I’m hearing a lot of stuff that Josie has most of Bruce’s moves. Anyone confirm this?
Yeah, pretty much.
https://www.youtube.com/watch?v=RhxGcFMNSVs
https://www.youtube.com/watch?v=RZe3gfj81Kg
Maybe I’m wrong but, doesn’t she has some of Steve’s animations?
A friend of mine also said she has some of Steve’s animations.
Possible leaked concept art of a new character. What do you guys think? It’s Luka from Bayonetta. Sorry guys
Spoiler
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xta1/v/t1.0-9/11088237_10206533886566630_8328635852539217069_n.jpg?oh=dab1b55ceeddbdb3afb88c8f50579540&oe=55999814&gda=1440428377_433e6d0025334dde61113405954b367b
I hope that Concept Art is fake as Flying Wonkey says it is… Give me Nina instead, please! <3
Edit: I guess that’s Luka, a character from Bayonetta? I’ve never heard of the game before but that’s what I was told. lol
Yeah, just checked it and it was Luka from Bayonetta.
Josie Rizal… <3
Now, based on what we have so far:
Spoiler
1). Has a variation of Bruce’s FC df4.
2). Josie possesses a move that looks like Bruce’s uf3+4 and is more than likely the same notation.
3). She perform 3 into crouch dash. Likely to use this to instigate a mix up, drawing yourself closer and for the sake of combos.
4). She also has the 32 string, that which also belonged to Bruce. Can be an annoying string for the opponent if they are expecting the crouching dash or something else entirely.
5). From the crouch dash, she has what looks like CD1 then she does a follow up with 3 in order to finish the combo. CD13 I assume.
6). Apparently possesses a fancy low crushing flip kick move that causes a launch
7). Josie appears to have both a hop kick and a generic df2 launcher.
8). Uses Bruce’s f3, which is pretty good for hit confirming after getting an initial launch state.
9). d2 functions like Bruce’s d2, though animation is elaborate. (A lot of her moves are based on Bruce’s obviously, though quite a few of the animations are different while serving the same cause).
10). Josie has a fancy low crushing move that will
11). Has Bruce’s f24 which is a good i12~13 frame punisher (according to rbnorway).
12). Utilizes a variation of Bruce’s d34
13). Has df14 and df14~4. Also has df1d4
14). Uses Bruce’s b1+2, a high that will launch on NC.
15). Possesses some super man punch that knocks the opponent down (uf2…?)
16). 33 string is a bit different from Bruce. If Josie finishes the string, she swings her leg high to perform a round house kick.
17). Appears to have Bruce’s CD2 launcher and CD3, both of which are quite aggravating if they hit. Both are unsafe on block.
18). Has 14… i10 frame punish.
19). b434 (??) starts off with round house kick, but the last two hits are knee strikes.
20). Seems to actually have string extensions after d34
21). Has Bruce’s f3+4
22). Josie can use a rather unique and useful back sway that will allow access to other moves. Sort of similar to Steve’s yet may lead to different purposes, in terms of its use
23). Josie’s 32 seems actually knock opponents down on CH. Pretty delayable, just like Bruce’s was, except his did not cause a knockdown, even on CH.
24). Has Bruce’s ws12 but this time it can transition into her sway
25). Seems to have some different follow up from CD1… CD13? (Combo finisher…)
26). Has a low turning kick that can transition into her CD.
27). She may have a parry of some sort. Whatever it may be, the window would be about as tight as Jun as of TTT2
28). Has a variant of Bruce’s wr3
29). Off of CD, it looks like she has an attack that is based on Bruce’s b1 from neutral but hers would end leading to other moves obviously
30). Josie’s df1 has a follow up that looks like a high punch. It is probably a natural combo but it may not jail the opponent if they are blocking, functioning like Heihachi’s df11. In this case, the notation looks like df12 on Josie’s behalf.
31). Has Bruce’s ws3 which cause a launch state.
32). Has an annoying looking string that looks like 123. It ends with a mid hitting knee attack.
33). Josie has a back swing (she turns slightly and the smack the opponent with the back of her fist). It knocks mid air opponents a short distance away, some of her strings actually end with it (it looks 142). 2 would hit mid and the string looks delayable.
34). Has magic 4. i11 frame CH launch
35). Wall combo? Looks like 423 input string as it starts off with her right leg. Neat looking string. (I don’t know abot the directional inputs)
36). She has a vicious looking forward mid kick that leaves her at plus frames on block. There is 3 input.
37). The superman punch looks like it can also be used for hit confirming in some combos against mid air opponents.
38). She has a low kick into a thrusting mid punch. The mid punch from the last input is the ender from 32.
39). A 42 string that goes into that same turning overhead back fist.
