TEKKEN 7 | Lounge

Funnily enough, rage arts have usually prevented me from making comebacks rather than facilitating them. I tend to get overly aggressive if I’m low on health already and want to push my momentum.

Again, rage drives are the actual comeback mechanic here. Plus-on-block moves that lead to huge damage is pretty scary. I can get disliking rage arts on principle, but they’re not the part I think is badly designed here.

Not bad…I don’t know how to play Lars and I only watched the first couple seconds of each Match.

Learn your punishers…go to TZ
Gotta learn to punish unsafe blocked moves (Feng match )…with universal basic moves.

There was a move Feng did at 0:18 and 1:08 and at 3:02, I believe it’s a d+4, 1+2.

You blocked the 1+2…because I don’t believe that string is a natural combo.

I have no idea what the frame data is on that …but judging from the visual cue, I’m 90 percent certain you get a guaranteed punish on it…if anything you get jabs (1,2) at the very least.

He did one of feng’s best moves b+1+2 I believe at 3:08, this is a quick shoulder check that is good for whiff punishes…on block, I’m pretty sure it’s unsafe…learn your punishers :slight_smile:

Speaking of jabs , use jabs and universal moves such as df+1, and df+4 to start your offense,

You use small pokes ( think light moves in sf) to start your offense , then bigger moves and 50/50s (high/low/throw) when you have frame advantage.

You rarely see throws at high level play but I believe it’s important in the early stages of tekken to attempt as it helps you put your offense together…however don’t make a habit of doing the long throw F+2+4…this is the one that has more range but it is very telegraphed.

Big moves and lows are rewarding but more risky.

You blocked Fengs db+3 around 0:37, im pretty sure you could follow up with a universal/ basic ws+4 (while standing , means you’re crouching and you let go of down to go to neutral while pressing a button ).

Most lows are punishable .

If you don’t know if it’s safe to attack but you want to attack, go for a d+1, this will go under their jabs…but you could get hop kicked.

Your sense of timing is not bad at all. You just need to acquire knowledge to make decisions :slight_smile:

I’m gonna give you homework and a drill to do: practice winning a match and doing 50 % of your damage using only basic moves…I don’t even play Lars but it doesn’t matter:

Here’s the list you can choose from:

1,2
df+1
throw (1+3 or 2+4)
db+4
df+4
d+4
d+1
ws+4
df+2
uf+4
uf+3.

The purpose of this exercise is to improve your fundamentals… a lot of tekken is understanding the other character you’re playing against. But if you have solid fundamentals, you don’t necessarily have to know everything about the other character.

The safest thing to do after being hit with an attack is to block.

There are generally 3 options after blocking an attack that is not punishable…

  1. continue blocking
  2. quick attack
  3. retreat/backdash/sidestep/sidewalk.

Hold D/F then transition to qcf+3 really quickly for fastest possible slide. Though it might be easier hold d, pivot to d/f, back to d, then d/f+3.

Regarding WS3 it got nerfed, so it wont hit grounded unless the player is moving on the ground (rolling or getting up). After Slide you still get a mixup situation. You can go directly into SNK2 which will hit an opp trying to stand. You can hold d/b, and use FC d+3 which hits grounded, you can go for another Slide from here or WS3 if you predict ground movement. After holding d/b you can also Crouch Cancel with u then you get an oki situation where you’re standing… In this instance I prefer going with b+4 (his ground hitting mid).

In any case there’s like a bunch of options you can follow up with. And the exact same applies after ending a combo in f+3+4~d/f

@NupoChromine So I have seen the footage and yeah, you are mostly getting wrecked by unfamiliarity with the opponent’s move-set which is normal.
There are couple of things i noticed though.

  • You gotta use D/f 1, It is your best poke. It is a an annoying mid attack that is only -1 and plus 5 on hit. It is your main go to poke.
  • Gotta do B1+2 more often. B1+2 is a homing move and it is also a high crush, it is only -11 on block so it is not that unsafe. If you notice your opponent is jab happy then B1+2 is a great way to deal with that.
  • I would suggest harassing more with annoying lows like D3, D4 and crocuhing d/f 1+2.
  • If your opponent does a launcher attack then that is at least -12 so punish with F2,4. It is a great punish for punishing whiffed moves and anything -12 which any launcher is almost at least -12.
  • If you are at a distance from the opponent then i would suggest using FF3 and consider throwing FF43 every now and then ( SUPER PUNISHABLE THOUGH) but it is a long reaching low that natural combos for decent damage.
  • You landed multiple d/f 4 CH launches but didn’t capitalize on them. You can combo after a counter hit d/b 4. Here is an example of what you can do
    https://www.youtube.com/watch?v=0A1IQTtrtJM

just pick up with while rising 2, then d/b21 then d/f 21 and follow the juggle as you see fit.

