TEKKEN 7 | Lounge

Yeah the online matchmaking needs some work, but I will say when it works it works/ Played a 4 bar guy for about 30 matches, felt really good for online.

Lucky Chloe is cancer.

Who’s on the east coast?

me

You need to be in FC (fully crouching) for the slide, cannot do it from standing. From crouching, it’s df~d~df+3. Basically, you quickly jerk the joystick from down to df and do it once more, kind of like a shoryuken motion but df instead of f.

This is what your Lars combos should look like:
https://www.youtube.com/watch?v=3kpx6E55te8

Input lag doesn’t mess up your inputs, it just delays them.

I don’t agree with RA concept at all and they should not have been in the game in first place, but if someone is being crushed by newbs just because of Rage Arts, maybe they are not as good as they think they are.

The issue with RA is being able to absorb everything, whether it’s a mid, low, high, throw, crouch throw, tackle, running shoulder, wake-up attacks, jumping attacks – it is one button to beat them all. It doesn’t matter if RD is plus on block, you can always interrupt it. You don’t have to hold back just because Feng can do a safe shoulder or Paul can do a safe DF or Law can do a safe dragontail etc. etc., you beat these moves just like you would beat any other move. Some RDs do introduce new elements like Giga’s or Ling’s, but again, it doesn’t stop you from finishing them off. It’s the opposite, you want to kill them ASAP with fast pokes and lows/throws so they don’t have enough space, positioning or frames for RD. These things don’t affect RA and it will beat your options anyway no matter what they are unless absorbing that hit kills them. RA generally have MUCH higher reward as well, most RDs don’t do that much damage unless they launch although they both cost full rage meter.

If they are trying to crouch you, hit them with a mid! What is the issue here? That is the best problem to have.

If you want safe fast mids: use df1(2), iWS1, df2, uf1, PAB df1>2, PAB df1>1, 42, 321, FLK 2, ALB 2, f2>1 etc. etc.
If you want to take some risk for extra damage: ff2 (free db2 on hit), f1+2 2, uf2, uf4, df1+2, b2, 322, 412, DCK 2, PAB df2, PAB uf2 etc. etc.

Can you post the match video, would help explaining why that happened and how to work around it?

All characters have 1+2 throws, can’t think of any character without them. Some even have multiple 1+2 throws.

You still need to break command 1 and 2 throws accordingly just like Bomberman posted. That does leave a few character at disadvantage who do not have a command 1 or 2 throw like Lili or Leo. You only need to check if it’s a 1+2 throw or generic throw. but learning to break throws properly is much better overall. It is one of the hardest skills to be able to consistently break 75%+ throws in Tekken. They made throw-breaking easier in T7 though.

haven’t checked it yet, but can every character parry?
only lows or mids & highs as well?

I am aware of all of these things, and yet I don’t think it’s a problem. Perhaps it’s because I’m not a Tekken veteran and I’m used to having to respect invincible panic moves every once in a while, while this is a pretty new addition to the series afaik. The thing with them is that by using a RA, you put yourself in a position where you’re always gambling the entire round on hitting that one move, and unlike reversals in other games you actually can’t use it if you’re below a certain health threshold since you can get killed through the armor. The success rate of RAs is pretty pitiful, both in my games and what I’ve seen from others. The best specific uses I’ve seen for RAs is blowing through unsafe strings, punishing people who are in stances where they can’t block, or just as a straight up whiff punish.
It sounds like the big issue people have with RAs is more the armor than the actual RAs. Which is a completely valid opinion, to be fair. I just don’t agree that it’s, for the most part, it’s a better use of rage than rage drives are, so I’m fairly puzzled that people think a launch punishable hail mary with armor is a bigger problem than plus-on-block moves that for the most part do huge damage and often have crush properties.

Also, which characters have rage arts that are more rewarding than their rage drives? The only ones I can think of are ones that have really bleh rage drives (Feng, Leo), or really stupid rage arts (Miguel). Kazuya’s RD, for example, high-crushes, does more damage than his RA, is plus on block, and leaves him powered up afterwards.

@LiangHuBBB

Every character can low parry by pressing d/f to catch a button. Kinda like 3s, but not just down. It throws the opponent to the ground (But does no damage).

Low parries give you a combo too.

And here are the first couple of matches I played yesterday with the handicap. Not going to post anymore videos for a bit as to not clog up the thread.

[details=Spoiler]
https://www.youtube.com/watch?v=4g50s3-Swxg[/details]

Spoiler

https://www.youtube.com/watch?v=922g-ltwgdY

bullshit, let em come. no need to hold back.

sidestep deathfist

Wasn’t aware all characters have 1+2 throws
Anyone on pc wanna play tonight?

Sure…just give me several hours.

I hope somebody makes an ingame frame data mod one of these days.
The movelist leaves enough space to have columns for startup and recovery frames.

Fucking hate it having to tab out all the time, then sift through an endless command list to find the move I’m looking for.
Jesus Harada is hella retarded in some respects.

I mean there’s no in-game frame data in SFV or Xrd either.
If you have an Android phone you might wanna take a look at this
https://play.google.com/store/apps/details?id=com.t7chicken

nupo, how did it feel to play with the handicap/drill? hopefully you learned something about it.

Obviously you don’t want to play with your arms tied all the time.

The first thing I noticed about the Lili player is that he played you respectfully…no shenanigans at all, unlike the Feng player.

He probably saw that you were playing safe…if he saw you throwing out a bunch of moves, it could have been an indicator that you were new…he might be inclined to disrespect you and throw out a bunch of Lili’s shenanigans…including going for lows that lead to juggles, of which she had a lot.

Lili played you using basic moves and fundamentals, solid play as well.

What I notice about the exercise is that you would do small hits (giving you frame adv) but then back out.
if you land hits, keep pushing buttons :).

I.E if you land a df+1 on hit, you don’t have to back out, go for another df+1, maybe dash forward, wait, go for another df+1.

trying jabbing, push 1, 1,1 a few times in a row, even on block, to see what they do.

Everytime you hit him with something small…the Lili player would continue blocking…basically respecting your turn.

He would only start his offense when he landed small hits on you.

incorporate some movement into the game too. try back dashing cancelled by sidestep cancelled by backdash.

You can do a repeated reverse fireball motion (f~df~d, f~df~d) too.

think poke poke poke, backdash (watch for a whiff) whiff punish.

I’ll stop with these long posts, I just get excited seeing new players.

This video explains better than I ever could about stringing moves together. It’s a must watch for beginners.

https://www.youtube.com/watch?v=hJEJ8PJXoaM

I was trying to get Korean Backdashing down as Bryan but couldn’t do the proper method consistently with hours of training it.

Switched to Lars who I mained in 6 and had the sloppy method down in minutes, might have to make the switch for ease of access while I’m still learning.

bryan has a backsway
that could be why

That’s what I’m getting at, I can’t do the sloppy version with him.

Then learn the right method. Get off my character, ya brit.