I am creating a Tekken 7 FAQS doc to help local players get around with strings, moves, traps and other stuff. Feel free to post stuff you would like to know how to get around with and hopefully me or someone else will post a solution. It should help new players not sitting in practice mode for hours just to testing which strings can be stepped, punished or ducked as well as avoid common frame-traps. The more people post in there, the faster it will grow and help new and old players alike:
BTW, dragās d2 cannot be stepped or walked to either side (maybe Lili can do it? Not sure). Thatās what makes it so good.
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The thing that makes Tekken (and other 3D games) interesting and fun is controlling frames and movement options, RA just makes it⦠less interesting I guess.
I think most RAs are better than RDs unless for a specific purpose like ending combos into a guaranteed ground attack (or floor break with Kaz). You have to keep in mind that usual guarding position is stand block, so even if Kazuya has plus on block RD he can easily do an EWGF for everything without sacrificing his rage. The only thing it has over EWGF is crouch block, but again he has to sacrifice his rage for it. That is why Ling is more scary with rage because of low RD than Paul with safe deathfist or Bryan with launching b1.
I like that RA donāt have instant armour and you can still frame-trap them as usual with enough advantage.
I play Leo and I donāt think she has that sort of string. Are you describing 124/1211/1214? You just need to duck/low parry the third hit. Apart from that, I canāt seem to remember any strings with canned mixups. Even this string does not have any mixup there, 4th hit is either a punishable mid or safe high.
Germany has a strong Tekken scene with a relatively large playerbase, heard nothing but good things about German Tekken scene. Best of luck
Paul also has command throws that can only be broken by 1 or 2 and not either button >> b1+4, df1+3:qcf2 and 2+4~b(?). Not sure about last one however, but if it does you can force your opponent to break all throws properly.
This is really cool. I wonder how much of this could be filled in by browsing Tekken Zaibatsu forums or asking on their discord (for specific characters).
throws that are left hand or right hand that have a actual command notation have to be broken the old way also
for instance devil jin has df 2+3
you have to break with 2 or you are gonna eat it
also he has quarter circle back 1+4
you have to break with 1 or you are gonna eat it
then of course he has his 1+2 grabs
I land throws in my sessions, at the tournament and online because they have to break them the old school way and people mash
even so if they know that then they still have to be on their toes because ill always mix in command grabs with my regular throws
Oh man. Had problems vs Hwoarang and Katarina today. They fucked me up with basic scrub shit because I donāt know how to punish their moves yet lol.
But then I had a long fun set vs a Dragunov player with my Master Raven today. It was back and forth, we respected each other, tried to get some space with Korean backdashes, but most of them were Armenian backdashes.
Also that feel when you have a pixel of life left and land a combo with a rage art ender to finish the round. Too gud.
I play Katarina as well, but I really wanna focus on Raven now. She is the most interesting character to me.
Eh, Iād still rather bet my rage for huge damage and be at an advantage if Iām blocked, than gamble the entire round for what generally amounts to even less damage. You also see RDs more commonly than RAs at top level of play from my experience, though that obviously differs from matchup to matchup and player to player.
I think heās talking about b+1,4 and canned KNK-mixups, considering heās talking about a hopkick.
No I was talking about the 124/1211/1214 string and as I also wrote you can just low parry that into block, or just do 1,2>hopkick if you notice your opponent doing that as a Leo player.
And yeah I wrote that Paul has command throws, I just didnāt know what qualifies as a command throw because I heard they hit crouching opponents, so I went to practice to figure it out.
Kazuyaās rage art only does 55 his RD 63 damage mid itās safe on block, floor breaks, low crushes, & leaves him in Devil form which is very strong.
Kazuyaās RD is actually a high crush, not a low crush. He ducks under a fair amount of mids as well.
But yeah, itās a great rage drive. Not Ling or Gigas tier, but still one of the better ones. Devil Kazuya is also the best character in the game by a huge margin, which further increases the reward for hitting that. f+1+2 as a safe, tracking mid launcher, mid-hitting EWGF, f+4 is +17(!!!) on hit, he gets standing twin pistons, and 55 damage hellsweep? Pretty decent.
Ok, after spending like 6 hours solely on training mode I think I now mostly have the basics of movement and input leniency down.
One big thing iāve noticed; holy hell, playing SFV has not done me ANY good in terms to execution or inputting shit right. I couldnāt fucking do giant swing until I turned my input display on, and realized it only ever, EVER works if you do the EXACT motion and press 1 at the exact same time as the last input.
I mean, Iāve played plenty of 3S and SFIVā¦but V really spoiled me.
Hey guys, I am going to buy Tekken 7. I am in between PC or Ps4 PRO. Which one is better for online multiplayer? I been reading that getting a match on PC is really really hard.
I was probably thinking of all the times I somehow managed to whiff RD & jump over a low haha.Devil Kazuya is a beast for sure but mid-EWGF is -10, so itās not the greatest thing when youāre low health which is the only time you have it, f+4 is only +17 on crouch & HS-HG does 50 damage 55 with rage which isnāt possible in a real game. Just some nitpicks but DVK aināt nothin to fuck with.