TEKKEN 7 | Lounge

I think it’s balancing formula is fine, Heihaci/Jin/Kazuya/D.Jin COULD be the best characters in the game, and within a vacuum devoid of execution and human error they ARE the strongest characters because their toolset is fucking nuts. You get heavily rewarded with huge damage, oppressive neutral tools and high damage output for learning their execution as best you can.

All that insane power is locked behind some of the toughest consistency margins though, Kazuya in-particular with PEWGF punishes.

Kazumi is Bae. I’m glad I picked Kazumi as backup.

She’s been working well. Some reasons why I picked her a few weeks ago.

Kkokkoma beat Saint at Rev Major.
Doujin beat Saint in another Phillipines tournament.
Take put up a great fight against JDCR and beat his Dragonuv at PS4 Korea Masters.
Take beat Nobi’s Dragonuv at Rev Major.
Take switched from Bryan to Kazumi because she was more straight forward…I was using Bryan as secondary next to hwoarang.
She’s just an honest character in general and brings me back to the play style of Tekken 4 where launchers were not that important.

I can see Jin above the other Mishimas in the tournament tier. He’s much more practical while still having the high ceiling.
I can see Steve and Feng remaining high in the tournament tier.

i think devil jin should be higher
you only need ewgf in the sense that you have to show you can do it
the threat and being able to project it in neutral is necessary but but you can win matches without it even long sets without it
he should be in A tier with jin
only thing is that devil jin has slight issues with jack because jack is the one of only 2 characters that can punish ff2 (the other being hwoarang but he has trouble doing it consistently) which is such a vital tool of his and is important in almost every matchup. but against them you have to use it more sparingly and be smart with it. cant just be kamakaze with it like other matchups

Lars, Panda and Chloe are the characters I struggle vs at most though lol.

sorry im a new tekken player, two questions.

1- for akuma players. combo with Dflip3 still possible ?? why i cant do bounce with Dflip3 after b1 ??
2-for brian players. Taunt cancel uppercut or b4 still possible ?? man, i’ve tried so many times.

thanks and sorry for the bad english, i’m brasilian player.

There’s a devil Jin player I run into online here and there. 600 wins, vindicator. Lags like crazy . I have never beaten him.

Never uses ewgf. He plays devil Jin like cable from marvel vs capcom.

Lasers, guns, lighting screw mixups .

All those things are possible the links are tight though you must look at you opponents feet if they are headed down after b1 you are already too late.
You have to condition yourself to cancel into demon flip after every b1

As for taunt stuff look at you command history back and 4 must be pressed on the EXACT same frame same with taunt jet upper taint jet upper is tough it’s must be buffered in as the knee is connecting

Thank you, nice. I’ll try the feet trick. Let’s go to training room again.

Story mode “narrator” voice acting makes me want to kill myself.

It’s so fucking bad and monotone. No proper acting whatsoever…

If you’re new to Tekken you’re wasting your time trying to do taunt jet uppers. It’s literally the single hardest thing to do in the game and there’s so many things you can practice that make you a better player faster.

Basically how I feel about DJin as well. Obviously you’re handicapping yourself if you can’t do electrics since… well, electrics. But you can win with him without ever resorting to that move since he’s really good even without it. Both Heihachi and (especially) Kazuya rely a lot more on EWGF than DJin does.

Same for Jin, EWHF is strong but a simplistic Jin can go far. Lots of safe mid strings, good midrange, moderate combo damage on non-EWHF combos. Being consistent with EWHF definitely makes Jin top 5, I think.

I held a tekken meet up pretty much all day at my place yesterday for first time and grilled up some hot dogs for players.

Was ready to host 16 people but unfortunately there was a tournament and a last minute meet up the day before so we didn’t get many people…but it was actually nice and had a couple really good players over.

We had some good games and I feel like I’m at the point where I just want to contribute to the community. Being the best is not the goal. I’ve been to meetups for other games and I think the Tekken community is by far the most welcoming and friendly.

I was never one of those people that tried to hold tournaments and do things for the community, I was more of a competitor, but this game is really enjoyable to me and the best I’ve probably played Tekken… I am at peace where I am in the game. I feel like deathmatches or long sets (5-10 games) is where Tekken 7 really shines…the mind games have so many layers that when you play long sets outside of a tournament, it’s just enjoyable to play regardless of the outcome. I will give an example in the next post.

I am watching James Chen get better at the game and it’s pretty cool, and I think that’s my goal, helping new players, so I’ll probably try to hold more sessions soon.

Tekken is definitely a thinking person’s game.

So I was playing games with LOC at my session, he is a long time player from NY back in the day, he also made tekken 5 nationals.

I always play Bryan first when I play someone new or at the start of a long session. Bryan is kind of my “baseline” character. If I don’t think you’re that good, I’ll start with Jin. I eventually play Claudio, Hwoarang, then Kazumi always in that order with anyone I play in long sets.

He was warming up with hwoarang, then switched to Feng his main against my friend and I.

