TEKKEN 7 | Lounge

Well, there is a match featuring Akuma v Katarina and you can see her without the glasses despite starting the match with them on.
https://www.youtube.com/watch?v=0rQM9PIn3Uc

Oh shit, so costume destruction is back in.
That hasnā€™t been used since Soul Calibur 4, right?
I have not played much of 5, so I do not know if they kept that feature in.

It was in SC5, but the armor break is fixed (always breaks boots and upper body pieces) and it only happens once during strong impact KOs unless you use hex edit to redefine the appearance post armor break.

Ah, okay. So this time it might be more subtleā€¦ maybe the one who plays the best can have a self-challenge to keep that balancing shit on their head during a fight. Lolololol.

Uhā€¦ and looking at the Akuma videos. Goddamn, being in Tekken slowed his ass down like a snail. But alas, the result of being in such a 3D fighter as Tekken.
Most of his moves seem to translate alright. Cept for a couple of sticklers:

His foot sweep. ICK. 2D animated alright, but in 3D I was expecting a full circular foot motion. In the game proper, it looked like he was nudging the opponent with his toe. Perhaps due to him sweeping OUTWARD when everyone else sweeps inward (if that makes senseā€¦)

Crouching punch looks like something that belongs in Virtua Fighter, lol.

I donā€™t understand why they have the SF4 Akuma model. Such a lazy decision. The 3rd strike version would have looked alot better.

^iā€™m actually confused. you want a sprite over a 3d model?!

anyways little things:
akuma fireball super is shit, better uses for meter like fadcing stuff
blocking logic for akuma is more like sf than tekken. as in you block low against him and not standing.
sweep looks good. no one really fucked with his oki but thereā€™s potential
i wonder if air fireball hits grounded (as in if they stay on the ground)
raging demon isnā€™t instant when youā€™re dick touching close and you can just jump out of it
if you do demon flip i wonder if it tracks? if it does could be good on knockdown in case people tech out for a mixup

^ No. The 3rd strike version rendered in 3d would have looked better to me and would have fit in with Tekken more. SF4 version and the mechanics that come with it (FADC and EX) is just lazy and out of place to me.

Wonkey posted this interesting conversation on his Twitter. Iā€™m not sure who the players exactly are, but itā€™s still an interesting mass of location test impressions.

http://pastebin.com/RMhUmSMK

It generally seems like Akuma is annoying to fight (probably due to inexperience) as opposed to being legitimately solid. From what I noticed during the location test footage, his 10f 1,2 string is -12, possibly even launch punishable like the Mishima 1,1,2. Point blank Gohadoken might be punishable if your character has a really good 10f punish like Gigas, but unfortunately I couldnā€™t see anyone try. His crouching roundhouse (d+4) is at least -13 since I know I saw someone punish it with Kazumiā€™s WS 1,2 meaning that Kazuya at least can launch him. It might be more punishable than that.

I wish we had more info on his jump though. Everyoneā€™s saying itā€™s invincible or whatever, but it definitely looks like you could float him with a jab or a magic 4.

I like the comments on this video:

https://www.youtube.com/watch?v=BHy-MQvWYbM

https://www.youtube.com/watch?v=wy7r1JisyrQ

https://www.youtube.com/watch?v=ibu9_aPJO0M

So running tackles are now blockable @ 3:00
https://www.youtube.com/watch?v=Es-RFm3I_1c

For all the crazy stuff that the FR location test has shown us, I think this is the most puzzling if they decide to keep it. If side stepping is buffed like a lot of Japanese people said, whatā€™s the purpose of this change? Even if the tackle hits mid, then this is a really crappy mid/low mixup combined with your generic low WR4 that really shouldnā€™t catch anyone unless theyā€™re really sleeping at the wheel, and if it gives frame advantage, whatā€™s the point of cross chop? I could understand them making this change if side stepping were still as weak as it is in vanilla T7, but I donā€™t really see the logic in this change considering the buffed sidestep.

Putting some location test info for Heihachi players:

  • Hell Axle (u/f+3, 4) puts them in Screw state it seems on normal hit. Unsure if it puts them in Screw on air hit or if his frame advantage is different as a result of this change (looks like no).
  • b+4 is now a Screw Attack as well.

The old manā€™s looking good in this revision. Even if these are literally his only changes, I think thatā€™s enough to put him on par at least with Devil Jin. u/f+3,4 being a normal hit, low crushing, frame advantage mid mid launcher is really cheap. Pretty much drives the point home that you should never duck against this guy ever, not just at the wall.

Seeing the Akuma newb play kinda makes me cringe. They are playing it like Street Fighter and not like Tekken. I wanna see some more fancy Tekken-shit out of Akuma.

Where are the strings and proper juggles?
I want (and am curious) to see that air fireball be part of an oki game against floored opponents.
I just want to know Akumaā€™s full list of moves. Be kindaā€¦ sad if he only has an okay amount of attacks similar to (Ancient) Ogre of Tag Tournament 2.

Yeah it sucks that none of the guys who actually are prominent or well versed In Tekkenhave touched Akuma but at the same time itā€™s good because it still shows you have to respect the tekken system and how itā€™s supposed to be played. While Akuma brings some new things to the table it least you still canā€™t be braindead.
It was satisfying seeming his air fireball get sidestepped and Godfisted :slight_smile:

Akuma looked so hype in that announcement trailerā€¦ but watching people play him itā€™s likeā€¦ he doesnā€™t seem so hot. He doesnā€™t look to integrate into Tekken very well. He just looks so slow, poor mobility, low damage output, where are the comboā€™s? Hopefully some Akuma gameplay where somebody knows what they are doing with him pops up soon.

Because if this is what Tekken vs Street Fighter is gonna be likeā€¦ then thatā€™s pretty disappointing.

As far as strings go, Akuma basically has none. Wonkey posted a PDF of Akumaā€™s entire movelist, which is not only really short, but itā€™s also devoid of any strings (not necessarily a bad thing: look at Shaheen). Longest string he has is d/f+2,4,3 which is that wall-combo ender you can see in the recent FR trailer. https://twitter.com/Flying_Wonkey/status/698325653276327936

As for juggles, did anyone see what launchers Akuma has? So far, Iā€™ve only seen:

  • SRK FADC
  • QCB+3 (LK Tatsu), which only combos really into SRK for meh damage
  • Level 2 or Level 3 Focus (1+2 in that command list; it still follows normal Power Crush rules and loses to lows and throws)
  • 3,4 (SFIV st.HK) which doesnā€™t give a full launcher since it instantly goes into Screw and I donā€™t think the second hit combos unless itā€™s counter hit. Iā€™m not even sure if this normally launches on the ground since he mightā€™ve stuffed someoneā€™s hopkick.

Get hype?

Just release the fucking game already.

https://www.youtube.com/watch?v=uGqEOE1Dlss

Leave it to olā€™ Murder Face himself to make Akuma look like he has a place in this game.


(Michael corrected it as more characters)

Anyways, who do you guys think will make the cut?