TEKKEN 7 | Lounge

Rip Poongko

Good, Jack didnā€™t get touched.

https://i.ytimg.com/vi/15vpL6JG5j8/hqdefault.jpg

Looks like there are 12 slots left

My guess is itā€™s

1.Anna
2.Lee
3.Lei
4.Julia
5.Christie
6.Zafina
7.Miguel
8.Kuma
9.New Male
10.New Male
11.New Female
12.New Female

Wish I could care about Tekken they have consistently been making Christie worse and worse I have all but completely lost interest.

Maybe Im just being bitter but what was the last new move they gave a Capo that wasnt negative on block and useless? db1+2 from 10 years ago? All of Christies cool shit is wack on block.

Same with Zafina.

Dont make cool characters and give them shit tools.

Or better yet, stop making the shit characters shit game after game. Namco and their subtle favoritism.

capos are good in tag though


So according to Michael Murray, crossplay for T7 boils down to Sonyā€™s decision.

I forgot where I read it, but Sony is open to cross platform between consoles as well. If I find the article iā€™ll post it.

Iā€™m legitimately surprised it took 8 years for the online-enabled consoles to get some sort of cross-platform multiplayer. Youā€™d think this shouldā€™ve already been a thing

Full Balance notes for T7FR Ver. C (Bob Update)

[details=Spoiler]ā–ŒTekken 7 Fated Retribution - Update Ver.C
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怐System Balancing Changes怑

Adjustments made to how the counter hits are shown in-game when they occur. (No idea what this means.)
Property of Fengā€™s ch ws+4 on all opponents is now changed.
All Rage Arts have their damage reduced.
Rage Drives resetting the combo scaling in combos has been fixed.
Instances of when the camera would change during a Rage Drive on hit or block has been fixed.
Various little system and game bug fixes.

怐Character Balancing Changes怑

Law

After a Rage Art (1+2) on hit, the opponent can now react quicker after it. (frames on wake-up improved.)
After a successful parry, 3+4,4 is made slower. (Probably no longer guaranteed?)

King

Strong Knee (wr+3) frames on block reduced, tracking on the move reduced.
Golden Headbutt (d/b+1+3) damage has been decreased.

Yoshimitsu

Shrine (BT 2) hitbox has been made bigger. (Can now combo from ff+4 into BT 2)
Electric Misfortune (d/f+1,2) no longer naturally combos on hit, 2nd hit has been made slightly slower.

Hwoarang

Loose Shuffle & Rifle Shuffle (u/b+3,3 & u/b+3,4) can now be done from different stances.
Double Screw (RFF d/b+3) on an airborne opponent will now cause a Screw!
Cactus Shot (RFS d+4,3) timing for the input for the 2nd hit has been reduced. (As in, thereā€™s less time for you to input it for it to come out)

Xiaoyu

Shooting Star (u/f+3+4) hitbox for the 3rd hit made bigger on block. (Previously, Jack and Gigas could easily launch her because the 3rd hit of this would often whiff on block for them.)

Bryan

Slash Kick (ff+3 HOLD) damage off a full charge is decreased.
Hatchet Kick (qcb+3) plus frames on hit reduced.
Northern Cross (fc d/f+4) damage has been reduced.

Heihachi

Timing for the input of the 2nd hit of d+1,2 has been delayed. (Have to do it a little later.)

Kazuya

Rage Drive (cd+1+4) damage reduced.
Devilā€™s Steel Petal (ff+4) frames on block reduced.
Twin Pistons (ws+1,2) frames on block made worse. (No longer -11?)

Steve

Rage Drive (f+3+4,1+2) timing for the input made slower from out of all the stances.
Skyscraper (Duck 2) frames on block made worse.
Fox Hunt (Duck 1) damage reduced, frames on block and on hit with an airborne opponent made worse.
Extended Duck Skyscraper (f+3,f+3 2) frames on block and on hit with airborne opponent made worse.

Asuka

Demon Slayer (f+2) now launches the opponent further away on hit. (Makes the f+2, ff+4 combo more consistant)

Devil Jin

Demon Steel Pedal (b+4) hitbox improved. (Back to T7.0 status?)
Uppercut (ws+2) on an airborne opponent will now cause a Screw!

Feng

Damage on the new fc d/f+2 move is increased.

Leo

Dual Rising Fists (1+2) power crush has itā€™s property on hit changed now. (Knocksdown now?)
Startled Crane (BOK 3) on an airborne opponent will now cause a Screw!
Lei Zhang (qcf+1) properties on counter hit has been changed.

Lars

Spiral Kick (DE 3) property on hit changed, plus frames on block improved, damage increased.
Magnetic Knee (b+4) start-up frames improved, damage increased.
Shadow Cutter (d/b+4) plus frames on hit improved.
Double Pulse (ff+4,3) frames on hit improved.
Double Smack (fc d/f+1+2) damage increased.

Katarina

Rage Drive (HAR 1+2) damage on an airborne opponent decreased.
Feather Chop (d+1) plus frames on block improved.
Plover Kick (ff+4) pushback on both on block and hit increased.

Josie

Sapu Switch (SWS 3) property on counter hit changed. (Opponent faces towards you for better pick-up combo now)
Low Angle Straight (d/b+2) property on hit changed and damage increased. (Now wallsplats on normal hit)
Slide In Low Kick (cd+3) frames on both block and hit reduced. (Now -13)

Kazumi

Rolling Tiger (1+4) frames on block improved.
Lunging Tiger (2+3) frames on block decreased.
Lightning Godā€™s Rage (FLY 1) frames on block improved.
Oroshi (FLY 3) properties on counter hit have been changed, plsu frames on block improved.
Hellfire Burst (FLY 4) damage has been increased.
??? (FLY b+1+2) frames on whiff reduced, throw will now cause a wallsplat.
Crimson Dawn (d/f+1) frames on block reduced, damage decreased and tracking reduced.
Deadly Crescent (d/b+1+2) properties on hit has been changed, frames on block improved.
Dragon Slice (b+1) frames on block improved.
Diamond Tiger Strike (ff+2) is now a Power Crush, frames on block improved.
Demon Uppercut (ws+2) pushback on block reduced.
Castle Tower (b+1+2) frames on block improved, hitbox made bigger.