Against his Feng, things actually went somewhat decent for me. I was putting up a good fight and he was saying my Bryan’s timing and rhythm is very odd and unusual with Bryan. I think I beat him two games. Then he adapted to whatever it was that I was doing and started winning. The thing was, I didn’t know exactly what I was doing…but apparently I probably had a pattern that he had figured out, despite it being usual or odd.

I was like “what did you do different?”

He said: “I just tightened things up”, meaning he didn’t overly do long sets of moves but kept it short.

I then played him a few rounds with Claudio and didn’t do too well.
I showed him my player information stats on my PS4 to show him that my win percentage with Claudio is higher than Bryan. I asked him if he thought my Claudio or my Bryan was better. He said he thinks my Bryan is better because when playing Bryan, I adapted and changed it up multiple times during the long set. On the otherhand, he said: "you haven’t gone as deep into Claudio as you have with Bryan. He said unfamiliarity affects the wins online…so stats probably don’t really mean that much.

I agreed with him and said I feel more comfortable with Bryan. My wins with Claudio can be lopsided whereas Bryan’s wins are of a grinding style. I can beat scrubs and lower ranks easier with Claudio than Bryan. But against harder opponents, Bryan is better.

My friend tells me go to Kazumi and I say I will…not yet. And LOC was like “oh why aren’t you playing your character? This is what the session is for.”…So eventually I go to Kazumi, which is my best character.

He picks Jin.

As we’re playing through, we kind of talk back and forth and have that banter when we discover things or get hit by certain setups like “ok I see what you’re doing”…this is the fun part of death matches…the adaptation.

If you hit a good player with an interesting setup, the lightbulb goes off in their head immediately. It’s pretty amazing. One setup I had was after a blocked FLY 2 (F+3+4, 2) which leaves me a -6 frames on block. I would go for a df+2. If they stuck out a jab, it would go under and launch them. In a sense, it’s a gimmick setup. I didn’t save it for a round ender though, I just did it to look cool lol.

One of my game plans or web of strategies involved using Kazumi’s running 2, fff+2, one of her best moves.

If it hits, usually I will run in could go for it again, and if the opponent does something stupid they will get hit. If they do nothing, they will block it and get pushed back.

So one thing I was intentionally doing was going in or pretending to go after the fff+2 blocked.

If Jin didn’t do anything, he was going to have to block another fff+2, but if he decided stick any limb out, even a quick safe move to interrupt the next fff+2, he was going whiff and for just a split second, he would eat Kazumi’s 3,2 and eat the d+2 follow-up.

This gameplan was like the equivalent of doing 3 blocked crouch light kicks with Ryu, waiting to see if they stick out a crouching MK, and sweeping on reaction to the animation coming out, and if not, walking back in for a throw.

Another example (for any Karin players out there) opponent blocks your block string that ends in c.mk at max range (negative on block), you wait for them to push a button and immediately whiff punish with a S.HK V-Trigger activation.

The moment he hit his button and got punished by Kazumi’s 3,2. He knew not to do it again.

So it wasn’t easy but I beat him 3 straight in a row with Kazumi, and I know he was trying. He was like “ok ok!” like damn I see you. I definitely felt like I got some respect there.

So we keep playing and what happens is this dude runs it back and beats me 3 straight. It’s tied 3-3. I’m like what the fuck?

It was someone else’s turn next so we played the 7th game and the dude beats me again.
I wasn’t upset, but just a bit flabbergasted that he adapted so fast. How could I go 3-0 and then lose 4 straight? I wasn’t sure if I did something wrong or I didn’t adapt or I didn’t change it up…or maybe I changed it up too much?

So I started talking to him and thinking how I could have done better…but it was then I decided that I did not need to over analyze it. The smart thing was just to remain confident and basically acknowledge that he just played the better game.

Changes for Ver. N (arcade):

[details=Spoiler] ▌Tekken 7 Fated Retribution - Update Ver. N
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【Character Balancing Changes】

Hwoarang

Rage Drive 2 & 3 (In Rage u/f+3, 4, 3+4) has been adjusted so that you no longer lose rage status by just inputting the entire command.
Human Cannonball (f+2+3) can now be done by performing a 'slide input' for the command (f+2~3).

Note: Bug fixes. The Rage Drive now has to have the 2nd and 3rd hit connect to consume your rage.

Xiaoyu

Firecracker (AOP 4~3) now leaves you closer to the opponent on block. Xiaoyu will now also be in an aerial state after having the move blocked.

Note: This makes the move now floatable on block.

Bryan

Snake Edge (d/f+3) attack hit box has been made bigger.

Note: Bug fix, sometimes the move will completely whiff right in front of the opponent.

JACK-7

Rage Art (In Rage, b+1+2) attack hit box has been made bigger.

Note: Assists in hitting opponents low profiling the Rage Art like with Dragunov’s d+2.

Dragunov

Clipping Sweep (d/b+3) now starts up 2 frames slower.
Pommel Swing (b+1, 2) 2nd hit now comes out 1 frame slower.
Ballistic Upper (while standing 2) attack hit box has been made bigger.

