TEKKEN 7 | Lounge

Not seeing the beauty, the customization makes both characters look like jobbers on top of an already underwhelming aesthetic. It was already announced that every character would have at least 1 move against the fireball in addition to it being sidewalk-able. If he gains meter from it unlike a sidestep it is even less impressive.

this game has me so excited iā€™m playing Street Fighter x Tekken again

Had a shit load of fun yesterday in Richmond, VA

Spoiler

https://www.twitter.com/Great_Dark_Hero/status/774382697888243714
https://www.twitter.com/Great_Dark_Hero/status/774334573803077633
https://www.twitter.com/Great_Dark_Hero/status/774334689398165504
https://www.twitter.com/Great_Dark_Hero/status/774382467407118337

Spoiler

Started off with Claudio, Xiaoyu, and Heihachi. Then migrated towards the other characters to test them out. The game felt really good and watchijg the game off of youtube does not do any justice based on how Tekken 7 looks from up close and personal. Heihachiā€™s damage is justā€¦ crazy. You feel sorry for the character getting EWGFā€™d by him. Practicing SS EWGF was fun as well. Tested an OTGF combo as well, did okay with him (though, I lost to a good Feng player with him. I fell for a new move he had that left him at plus frames on block). Xiaoyu was just as evasive as I imagined. I realize that Xiaoyu has a very useful of S! moves and very strong okizeme options after the spike (to be fair, okizeme in this game is a bit different in a sense that a lot more moves will land on floored opponents but you cannot completely pick up and combo them easily. I also liked Xiaoyuā€™s new d3 move as well. Claudio was also pretty nice. One the first things I did there was iwr2 over and over on the CPU. Twin Pistons seems to be hit confirmable. I also motice that df1 might not be his fastest pokes. I need to learn a bit more about how to use his Star Burst correctly though. Otherwise, he seems like a very practical character to win with as his pressure game can be rendered safe, especially if you played Tekken for a long time. As for the general apeed of the game? Thumbs up. Make that two.

@Great_Dark_Hero so how is it visually and perfomance-wise on PS4? Better/worse/same as arcade version? Any noticable framedrops and/or missed inputs due to that?

Itā€™s definitely better for sure, although I do recall there being one small little hiccup when I was playing against an Asuka player. Visually, it was very impressive but mere words cannot describe it. Saw a lot of great details especially within the stages themselves. Itā€™s a different story compared to how one would see it from youtube. Very nice when up close and personal.

Couple more images

Spoiler

https://www.twitter.com/Great_Dark_Hero/status/774731877840261120
https://www.twitter.com/Great_Dark_Hero/status/774336661824110598

I canā€™t wait to see more Story Mode Gameplay previews soon, besides a some new, returning or/& playable debut characters

Whenā€™s the next possible event that they can reveal something?

The Tokyo Game Show is in a few days. Maybe there?

Lets be real there will be no Armor King at TGSā€¦

I think itā€™ll be another 1 return/1 newbie reveal

If they want to increase viewership for their King of Iron Fist Tournament 2016 (December 10th) streams, they will likely save the new character for that occasion.

T7FR Ver. D (Master Raven update) Balancing notes

Source: http://www.avoidingthepuddle.com/news/2016/9/14/tekken-7-fr-arcade-online-update-version-d-balance-changelis.html

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

All characterā€™s RAGE status now activates when the life total reaches 25%. (Dropped from 33% from before)
Properties on certain Rage Drives on hit has now been changed.
Corrected Back walking speeds for characters to now be universal.
Corrected Back dashes for characters to now be universal.
Start-up frames on generic spring kicks (KND b+3+4) have been made slower by 2F and frame advantage on block decreased by 2F.
Certain moves Akuma could perform that arenā€™t supposed to be in his movelist have been removed. (shout outs to back turned Akuma hopkick)
Liliā€™s crouch dash (qcf) corrected to no longer allow you to do certain moves out of it by cancelling it with a sidestep or jump.
Change made to how counter hits are displayed in-game when they occur.
Various other small system bug fixes.

