though to T7.

    Arcade and console release: As a developer, Harada felt that arcade release would be important to test balance. He did understand that limitations that an arcade can have the western audience. Harada also said that multi-platform would be very important for fighting games and that he is a PC gamer himself and would like to see a PC release happen.

    Solo or Tag?: Solo for almost definite.

    Played alot of Tekken 6 online but just couldn't get into TTT2 because i felt the tag was so off putting. Glad to hear it will be removed.

    A roster change would be nice. I like what Mortal Kombat X is doing with its cast. Of the 6 or so characters revealed for that game 4 of them are new. As long as they keep Bruce in, or someone with his Muay Thai moveset atleast ill be a happy man


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  • Registered Users Posts: 3,699 ✭✭✭deathrider


    I was kinda hoping there'd be some gameplay to chew on. I've been out of the game since Tekken 3. Spent a few hours on Tag, 4, and 5, but not even enough time for me to learn the names of all the new characters. Had a game of Tag 2 lately though, and found it to be lots of fun. Looking forward to seeing how this one plays.


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


    I don't think the juggle damage in TTT2 is that bad at all, you have to consider the fact that you have 2 health bars to manage, and if you die in 2 combos (which isn't a common thing at all), you really messed up big time. Watching some old T5/T6 matches, and it seems to be just about the same. Launcher wall carry combo into ender doing half life, not much difference. The only situation where I'd say the damage is a bit messed up due to TTT2's system is getting 100+ damage off 27-30 damage wallsplats (ala Julia/Leo)


    I will never understand the launchers > poking argument for TTT2, the ground game is more damaging in TTT2 from T6 isn't it? With the raw scaling brought up to 135% from 100% in T6.


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


    @Doom, with those canned mid/low strings, in most cases, they can be fuzzy guarded/SS fuzzy guarded etc. (crouch block for a split second if the mid/low has different timings, this obviously doesn't work with strings that can be delayed)

    Also solid movement (which is pretty hard to obtain consistently) can get you out of 80% of unnecessary mixups


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Fergus_ wrote: »
    I will never understand the launchers > poking argument for TTT2, the ground game is more damaging in TTT2 from T6 isn't it? With the raw scaling brought up to 135% from 100% in T6.

    Er.... didn't you say (as a beginner) that hopkicks ruin Tekken?


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


    A veryyy long time ago!


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Ah but now you can see why it's a barrier?


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


    I think they can easily be dealt with, floated for a nice combo (especially with TA), whiff punished or just simply block punished.

    I played vs Rookang in the WR3 tourney and dude loves his hopkicks, but I just floated most of them and wall carried to take like 40-50%, stuck to my df1s and was wary about my lows.

    They're fine the way they are now. Least it's not -12 as it was in T6.


  • Registered Users Posts: 3,006 ✭✭✭Ramza


    Having 2 characters or 2 health bars does not justify 100+ damage combos at all, I don't buy that logic. The damage is still way too high for this game, a new scaling system needs to be implemented. The fact that tag assault combos also give rage/tag crash to your opponent is kind of a draw back but not that big of a drawback at all, because most of the time it's not going to factor in when you're DEAD :pac: It's mental how fast you can die in this game, needs to be looked at.

    I liked the change in T6 to give all characters 10f jabs, some new system changes like this need to be implemented. I think T5 had it best with regards to juggles and high level play, but I can't speculate too much on that game. A good start would be removing netsu, it doesn't have a place in this game, and it feels like too many games have these OTT comeback mechanics. Going back to Tekken 5, I think no rage is great, I never understood rage when T6 got launched, just made no sense to me, a losing player should never be given an advantage, the aggressor should always be the one with the most options and the advantage.

    I'm also sure the argument of walls/no walls will arise eventually, so might as well start now, what's people's opinions on this? I know ATM that some characters benefit from walls and vice versa, but I'm kind of split on this. I feel like all stages having no walls makes it better as movement and proper spacing is now rewarded on every stage, but I feel like walls are a nice addition for some stages, I guess I'm okay with having a mix of walls and no wall stages

    Also Namco plz, better customisation!


  • Registered Users Posts: 899 ✭✭✭BigStupidGuy


    Ah I don't think the damage is too high. Mostly the combos do around half life if it's a good one.


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  • Registered Users Posts: 598 ✭✭✭Macal


    The whole bound damage thing is really dependent on which characters you're using. Some get a marginal boost in damages and other are helped significantly with the bound. Take my team's max damage off a solo staple (no walls) for example.

    Feng: Maximum Hopkick DMG without bound: 64. Maximum Hopkick DMG with bound: 72. Not a major boost.

    Wang: Maximum Hopkick DMG without bound: 66. Maximum Hopick DMG with bound: 81. Almost twice what Feng gets.


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