Tekken fans are so closed minded…
This isn’t Fatal Fury or KoF though.
Desperation Move, get it?
I’ll see myself out.
Well tekken is a very fundamentally sound game. last one had given good balance. Irregardless of what it looks like to “omg juggle” scrubs.
Anybody who has played it for years can look past what is gonna be a interesting add in Akuma and ask some standardized questions.
Like is that jump in gonna be bad on block? Is it steppaple can you float it
Is low forward fireball a link or is it a natural combo string like Mishima 1,1,1
Is there chip damage?
I taught Akuma in tekken was perfect, completely caught me by surprise.
Are there any turtle, spacing, hit-and-run or “zoning” character I can cheese people with in T7?
That could easily be any character depending on how well the player can move and depending on how good the characters’ mobility is in order to advocate BDC and SS canceling.
How hard is it to learn Tekken or any 3D game? Can I play other games and level up in Tekken? I want to get into 7 but I’ve heard that you have to focus primarily on Tekken to rise from scrub level.
I can’t comment on any other 3D game, but Tekken is certainly the most challenging fighting game I’ve ever invested any time into. It’s also by far the most addicting one.
My first Tekken is actually Tekken 7 and I started playing when I moved to Japan for work about 4 months ago. Looking at my Tekken-Net page for my Banapass card, I’ve played a total of 748 games split between the three Mishimas, Jin, and Kazumi with my most played character being Kazuya, who accounts for 465 of my 748 games. Referencing this chart, I still haven’t even gotten out of Grand Master (7th Dan) rank with any of my characters (though I had a short stint in 8th Dan as Kazuya but immediately lost 4 times in a row and got demoted), so I’m not exactly the most skilled player to talk about this game, but I am nonetheless having a great time with it, even if it’s a challenge to improve.
In my experience, no other fighting game I play helped or currently helps me a lick in Tekken. However, on the contrary, Tekken has drastically buffed my general approach to every other game I play. The aspects that Tekken helped me personally with are:
- Become aware of the game such that I will punish punishable moves with something, even if it may not be the most optimal punish
- Reinforcing the need to learn practical combos, a hard lesson especially for Mishimas who all have very rewarding, but very demanding execution combos
- Forcing me to play fearlessly at the edge of my opponent’s range so that I can make them eat something huge for whiffing
- Tempering my patience so that I’m not trying to press buttons at disadvantage, something that will absolutely get you killed against a more experienced player
- Learning to adapt very quickly to 50/50 mixup scenarios, and vice versa, learning to apply my own effective 50/50s when I gain advantage
Even though Tekken is far from what I’d call my main game, and certainly not the game I consider myself the most skilled at, it’s by far the game that makes me the most upset when I lose. I don’t mean that I get upset as in I want to quit the game, but I get so pissed at losing that I have this burning desire to improve since it’s very clear that it’s something that I did wrong on my end. My opponent killed me with a string I’ve never seen before? That’s my fault for not looking at a movelist. I got beat by a Snake Edge/Orbital Heel Bryan? Guess I better start training myself to see reactable lows. I was up two rounds, but lost three in a row because they started ducking my Electrics? Better use them more sparingly.
It’s a fascinating experience and I’m quite glad I decided to start playing this game. I hope that Tekken 7 succeeds when it comes out on consoles because I’d really like to see more people get introduced to this series. There’s just so much you can learn by playing this game that’s easy to cement and bring over to your other games.
I was playing some more at the arcade earlier today and I was hoping I could get some help from the Tekken heads here. I get a knockdown as Kazuya and I notice from previous situations that my opponent loves to delay roll left. I think to myself, “Okay, I’ll get guaranteed damage with b+4 (Devil Jin’s Tag 2 b+4 for those who don’t know) and then do it again when they try to tech roll left.” The first b+4 lands, he falls down, then I purposefully wait a split second before doing another b+4. Sure enough, he rolled left, but even though I purposefully waited, Kazuya still performed the move facing the same direction as the first b+4 while my opponent rolled safely out of the way. I thought if I waited, I’d automatically realign, but I guess not.
Can someone explain how realigning moves works and how to do it if it requires me to do something? I’ve heard it talked about on streams before, but I never really paid it any mind until this stuff started happening to me.
Simply dashing forward realigns you with the opponent. So just a short f,f motion.
Kaz/DJ b+4 is also a mid, and only tracks to one side if I recall correctly. It’s kinda finnicky when hitting grounded people at certain angles, even if they lay still.
Doing those delayed siderolls also shrinks the opponents hurtbox so certain mids can’t them when in other scenarios (i.e. backroll) they probably could.