怐Character Balancing Changes怑
Paul

f+4 and standing 4 properties now are identical.
1st hit of b+2,1 start-up frames has been made faster by 2F and its properties on hit changed when it hits a grounded opponent.
b+2,1 HOLD frame advantage on block increased by 3F.
qcf+3 recovery frames has been decreased by 2F.
qcb+3,2,3 properties on counter hit has been changed to a new hit animation.
KND opp d+2 properties on hit with an airborne opponent has been changed.

Law

Rage Art (Rage 1+2) tracking on the move has been reduced.
Rage Drive (d/b+4,3+4) recovery frames have been decreased by 3F.
3+4,4 recovery frames decreased by 2F. Frame advantage on block has been increased by 4F.
DSS 1,f+1 on block now pushes them back further.
DSS 4 properties on counter hit has been changed to a new hit animation.
DSS f+1 on block now pushes them back further.
ws+1,2 frame advantage on block increased by 4F.

King

Rage Art (Rage d/f+1+2) tracking on the move has been reduced.
Rage Drive (Rage d/b+1+2) tracking on the move has been reduced. Damage decreased by 6.
1+2,1 2nd hit now comes out faster. Pushback on block has been increased.
d/f+1,2 recovery frames increased by 1F. Damage increased by 3.
d/f+4,3,d+4 properties on counter hit has now been changed to a new hit animation.
d+1,2 recovery frames have been increased by 2F.
d/b+4 on counter hit has now been changed to a new hit animation.
ff+1 damage decreased by 4.

Yoshimitsu

d/f+1 pushback on hit made shorter.
New d/f+1,4 move had been added to the movelist.

Hwoarang

Rage Art (Rage Flamingo d+3+4) tracking on it has been reduced.
Rage Drive #1 (Rage d+3+4,4) frame advantage on block reduced by 5.
Rage Drive #2 (Rage u/f+3,4,3+4) frame advantage on block reduced by 3.
f+1+2 frame advantage on block reduced by 4. Frame advantage on block for the opponent increased by 3.
b+1 pushback on block has been reduced.
b+3 properties on hit with a grounded opponent has been changed.
Peace Keeper (ff+4) frame advantage on block reduced by 2F.
cd+4 (and blue spark version) damage decreased by 3.
ss+4 frame advantage on hit reduced by 2F. Frame advantage on block reduced by 1F.
RFF 3~4 frame advantage for the opponent when blocked improved by 2F.

Xiaoyu

crouching 3,2,1,4 properties on hit with a grounded opponent has been changed.
Back turned 2,1,4 attack hit box has been made bigger. Properties on hit with a grounded opponent has been changed.
Back turned 4 properties on hit with a grounded opponent has been changed.

Jin

f+4 frame advantage on block for the opponent decreased by 3.
d/b+4 pushback on counter hit is reduced.
CDS 4 input window to make the move come out has been corrected.

Bryan

Rage Drive (Rage b+1+2) issue where an opponent on the wall hit by the RD would shift places has been corrected.
3+4 attack hit box has been made smaller. Tracking on the move has been reduced.
d/f+2,3 hitbox has been made smaller.
d+1+2,3 frame advantage on normal hit reduced by 1F.
b+1+4 damage reduced by 10.
b,d/f+4 properties on counter hit changed to a new hit animation.
qcb+4 properties on hit with a grounded opponent has been changed. Pushback on block reduced.
Northern Cross (crouching d/f+4) frame advantage on block reduced by 1F. Properties on counter hit has been changed.

Heihachi

Rage Art (RAGE d+1+2) tracking on the move is reduced.
d+1,2 properties on counter hit has been changed.
d/b+1+2 frame advantage when blocked increased by 3F.
ff+2 frames where it is invincible against Akumaā€™s Hadoukens increased by 6F.
cd+1 tracking on the move is reduced. Now has jump status.
cd+3 damage reduced by 5.