  • You can use some gimmicks like U 3+4 jumo hold up to throw or do 1+2 to go low, that kind of stuff can be decent to end rounds with.

Look general strats, if you don’t know your opponent’s options then you either hang back, try to get them to whiff and whiff punish. If your opponent have good movement and you feel that the footsies battle is a losing one then trying going in and be random with your lows, mids and throws. A random match will usually favor the weaker player.

Eduardo is streaming T7.

I’m not really a fan of Rage Arts either, but they’re not too bad. I mean, It’s really just a matter of playing safe while closing in and trying to bait it out.

As an example of what not to do, there’s that clip. He just ran from fullscreen and pressed a button, so the Chloe reacted.

He’s been getting decked by Rage Arts for a bit.

What would you think if rage arts were faster but didn’t give you any armor?

P.S. game related question: how can you tell with which button you have to break the grab?

For me I just realized that for some reason I tend to hold the down input for the phoenix smasher when playing from the right for some reason (pad player here). That makes the ducking forward dash not come out despite showing the correct input in the input history.
You gotta just tap down and slide over immediately. Got a ton more consistent getting my d/f+2 combo down now, which ends in phoenix smasher.

Also for people interested in playing Paul and being confused on where to find decent combo resources for Tekken 7:

https://www.youtube.com/watch?v=bKhcgW4wsAo&t=217s&list=LLxuDN6lj-YmLN6G6RTH4XxA&index=1

Actually he has combos for all characters nicely organized.
He shows 3 combos for all launcher and counter hits that result in big damage combos with progressive difficulty and combo damage, so you’re fine and dandy picking the first combo for every launcher/CH and progressing slowly through the execution barriers.

Damn this game is so nice in terms of gameplay.

Especially in a game like Tekken where a comeback can be made from 2 successful launchers or counterhits.
The damage in this game is mad retarded and I love it.

Eh, I’d rather them stay the speed they are as to avoid easier mashing. Plus, the armor doesn’t work give grey life like in SF so you can still die from using the Rage Art.

EDIT: It would be better if they took the armor off, actually.

Just learned that there’s a parry in this game. I have no intention of using it right now, but It’s good info to know.

Quick! someone tell me what my oki options with Steve are! also a good way to beat on people thinking they can crouch me to death (yes im aware of my sway options, though i feel b+2 uppercut is the quickest despite having AWFUL range. :frowning: ).

Do you mean to tell me that Steve no longer has d/f 1+2 and d 1 as options?

P.S. First DLC contents were discovered.

Spoiler

Tekken Bowl, Bikinis, School Uniforms, and Idol Master outfits. The first guest character is believed to have meter and air projectiles.

if D1 is the slanted downward punch, no cause that’s SUPER SLOW. I haven’t tried the first option though. I’ll see if that helps.

This isn’t a 2D game. People shouldn’t be crouching all day.

As for oki options…

db2 or PAB d2 if they just lay there

db2, PAB d1, delayed DCK 1, or 3+4 d2 if they side roll

DCK 1 for backroll and spring attack

d2,1 is good against spring attacks too, but you gotta be close.

Ugh, I’m out here throwing poke after poke while Paul hits me for 40% >:^(

This handicap is crushing

@KowtowRobinson

Good shit between us.
I… need to work on not dropping my combos all the goddamn time.

normal grabs which are 1+3 and 2+4 are broke by pressing 1 OR 2
you can see if it’s a normal grab by visual if they throw out 1 arm further than the other
the other throw break is 1+2 and thats for grabs where they throw out both arms
Not all characters have 1+2 throws so you should try to remember who does and who doesnt so you know when to look out for it
Another process of elimination is some throws switch sides and put you in the corner or wall splat so you can read that they will go for that throw and break accordingly

sidestep deathfist
some characters can punish it i think
jin b21 i think for example? i could be wrong

paul is a real noob friendly noob killer low execution high reward high damage character

To add onto the above, if a character has a special COMMAND grab, you are then forced to guess and break with a specific button to get out.
So like say, a Jack decides to use a backbreaker throw (I think that one’s qcb+2). You must hit 2 or else you’ll eat the special throw.

is anyone having trouble with connecting to opponents? been trying for the past 10 min, wont seem to connect to people.