TEKKEN 7 | Lounge

outpoke…

Hwoarang, Josie, Nina, Feng, Miguel, Paul

They have movesets that force you to wait your turn

Nina and Miguel are mostly close range characters though. I dunno enough about Hwo to say exactly how he plays, but from observation he mostly seems scary up close, too.

The term “poking” is used very differently in Tekken than it’s used in 2D games though.

I prefer easy characters in general.
Simple big damage.

I am more into whittling away their lifebar. :bee:

In case you haven’t watched this, it gives a good summary of how the characters work.

Also keep in mind that most “Intermediate”-characters are closer to “Basic” than “Advanced” imo.

And, finally, don’t put too much weight on what they say about difficulty. The game’s hard regardless of who you pick. Picking a character whose gameplan is enjoyable to you is far more important.

I think that’s pretty common in Tekken.
I feel the same. Kazuya, Bryan, Dragunov, Law, Yoshimitsu, Eliza, Kasumi and Jin but in the end I’ll stick to what I know and play Paul.

Seriously there’s a hella cool characters in Tekken 7.
It’s a disservice to them that the character stories are complete trash.

not all of em and lets be real…go back to t1-3…they werent much better.
now they focused more on the big story mode which for sure took some resources.

settled to feng wei now and picked the according scrub drawing of him to reflect my current skill.
i am not even sure if a godlike image of him exist when i leveled up with him to be able to beat each of you :pensive:

I made a plan how to get better at Tekken 7:

  1. Learn bnbs from every launcher and counter hit, keep the combos easy to execute.
  2. Learn the frame data for my character
  3. Make friends and learn their character’s frame data and how to destroy them.

All while grinding movement and tough links when I’m bored.

Hope that shit works out.

similar plan here just that i skip the frame data stuff for the beginning.
+

  • learn low parry optimal combo follow up
  • learn how to move properly including standup options and throw breaks.

Those plans are bad since they do not involve electrics.
EWGF is love. EWGF is life.

In all honesty I’m doing something similar, just with a lot of electrics-practice involved. Just applying fundamental concepts from other FGs, as well as punishing everything that’s unsafe (which, in this game, is most things).

Also, question about korean backdashing: after the first backdash in a KBD-sequence, can you do the subsequent backdashes with a single b-input? If so, how? Just being really fast?
My current method for backdashing multiple times is looping [b, n, b, db, n, b, n, b, db] etc, while I’ve heard you can do it with [b, n, b, db, n, b, db] etc, which should be a lot faster.

Fuck it, I’m going smart with this shit! No more struggling with cool characters. I’m a mashy scrub and I’m going with the mashy scrub character that wins me games. Katarina all the way!

When I pick up a new character I try to simplify it as much as I can and look for
Fastest safe mid poke (1 or 2)
Fastest safest low poke (1 or 2)
10f punish (1)
14f punish (1 or 2)
Whiff punish launcher (1 or 2)
+on block normals (1 to 3)
Ws punish (1 or 2)
Special or 1+2 throws (1 or 2)
Fast safe counter hits that lead into combos (1 or 2)

9 normals minimum or 18 normals max before you get deeper into the character

Then you have the obvious stuff like
Launch combos
Ws launch combos
Wall carry combos
Wall combos
Low parry combo

With all that said you can still win with just 8 normals if your spacing is good
Dragunov for example
D2
Df2
Fff2
B1+2
1,2
Df1
Uf4
Ws1,3

My method can look confusing because I count combos/follow ups separate
the buttons as the stuff to use in neutral and the combos/followups are muscle memory

It’s
Bb, qcb, b, qcb, b, qcb, b, qcb, b
First part of sequence is bb though
Characters with sway like Bryan have a problem with this method because sway is qcb

I’ll preface this by saying i’m a complete beginnner in Tekken regarding ingame skill but i do think i have a decent grasp on the theory and from what i’ve tested myself.
Your first input works, but you have so many Neutral inputs in there it’lll be hard to make a truly fluid and fast motion it seems. The 2nd one doesn’t work but is almost correct. It doesn’t work because it misses a back input when you cancel the backdash. It’s the way i use and you need to hit the back input while going to Neutral. So it would should be like this:

b,n,b~db~b, N, b~db~b, N, b~db~b, N, b.
*The back input before going to neutral should come almost automatically when releasing from db to neutral.

Another way to do it which might be more comfortable, but won’t work if your character has a backsway is:
bb, qcb, b, qcb, b, qcb, b etc

  1. When cancelling the backdash with db and you want to make sure you hit the back input before you go back to neutral.
  2. Doesn’t work with sway characters but it feels pretty natural too
  3. The one you were doing, it works fine but requires a bit more inputs and is probably slower, i personally can’t get a fluid motion going with this.

Still messing with Jin at the moment, getting distracted by focusing on getting his ewhf consistently, definitely the wrong approach as i don’t even have a basic fucking gameplan with him yet lol. I should just forget about ewhf and wavedashing nonsense and focusin on the basics.

I usually pick up new FG’s games very very slow.

When you let go of db while kbding the game gives you another b input due to how the game reads inputs. That means after the initial dash you only need to input one more b input to initiate a dash because you got the first from releasing db.

I don’t think speed is the key here. You move larger distances more safely if you cancel the backdashes late into their animation. If you go too fast you make micro steps.

I’m not good at it either, but that’s from reading up on the concept and trying to do a couple in a row. Slow is better. It also does not matter for how long you hold down the db input, so you can start out really slow and speed up according to your progress.

holy crap I just realized there is no Lei in this game

everyone says this
nobody ever ends up playing him
he might be added later

This is why Tekken 7 needs Expansion DLC Story Bundle

Probably because as cool as he is, Lei is a mindfuck to play.

right now there are other things they should concentrate on when it comes down to dev time.
i like the game but there are several things which need some love to improve the overall experience for everyone.

extra story stuff isnt part of it.

Where or how do we tell the tekken team suggestions for improvements? Tweet harada?