Nina

Rage Drive (d+1+2) now has jump status, cannot be reversed/parried now.
Left Right to Spider Knee (1,2,3) frames on block improved if you push 1+2 after it.
Double Smash (2,3) frames on block improved if you push 1+2 after it.
Cleek Attack Step (d/f+3,2~f) input timing has been shortened. (As in, thereā€™s less time for you to input it for it to come out)
Creeping Snake to Geyser Cannon (d/f+3,2,3) frames on block and on hit with airborne opponent improved.
Bad Habit (ff+3) fixed the hitbox so it will now hit Bryan on the ground.
Spider Knee (ws+3) frames on block improved if you push 1+2 after it.
Twisted Mind (KND d+3+4) frames on hit improved, damage also increased.

Akuma

All of Akumaā€™s specials now all do 1 chip damage on block.
Hadouken (qcf+1 / qcf+2) damage decreased.
Shoryuken (f,d,d/f+1 / f,d,d/f+2) changed properties on hit when colliding with a power crush, damage on the move is also decreased.
Demon Flip 1 damage decreased.
Demon Flip 4 damage decreased.
Demon Flip 1+3 / Demon Flip 2+4 frames after it were made worse.
Air Tatsus (Air qcb+3 / Air qcb+4) plus frames on block made worse.
Standing (2) damage decreased.
Standing (4) damage decreased.
Standing (f+4) damage decreased.
Standing (d/f+1,2) pushback on block shortened.
Standing (d/f+2,1) 1st hit damage decreased, 2nd hit plus frames on block improved.
Standing (d/b+2 / d+2 / fc 2) damage decreased.
Standing (d+3) properties on hit at the tip with an opponent changed, damage decreased.
Sweep (d+4) on hit knocks down the opponent further away.
Standing (b+1) damage decreased.
forward,forward 4 (ff+4) frames on block made worse.
While Running 1 (fff+1) bug where it becomes unblockable on an opponent already guarding a different move is now fixed.
While Standing 2 (ws+2) frames on block made worse.
Tsunami Kicks (ws+4,4) frames on block made worse.
Neutral jump 2 damage decreased.
Neutral jump 4 damage decreased.
Forward jump 2 damage decreased.
Forward jump 4 damage decreased.
Fixed a bug where Akumaā€™s sidethrows will not come out during sidestepping/sidewalking.[/details]

(Source: http://www.avoidingthepuddle.com/news/2016/8/8/tekken-7-fr-arcade-online-update-version-c-balance-changelis.html)

It wasnā€™t too long ago Micro$oft and $ony were against it for a few (dumb) reasons.
Hell, they attempted it LONG AGO via the mediocre FPS Shadowrun, but backed the hell out right after that game flopped.
In other words, it was case of parent companies being greedy and stupid as usual.

I dunno if this was already being posted. Every customizations including bikinis & jail-printed swimsuit sets are okay, but i never been fan of a diaper-like fundoshis, except someone like Heihachi, Akuma and Yoshimitsu are fitting to wear that.

However, iā€™m still not sure why the summer swimsuits sets are not included in worldwide arcade versions (except console versions), & why Leo didnā€™t receive a bikini sets, except only being given maleā€™s jail-printed swimwear instead?

Because shes special

She has a dick

Isnā€™t Harada already confirmed Leo is a girl?

Presumably because sheā€™s a tomboy & too shy to wear bikinis. Definitely too shy wear to very skimpy swimsuits

Preferred pronouns.

Thatā€™s an odd backpedal for Leo.
Harada already confirmed Leo was a girl some time before TTT2 was releasedā€¦ about the same time they introduced everyone getting a swimwear outfit.
And Leo wound up in a bikini as skimpy as the rest of girls.

Harada just trolling niggas that STILL ask if Leo is a guy. Might as well run with it even after confirming

Really hope she gets added, I havenā€™t played her yet

Very likely based on Haradaā€™s confirmation, member deconfirmation, and subsequent reconfirmation.

Current Roster: 31 char 8 n/a
{DLC}{N/A}{N/A} {N/A}{N/A}{Bob} {Nin}{Aku}{Kas} {Rav}{N/A}{N/A} {N/A}{N/A}{DLC}

{Yos}{Dra}{Hwo} {Law}{Asu}{Sha} {Kaz}{???}{Hei} {Cla}{Chl}{Lil} {Lar}{Kin}{Jac}

{DLC}{Bry}{Ste} {Pau}{Xia}{Jos} {Jin}{???}{Dev} {Kat}{Gig}{Leo} {Ali}{Fen}{DLC}

Poll: Ann-Edd-Jun Lee-Mok-Pan
Reoccurring: Ann-Chr-Jul Kum-Lee-Lei (Mok)
Revolution: Chr-Eli-Jay Lee-Kum-Mig (Arm-Jun-Kun)
Common: Lee-Chr/Edd >>> Ann-Jay/Jul-Jun Mok-Kum/Pan
Likely: Ann-Chr-Jay Kum-Lee-Mok Eli-New +4 DLC

*XBONE Store description reads ā€œover 30 charactersā€ for Tekken 7.