TEKKEN 7 | Lounge

as someone who got into fighting games and found this website in 2000 because of tekken 3 and tekken tag 1…this thread warms my heart…

I remember when I got the electric for the first time on a PS1 pad…and learned the backdash cancel…:*(

I’m old…

Man I started playing Tekken for real with Tekken 3. I mean I played a bunch of Tekken 2 as well but only seriously trained for Tekken 3 (Tekken 1 was ass though).
Today I was sitting here with a big smile on my face, playing Tekken for 10 hours, feeling like I was 17 again, sitting in the basement of a friend, smoking weed and playing winner stays on till the early morning.
Fucking amazing.

Feels so good when your favorite game is popular again.
I just wish I had the internet back then when I played Tekken 3, so I would’ve known that I sucked ass and had to step it up a notch.
I’ll try to get as good as one humanly can in this game. Feel it’s worth it. This game is sick!

Art Vandelay a Tekken Player ?

What a Plot Twist

His Paul is legit

Death Fist x5 in your face

That’s fine but it’s not always about damage
You want to carry them to the wall even if it doesn’t splat them on the wall
That or go for oki mix up
You lose out on maybe 10 damage tops but you get more pressure and mix up options

depends if you fit a screw attack into the combo or not. All your starters will differ in damage, I’ve done about 80 from an accessible BnB with Bryan

I don’t really know how to use the wall yet, so I’ve just been thinking about numbers. I always see people get damaging wall combos, but when i try some they just slide under my attacks.

Think you can fuck up wall combos kinda easily if you don’t adjust your combo. Best case scenario you wall hit from midrange so you don’t interfere with them slamming into it, at that point you can normally run up and either get one last hit in and get mad advantage from their wake-up or go for an extra string and crank out some more damage.

Idk what Bryan’s max damage is but I do 3 3 2 from wall hits because it’s easy, if I do that after a BnB I can do 50%. But I’ve been too close to the wall sometimes and the combo I’m doing not only hits them into the wall but then also hits them as they’ve flown into it, breaking their wall hit state. You have to manage it properly and tbh stage interactions are really complicated to use effectively

little treasure battle exploit

Played quite a lot of T7 this weekend, mixed feeling about this game so far.

Also, sidewalk is too good in this game. It is making stuff whiff that tracked reliably before. My JFSRs were being stepped and walked to both sides, ff3 didn’t track at all among others which have been reliable tracking moves since T5 at least. I could step Bryan’s df1111 series and follow-up punches wouldn’t realign, took a step in the wrong direction and Drag’s RD whiffed in my face. Other player in local Tekken community noticed the same thing that while sidestep/sidewalk is activated later, it does seem to be faster and making more stuff whiff. Perhaps it’s due to the “universal movement” change, perhaps it’s the new engine or perhaps something entirely different. Will probably test movement nuances later someday.

There is a new flopover KND animation in T7 which is usually given to the old bound moves like Drag ff2. running 2, 132 etc. This KND animation is not true spike and can actually be quick backrolled just by holding back. Most new online players are not aware of this and making such combos guaranteed. Even with quick backroll, this is useful in oki situations especially at wall. Depending on the move, the opponent will be at heavy disadvantage and will have to take a 50/50 mixup after backrolling from this KND. If they do not backroll it, most characters get guaranteed ground hit like Drag’s stomp.

To test such KNDs and find your oki options, simply choose (Action 1): Stand/Crouch depending on moves you are testing (Action 2): Guard All (Ground Technique): Quick Backroll. If done correctly by CPU (and opponent) in the match, your stomp wouldn’t even come out because opponent/CPU will backroll right away and stand up before you can input anything due to long recovery on running 2. Like I said, it’s still good for wakeup pressure and 50/50s at wall even if they use quick-recover option due to them not rolling back away from your but rolling right in front of you with wall at their back.

What accessible BnB are you doing with Bryan for 80 damage? I think even his harder combos from JU and Orbital are in low 70s. Remember that 332 doesn’t combo, even on CH. It is only guaranteed in the back which is a rare sight in T7.

EDIT:

Assuming you play Lars, I think his damage in open is in mid 60s without CH, maybe a little more with Arcblast (f1+2). Most of the cast damage is between 60-70 with some characters/launchers doing 70+ depending on launchers like JFSR or EWGF/OTGF. Of course, more damage can be added by wall-carry into wall combo, floor break, wall break, balcony break, rage drive and rage art depending on the situation.

P.S. Sup evilj, nice to see you again. Remember you from TZ and old Shoryuken threads about T5 and T6. :slight_smile:

Had my numbers wrong kek, it’s not 80

I know the feels. I do enjoy being able to sidestep WR moves without thinking about it because I’ve been playing for so long.

so many bitches in this game
no rematches win or lose ever

I can’t believe that they removed Law’s kung fu Jacket that he wears at his restaurant.

How to fix a lot of the female designs: Customize character. Give them the short bomber jacket and jeans (torn optional). This works especially well for Lucky Chloe, because with her short hair she’s just Blue Mary now, complete with Engrish.

Also, Jesus Christ why is the highest damage character in the game the little catgirl idol? Obviously discounting shit like Jack’s wind-up punch or Miguel’s insta-kill, because Chloe gets 70+ damage off viable launchers rather than moves with 100+ frames of start-up. She’s a shitload of fun to play, I will admit though. Breakin’ on niggas! One, two, three, four!

And on a final note, King doing Okada’s Rainmaker is pretty goddamn awesome and makes up for his lame as fuck regular Rage Art.

Everyone’s playing Claudio.
EVERYONE

Haven’t checked Kings movelist.
Does he still have the spinning pile driver he had in T5.
I always shouted URRAAA!!! while doing this.

Man, this is frustrating. I do KBDs so much better on pad than on stick, but my thumb gets tired after roughly an hour of pad play. Sad times.
Ah well, at least I have a slightly easier time doing electrics on stick.

I have been having the toughest time backdashing in T7. I can do it with ease of Tag2 but the movement feels very different on T7

I don’t like it because it means that soon everyone will have the MU knowledge to beat my shenanigans. :expressionless:
(In which case I’ll go for Yoshi, Lucky Chloe, Gigas or whatever other stupid gimmicky character that nobody plays)