Man I gotta say that at first the OST in T7 didn’t seem good, but after taking a good listening of all the tracks - I love them!
My favourites are the Jungle Stage, the Bazaar Stage in round 2, and the Volcano Stage (that melody is too damn sad)
Not quite sold on the Character Select and Main Menu themes, so hoping they get updated eventually, at least in the console release.
dashing forward automatically realigns you
it works better on bigs in tag 2 to cover the options they do from the grounded position.
also it depends on the way they are laid down
most times face forward chest down yields the highest percentage/best results for hitting them. but even then i have had the move whiff
i cant stand the inconsistency on it for catching side rolls even though when it hits it puts you in the best position to re follow up
side rolling is a bad habit though as you give up positioning and open yourself up to 50/50s as you stand
cant talk too much as i play dead alot to avoid the en masse of buttons people press fishing for the counterhit
its why i miss nina so much lmfao
regular blonde bomb (f 1+2) to catch foolish side rolls
charged one if they play dead
and df1 to catch pretty much everything else
I’d like to put this venn diagram up for discussion. It’s meant to categorize all the known Tekken fighters’ fighting styles/strengths/powers based on what we know of the character’s backgrounds. There are a few ones that were a bit confusing (Raven use technology?, for example), and some that I am unsure about (e.g. Zafina, Yoshimitsu…) but overall I think it is mostly accurate.
P.D: I don´t know how to post images directly, sorry
Thanks guys. I’ll try working micro forward dashes into my game. I don’t think this’ll magically make me better, but it’s at least mental assurance that there’s something I can practice.
Just watched those Tekken Global Championships and turned it off halfway through.
These costumes look like cancer. The grand finals were devertisement.
“Please don’t buy our game, the characters look like clowns!”
I’ve been looking guides of the game and past game guides and something they all have in common is that by the exception of the wrestlers, they don’t talk about what character archetype they are or their concept. they talk about pokes and buttons without talking about what type of character it is, example, you talk about Guile, he’s a zoner, Jacky from VF, specializes in long poke strings. etc.
Why is that?
You can’t really look at these characters the same way as you would with Street Fighter characters. It’s a completely different game.
In retrospect, every character in the game is capable of doing the same basic things, such as: Using certain moves and/or strings to control space, using the said moves defensively to get the opponents off of you, instigating an offense, counter hit set-ups, and for juggling the opponent. There is also blocking, ways of getting up, back dashes, back dash canceling, side steps, side walks, stage scenarios, and much more depending on the player’s character. Some characters may have parries, back sways, back flips, Just Frame inputs, and other unique mobility options, while… some others don’t. You also have to consider that Tekken characters are typically going to have a relatively large move set. Some characters are able to poke extremely well, some characters are powerhouses in a specific way, while others excel at doing something else… like Steve, he has a very good CH game. These characters do well in certain areas… some better than others. Some characters even have projectiles but in comparison to Street Fighter, they tend to work entirely different and are extremely situational (for example, using Devil Jin’s 1+2 Hellfire out of the blue is a good way to get killed in this game due to how impractical the move is in context).
Kazuya Mishima has a lot of strong moves but he cannot poke around too much and he has to rely on very good movement and whiff punishment. A character like Xiaoyu can easily get away with poking while offering very nice mix ups from her stances. Multiple characters do have stances or stance transitions in their move sets as well, which also vary in their use. It’s nowhere near as cut and dry as Street Fighter would be. What Tekken does have in common with Street Fighter, however (along with most other fighting games) is that movement and spacing play an extremely important role in matches and between the characters. Trying to look at this from the perspective of a Street Fighter player is just going to frustrate a lot of people, which is why it is a good idea to start off with a “clean slate” so to speak when trying to learn Tekken (or another game).
The players may refer to King as a grappler, but the thing is, many other characters have command grabs that serve specific purposes as well (i.e. Chang’s Mad Axes, Mishima’s ff1+2 Headbutt, and many others). King just “excels” at it because he has many throws that the player can utilize depending on the situation (using them against standing opponents, crouching opponents, floored opponents, midair opponents, and opponents against the wall). But, the thing that the King player would have to consider is that many high-level players can still tech a lot of these throws on reaction (and it does not help that the throw tech window is bigger and easier to conduct this time around).
EDIT:
Some grammatical corrections. Typing on a cell phone is not the best way to communicate on these threads.
I really have to thank you GDH, I never knew that, consider me educated. unfortunately based on that info, now I know this game would not be for me.