Note: Nerfs. The ws+2 change helps him punish certain lows that recovers in a low profile like Miguel’s d/b+1

Lili

Edelweiss (d/b+4) attack hit box has been made bigger.

Note: Like the Bryan change above.

Leo

Xiang Chui (d/f+2+3) now leaves you closer to the opponent on block. It now recovers 1 frame slower on block. It also recovers 4 frames slower on whiff.

Note: Nerf, this makes the move -15 now.

Lucky Chloe

Rage Drive (In Rage, d/f+3+4 → 1+2) 1st hit on block makes the opponent recover 7 frames slower. The 1st hit has an additional 1 more frame of active hit frames. Pushback on the opponent after connecting with the 1st hit has also been reduced.
Rage Drive (In Rage, d/f+3+4 → 1+2) 2nd hit on block now also makes the opponent recover 7 frames slower.
Step Up (while crouching, d/f+4) now has 1 more additional active hit frame.

Note: The pushback for Rage Drive on hit for the 1st hit should make the 2nd hit more easier in combos.

Josie

Step In Tracer (ff+4) attack hit box made bigger. The move now has 1 additional active hit frame.

Note: Buff, this move would whiff a lot especially in cases where opponents would stand at the tip range or sidestep it.

Gigas

Monster Axe (f+2, d+1) attack hit box on the 2nd hit has been made bigger.
Hell Crusher (In Goliath, 2) Now has 2 more additional active hit frames.
Repelling Blast (d+1+2) Now has 1 more active hit frame.

Note: Bug fix for the f+2,d+1 which would whiff a lot if the opponent was very close to Gigas.

Kazumi

Jab (1) range on the jab has been reduced.
Standing four (4) now recovers 2 frames slower on block and on whiff.
Crimson Dawn (d/f+1, 2) range on the 1st hit has been reduced.

Note: Nerfs. Standing 4 on block is now -9.

Nina

Sideslip (qcf+3) now has crouching status. This move was also adjusted so the move will now connect in situations where it looks like it should hit.

Note: This move used to ‘push’ the opponent away causing it to whiff when it looks like it should have hit. This has been fixed. Thanks YOU.

Master Raven

Quicksand Catastrophe (while crouching, d/f+3+4 → 4) attack hit box on the 1st hit has been made bigger. The frames where Master Raven has crouching status during the animation of the 1st hit of the move has been increased by 8 frames.

Note: Bug fix, hitbox made bigger make it connect more often since opponents would go right through it sometimes when very close. She also is considered in crouching status for 8 frames longer during the 1st hit animation.

Lee

Lee Somersault (4, u+3) now leaves you closer to the opponent.
Laser Edge Lee Somersault (d+4, n, 4, u+3) now leaves you closer to the opponent.
Rear Cross Punch (b+2) attack hit box has been made bigger.
Grass Snake (d/b+3+4) can now be done with d,d/b+3+4.
Twister Heel (while standing 2, 4) now recovers 2 frames faster on hit and leaves you closer to the opponent.
Silver Tail (while crouching, d/f+4) losing crouching status on this move by cancelling it into HMS has now been fixed.

Note: Somersault changes make them easier to use in combos. d/b+3+4 change was to assist in not getting accidental Blazing Kicks. You won’t lose crouching status by cancelling Silver Tail into HMS now.

Eddy

Rage Drive (In Rage, ff+3+4) your opponent recovers 7 frames slower after blocking the 1st hit of the Rage Drive.

Note: You could interrupt the 2nd hit of this Rage Drive with certain moves even after blocking the 1st hit. This has now been changed to prevent that.

Eliza

Dark Blade (SRK 2) tracking/homing properties have been improved.
Dark Blade Chaos (SRK 1+2) tracking/homing properties have been improved.
d/f+2,3 -- Due to the 2nd hit of this move whiffing if you manage to land the 1st hit on the opponent's side, the properties of the 1st hit of this move for your opponent has been changed.
Dark Cannon (qcb+3 & air qcb+3) now recovers 3 frames slower.

Note: SRK = Shoryuken motion. forward, down, diagonal down & forward.

The d/f+2,3 change alters the opponent properties after getting hit by the 1st hit of d/f+2, 3. I don’t have Eliza on my PC version so going by Japanese name or no move name listed. The patch notes for her dive kick is vague and doesn’t specify if she recovers 3 frames slower on hit, block or whiff.

【System Changes】

Certain bugs with Eliza's projectile attacks being parried/reversed have been fixed.
Certain bugs where air throws were not registering on Eliza after she is on the wall (wall splatted) have been fixed.
Various other minor system bug fixes.

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Glad to see Eddy’s RD got fixed. There was a handful of characters that could avoid the second part on block and punish him, making it not so great.

Leo df2+3 nerf makes that dumb move more bearable, at least.

They didn’t touch Drag WR2 wtf

These notes are weird but okay.

feng got not touched…honest char confirmed :peace:
really wonder if they use the arcades to test all that stuff out first and do changes before we get em too or if thats exactly what awaits us.

How strong was Xiaoyu’s AoP 4~3 that it needed to be addressed?