40). Has another kick based string that sends the opponent flying on the last. Two hits. Last kick is just her knocking the opponent a good
distance away. Could theoretically be used as a combo finisher.
41). The last input of 124 launches on CH and also has a string ender afterwards (unless the recovery is just non-existent).
42). Has a pretty useful looking 12d4 string, ending with a low turning spin kick
43). Has a string that goes into her mid knee attack. Two hits. A 14 input.
44). Josie has another cool string that starts off with df1d4 and then a 2 input. High, low and then mid. The string ends with a forward punch that knocks the opponent down, straight in front of her.
45). Possesses Bruce’s 143. The full string. Couldn’t confirm this earlier.
46). 124 has a string ender that ends with Josie doing a uniqe round house kick.
47). A 3 input move that causes Josie to do a homing high kick. It will cause Screw Attack on mid air opponents.
48). Has a forward turning leaning mid punch that looks safe on block and requires a 2 input.
49). 143 is STILL a natural combo!! <<<<<------ i10 frame punisher!
50). Another new string, 244 input (still don’t know the exact notations). Looks delayable. Last two hits are mid. Decent combo finisher at the wall.
51). The new turning back fist move seems to be advantageous on block and will force crouch on both hit and on block.
52). New string. 142. the last input is a turning punch to the opponents guts which may launch on CH.
… There will be more to follow later.
Some more Josie Rizal game play!
Qudans vs Knee! Qudans is extremely well known for playing an awesome Devil Jin back in the days of Tekken 5DR.
Qudans vs Hao. Hao showed up on Green Game Land TTT2 stream a lot with his Jin/Feng team. This time around he is playing
So T7 is replacing old cast with fan service new cast and the pay off is we get Shaheen for it? Harada take your time with that console port dawg.
Big red dude that was leaked is officially revealed as 'Gigas’
I like this character already! Looks like a powerhouse… as if he can tear some shit up!
He took some of Marduk’s moves.
A la frontpage:
Character usage rankings as of this month.
Take note that while Josie is in it’ she’s only been playable for less then a week.
Gigas.
What we know so far
Spoiler
1). According to Harada-san, Gigas is NOT the character you actually want to keep blocking.
2). Offers a lot of frame advantage on s
3). Has a generic df1. Mid punch.
4). 12 is a i10 frame punch. Works sort of like Jinpachi’s 12… but quite a bit better and the last hit has a nasty hit animation to it (A bad ass haymaker).
5). Has an air throw which can be used for finishing some combos. It is based on Marduk’s wall throw but it is used in neutral.
6). Has a 3 hit ground punch that will tear opponents up while they are grounded. It is a 121 notation.
7). Possesses a very small number of Marduk’s moves.
8). There is a move that works sort of like True Ogre’s headbutt move that causes him to shove the opponent back a distance on CH.
9). He appears to actually have a safe low.
10). Has Marduk’s qcf2
11). Marduk’s d3 and FC df4 (according to my European Tekken battle buddies Cris4thewin and Ocelotlikespie).
12). Has a unique launch with 2 input that involves him slamming the opponent onto the ground, bouncing them off of the ground for a juggles.
13). Has a running unblockable attack
14). Gigas seems to move surprisingly fast for such a big character.
15) . Does not have a i15 frame ws launcher.
16). ws23 is more than likely the go-to ws punish.
17). ws23 causes wall splat
18). Has a painful looking command grab where he tosses the opponent up into the air and shoulders them away.
19). Sees to have Ogre’s SS4 but the issue is that Giga’s seems to use it without actually side stepping.
20). ws4 is a knee attack. It functions like Julia’s or Xiaoyu’s ws4. The opponent flips over on their back.
21). Appears to have a lot very good pokes.
22). Jabs and df1 has quite a bit of range. Very deceiving
23). uf3. Mid hitting knee strike. Launches on CH.
24). Even his d1 has a lot of range.
25). Overhead punching 2 launcher is actually safe on block.
26). Has a generic d4 low.
27). Gigas has a punch (once again a 2 input) that can be delayed.
28). Has a ws shoulder (probably ws 1+2 like Dragunov’s)
29). Possesses a painful but funny looking belly flop attack that looks safe on block.
30). Has another i10 (i11?) frame punisher from 21 jab string
31). The delayed 2 punch can transition into Gigas’ charging motion. The charge motion probably leads to different moves.
32). Has a Sparta Kick (ff4?) that causes an extended block stun.
33). Possesses a move while face down, head forward to hurt opponents. Kind of like Marduk, but general animation is different.
34). The Belly Flop move has a deceiving amount of range.
35). OTG stomp. d4.
Gigas game play (from the KuroKuro Japanese Tekken 7 stream)
… On some of these moves, you can not help but to say “ouch.”
