When a character falls through the ground, they will not enter a bound state like they would in T6/TTT2. What actually happens is that the opponent literally bounces up high enough for the aggressor to continue the combo and dish out some more damage.
Look towards 0:20 in the video. Pay attention to Kazuya. I think Kazuya is using what is called the “Power Crush Move” mechanic to defeat Katarina even if she tries to “poke” her way out.
Within the video, look at Kazuya’s df12. At 0:59 Kazuya’s df12 does not bound. It causes a hard knockdown on mid air opponents. It seems like the bounds are a bit more situation-based.
Katarina is supposed to be relatively easy to utilize and it shows to a degree, despite the short amount time within the video. Around 0:30 Katarina uses a string that… probably has very little start up (assuming the notation is 333… because Katarina was supposed to have a lot of strings that only require “1 button inputs” that which can also help the player while conducting a juggle combo).
That rage art ‘super’ attack can’t be used as a yolo clutch reversal since it isn’t even invincible or so it seems, also it freezes the screen so the opponent can punish this for sure.
With that said, I welcome this addition, I do wonder if you can use it in combos, though.
I wouldn’t have brought up the “unpolishness” if I thought it was something I thought that would change in the final product. I expect better looking backgrounds more character and new damage scaling in the finished product. THAT’S IT.
I don’t remember people saying bound making the animation weird. In fact I remember people saying it made the game look tight. The bound system just pissed a lot of people off, myself included.
I think a part of it is people were playing Tekken 7 like they played TTT2 T6 and that made the combos look clunky. When they adapt it might look better.
I ask you people…sell me on this game. Why should I play this as opposed to TTT2 which I still enjoy the hell out of?
Like i dont even mind the new combo system still has some variation with the long CH splat move my problem is the oki
you cut down the combos then diminish the importance of getting up the right way it just makes it seem really bare bones
like i was thinking about the creative followups you could do after some combos/KD
instead you limit creativity and assist bad decision making hopefully they fix that
I wouldn’t make the leap to say there is no bound at all.
From what I have seen so far, it seems to be a modified version of the Tekken Revolution system.
That is, some moves provide a false bound status (basically a launcher) for follow up damage, but there is no bound after a launcher.
Catalina’s name is actually Katarina now, or something of the sort. Translation issues.
Rumors are that AK, Anna and Miguel might be out. Claudio has Miguel’s/Anna’s moves. King has a few of AK’s moves.
All in all though, it seems pretty exciting. Especially with the addition of Rage and Power Crush moves that are similar to Supers and Focus Attacks from Street Fighter.
You can never be certain on what changes, though. All I’m going say on that end.
The animation for bounds may not look as weird because it was introduced so long ago, but a lot of people did moan and complain about its aesthetics. Low parry into bound STILL looks awkward after all these years to me.
And nobody is really forcing you to play T7 if you don’t want to. It’s just that with this series in particular, people tend to move on to whichever the newest installment is out. It would be nice if T5DR would get some love again. It was the last really good fundamental Tekken before all the stupid shit came knocking at the door.
T7 seems to be trying to refresh the series whilst adding in new things to keep people from calling it recycled. But of course you can’t please everyone all of the time. If the general consensus is that it sucks, then you can always fall back on TTT2 which seems varied enough from whatever we’re getting 1-2 years from now.
If the removal of a lot of bound moves reduces the overall length of most combos then I’m all for it. I’d like the game to play like Tekken 5 DR with a few new well thought out game mechanics to keep things interesting.
You gotta be shitting me with this, Tekrev was Tag2 without the bullshit bound and obviously no tag, it was and still is awesome… after you grind enough for your characters ofcourse.
My point is I just don’t see anything new. No tags, no bound, fewer characters and minimal graphic improvement. I don’t see this as revitalization at all. I don’t blame them. They tried revitalization with Tekken 4 and that was a beautiful disaster.
They went from TTT1 arcade to T4 where they cut the roster in half. It didn’t matter because they brought in 3 revolutionary new characters: a boxer who couldn’t kick, a grappler with a special tackle system and Jin. T4 was a huge graphics upgrade and they added sloped stages, walls, roofs (remember those?) and objects. It could have been a good game but it was so broken some people wanted to play but just didn’t. Remember the tekken tag tourney scene continued long after T4 did.
Anyway, I digress. TTT to T4 felt like a huge leap as far as innovation went. TTT2 to T7 not so much.
BTW, yeah bound does look ugly off the parry but remember that was an animation mod they added later because they didn’t want people to parry and go into a bound combo. They forced that aesthetic in out of desperation which is why it looks awkward.
Power Crushes and Rage Arts seem to be like opposite counter parts.
Power Crushes to reset or continue your pressure at the cost of life. Particularly useful in the Rage situation when you’re winning and have life to spare and your opponent is in rage. Susceptible to lows and I’ve heard throws as well so its not a complete pressure killer either.
Rage Arts as a clutch(and very hard to clutch might I add) comeback mechanic. Its slow as hell for some characters. You get rage at a very low amount of health in T7 and even then its pretty much useless to go for it if you’re on chip status. To get the best use out of it, you’d have to be right at the point where rage starts. Raw Rage Arts need to do 50% raw because its so hard to land them raw. They’re probably more useful in a combo. Giving it Armor instead of Invincibility was a smart move on Namco’s part.
The game is looking solid and honestly I’d play Lok test version as is.