Change notes
Spoiler
Gigas’ ‘Grand Hammer’ (d+2) behavior on a mid-air opponent on hit has changed.
Gigas’ ‘Gun Tacker’ (d/f+4, 1+2) behavior on a mid-air opponent on hit has changed.
Gigas’ ‘Criminal Tacker’ (b+1+2) behavior on a mid-air opponent on hit has changed.
Gigas’ while running 1+2 attack has been made easier to perform.
Josie’s ‘Kawasan Fall’ (d+2) behavior on a mid-air opponent on hit has changed.
Josie’s ‘Butterfly Edge’ (u/b_u_u/f+3) behavior on a mid-air opponent on hit has changed.
Josie’s ‘Switch Illigan’ (Switch stance 1) behavior on a mid-air opponent on hit has changed.
Josie’s ‘Sonic Upper’ (d/f+2) has been made easier to punish on block.
Josie’s ‘Carabao Horn’ (ub_u_u/f+4) has been made easier to punish on block.
Devil Jin’s Rage Art (Rage b+1+2) Jump Status and Homing performance has been altered.
Devil Jin’s ‘Twin Lancer’ (d/f+1,2) recovery frames has been changed. I speculate that they made the frame advantage on hit~ff cancel less than +10 as to remove the d/f+1,2~ff 1,1,2 combo.
Devil Jin’s ‘Malicious Mace’ (d/b+2) move damage as well as recovery frames has been changed.
Devil Jin’s ‘Emperor Samsara’ (ff+3,1,2) 3rd hit has it’s start-up frames changed. (Just the 3rd hit of this move.)
Devil Jin’s ‘Hellsweeps’ (f,n,d,d/f+4,4) First hit has it’s recovery frames changed.
Jin’s ‘Front Jump Kick’ (u_u/f+4) has been made easier to punish on block.
Claudio’s while running 1+2 attack has been made easier to perform.
Claudio’s ‘Sky End Nova’ (u/b_u_u/f+4) has been made easier to punish on block.
Katarina’s ‘Phoenix’ (d/f+1+2) grab has it’s start-up frames changed.
Lucky Chloe’s ‘Happy Swing’ (b+1+2) Power Crush 4th hit behaviour changed on an opponent on hit as well as changed damage output.
Lucky Chloe’s ‘Back Fling’ (d/f+1+2) grab has it’s start-up frames changed.
Shaheen’s ‘Hallux Kick to Algenib’ (4,1) recovery frames on block has been changed.
Shaheen’s ‘Altair’ (u/b_u_u/f+4) has been made easier to punish on block.
Kazuya’s ‘Spring Kick’ (while on floor, b+3+4) behavior has changed to be like every other character’s Spring Kick.
Asuka’s ‘Sacred Blade’ (3~4) start-up frames has changed.
Asuka’s ‘Grace’ (full crouch, d/f+2) recovery frames has changed.
Asuka’s 'Spinning Heel Drop (f+3) output damage has been changed. (Does not specify which version of this move has it’s damage value changed.)
Asuka’s ‘Night Sky’ (u/b_u_u/f+4) has been made easier to punish on block.
Lili’s ‘Capricorn Kick’ (u/b_u_u/f+3) has been made easier to punish on block.
Xiaoyu’s ‘Bolting Rabbit’ (u/b_u_u/f+3) has been made easier to punish on block.
Xiaoyu’s ‘Silver Needle’ (Raindance Stance u_u/f+1) recovery frames has been changed.
Feng’s ‘Boar’s Tusk’ (f+2,1,2) recovery frames has been changed. (Does not specify which hit has it’s recovery frames changed)
Feng’s ‘Soaring Eagle’ (u/b_u_u/f+4) has been made easier to punish on block.
Paul’s u/f+4 hopkick has been made easier to punish on block.
Law’s u/f+4 hopkick has been made easier to punish on block.
Steve’s ‘Crescent Hook’ (d/f+2) behavior on an opponent on hit has been changed.
Leo’s ‘Yue Bu San Jing Ti’ (u/b_u_u/f+4) has been made easier to punish on block.
Leo’s ‘Ying Mian Tui’ (b+3,1,2~Ki charge) behavior on a mid-air opponent on hit has changed.
Certain moves that Hwoarang could do in a different stance then the actual stance required has been fixed. (I believe that you could sometimes get LFF b+4 in RFF stance previously as an unintended bug.)
King’s ‘Jumping Knee Lift’ (u/b_u_u/f+4) has been made easier to punish on block.
King’s ‘Aerial Jaguar Bomb’ (f,hcf+1 on mid-air opponent) Floor break properties in a mid-air combo has been changed.
King’s ‘Running Jaguar Bomb’ (fff+2+4 on mid-air opponent) Floor break properties in a mid-air combo has been changed.
Dragunov’s ‘Clipping Sweep’ (d/b+3) start-up frames has changed.
Notable:
- Hop kicks are easier to punish.
- King can no longer floor break with his throws mid-combo.
- Shaheen’s 4,1 nerfed.
@Niitris That’s a great post.
Some other notes on Gigas.
Spoiler
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1, 2 h, h [Natural combo, great range and high damage, W!, at least -15]
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2, 1 h, h [Marduk’s 2,1 with a different animation]
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3 or WS3 m [Safe, KND]
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f+2, 1, 2 h, h, m [Marduk’s f+2 into (d/b+3),1,1]
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f+2, f+1 h, h [Marduk’s f+2,1, screw attack, both hits are CH launchers]
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f+2, d+2 h, m [Marduk’s old f+2,d+2]
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f+3, 2 m, m [Marduk’s f+3,2, the second hit is chargeable]
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f+3, 2, F m, m, GOL [Transition into his Goliath stance]
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f+1+2 h [Ogre’s old f1+2 but high, turns into a throw on ch and W! if the wall is close enough]
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f+3+4 GOL [Manual input for his Goliath stance, the followup does more damage the more steps you rush]
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GOL1 m [KND, unsafe?]
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GOL2 h! [unblockable]
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d/f+1 m [Fast mid (13f?), kinda looks like Jack’s d/f+1]
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d/f+2, 1 m, m [Screw attack, the first hit is Marduk’s d/f+2 and the followup is a KND hook, delayable]
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d/f+3, 1+2, 1+2 m, m, m [Marduk’s d/f+4 (mirrored) into 2 powerhitters, used as a combo ender for damage and wallcarry]
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d/f+4, 1+2 m, m [Front kick into headbutt, good wall combo ender]
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d/f+1+2, 1+2 m, m, m [Three ground hitting mids, can’t tech the combo if the first hit connects?]
-
d+2 m [fast normal hit launcher, good range (although you need to be close for f+2, f+1 to connect]
-
d+3, 2 l, m [Marduk’s d+3 into a downward punch which spikes on CH, d+3 alone moves you forward ]
-
d+1+2 m [Armor move, looks like Miguel’s d+1+2]
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d+3+4 taunt? [Armor move, looks like Ogre’s 1+3+4]
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d/b+2 l [Marduk’s qcf2, hits grounded?]
-
d/b+3 l [Faster version of Marduk’s FCd/f+4]
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d/b+4 l [Has the animation of Ogre’s SS4 but less dmg and no KND]
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d/b+3+4 SGS [“Setup Golem” stance, looks like THIS]
-
SGS1 h
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SGS2 m [Marduk’s d+1+2]
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b+1 m [Marduk’s d/f+1, launcher]
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b+2 m [KND, breaks walls, chargeable]
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b+2, F m, GOL [Stance transition, works after charged b+2]
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b+3 m [Marduk’s b+3, slightly different animation]
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b+4 m [Foot stomp, hits grounded, good oki tool at the wall]
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b+1+2 m [Fast headbutt]
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u/f+1 m [Jumping elbow, on block it leaves the opp on crouch]
-
u/f+3 m [Jumping knee, CH launcher, looks different than Marduk’s]
-
u/f+1+2 m [Jumping belly stomp, leaves you on the ground, on block guarantees a mixup between his grounded 2 and 1+2?]
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u/f+3+4 m [Marduk’s u/f+3+4]
-
f, F+2 m [Big KND mid, lots of range and damage]
-
f, F+3 m [Mid knee, KND]
-
f, F+1+2, 1+2 m,h [Homing move, KND, the first hit launches?]
-
WS1 m [Fast shoulder, 11f?]
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WS4 m [Reskin of Marduk’s WS4, KND, same crumple stun on CH]
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WS2, 3 m, m [Natural combo, KND]
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WS2, 4 m, m [Chargeable, really heavy hitstun on block]
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WS2, 4, F m, m, GOL
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FCd/f+2 l [Big low with good range, no launch?, followup with d/f+1+2, 1+2 guaranteed?]
-
f, f, F+2 m [KND, + on block]
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Face down Grounded 2 l [Doesn’t KND like Marduk’s]
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Face down Grounded 1+2 m [Slow shoulder, far KND, heavy blockstun]
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d/f+1, 4, 1, 2, 2, 2, 1+2, 1+2, 1+2 m, m, h, h, m, l, m, m, m, m [10-hit string]
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f, d/f, d, d/b, b, f+1+2 throw [Command throw, high damage, does more damage if it makes the opponent hit a wall]
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Rage Art: 1+2 [Jumping smash, lower than average speed]
Reference
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=131119
EDIT:
Some more notes:
There is some implication… that Yoshimitsu might be the next character.
… Let the hype commence should this be true.