Kazuya

Rage Drive (Rage cd+1+4~U/F) now pushes the opponent further away on hit. Corrected an issue of players shifting positions when it is blocked at the wall.
d/f+1,4 frame advantage on block reduced by 2F.
b+1+2 frame advantage on block increased by 1F. Properties on counter hit has been changed.

Steve

Rage Drive (RAGE d/f+3+4,1+2) hit box on the 5th hit has been made bigger.
1,1 frame advantage reduced by 2F.
Weave or Right 2 pushback on block reduced.
ALB d+2 damage decreased by 2.
Duck f+2 properties on normal hit has been changed.
b+2 pushback on block reduced.
u/f+2 frame advantage decreased by 1F.
ws+1,1 frame advantage decreased by 2F.

JACK-7

10 hit combo (d+2,1,1,1,2,1,2,1,1+2,1+2) the 2nd and 3rd hit now have crouching status.
ws+2,1 frame advantage on block reduced by 1F. Properties on counter hit has been changed. Damage decreased by 3.
crouching d/f+3+4 properties on hit has been changed.

Asuka

Rage Drive (RAGE ff+1+2) start-up frames have been made faster by 2F.
d/b+1 tracking has been increased.
ff+1 frame advantage on hit and block increased by 3F. Frame advantage for the opponent on block improved by 2F. Pushback of the move on hit is reduced.
ws+1,4 input window for the move has been corrected.
ws+2 start-up frames has been made faster by 1F.
crouching d/f+3 frame advantage on block increased by 2F.

Devil Jin

Rage Drive (RAGE cd+4,3+4) pushback on the 1st hit on block has been increased. Hitbox on the 2nd hit has been made bigger. Frame advantage on the 3rd hit when blocked and on whiff has been increased by 2F.
d/b+2 frame advantage on hit increased by 1F.
ws+1,2 recovery frames increased by 2F.
New ws+1,4 move has been added to the movelist.

Feng

f+3,4 property on the 1st hit when it hits an opponent on his back has been changed.
f+1+2 attack hit box has been made bigger.
f+3+4,4 properties on counter hit changed to a new hit animation.
b+3+4,1 properties on counter hit changed to a new hit animation.
qcf+1 damage increased by 2.
crouching d/f+2 recovery frames decreased by 3F. Frame advantage for the opponent when the move is block is decreased by 1F. Pushback on block has been reduced.

Lili

Rage Art (RAGE 3+4) tracking on the move is reduced.
Rage Drive (RAGE d/f+3+4,3) frame advantage on block increased by 3F.
f+3 hit box has been made bigger.
d/b+4 is now a homing move.
d/b+3+4 on counter hit has now been changed to a new hit animation.
ff+4 recovery frames decreased by 1F.

Dragunov

Rage Drive (RAGE fff+1+2) frame advantage on block increased by 4.
d+2 properties on counter hit has been changed. Damage increased by 1.
b+3 properties on normal hit has been changed. On hit with an airborne opponent will now cause a Screw!
u/f+2 frame advantage on block increased by 4F.
qcf+3 recovery frames decreased by 10F. Frame advantage on hit for the opponent increased by 2F. Damage increased by 2.
Running 3 recovery frames decreased by 10F. Damage increased by 5.
Rolling Escape (ss+3+4) recovery frames decreased by 2F. Now has crouching status.

Leo

KNK 2 start-up frames has been made faster by 2F. Hit box on the move has been made bigger.
KNK 3,4 hit box on the 1st hit has been made bigger. Recovery frames on the 2nd hit decreased by 1F. Properties on the 2nd hit with an airborne opponent has been changed.
KNK 4 recovery frames has been decreased by 7F.
New BOK 1+2 move added to the movelist.
d/f+3 frames on both hit and on whiff improved by 6F.
d/f+2+3 on counter hit has now been changed to a new hit animation.
d/b+2,2 is now a natural combo.
u+3+4 can now also be done with u/f+3+4.
qcf+1 recovery frames has been increased by 1F. Pushback on the move on counter hit reduced.
ws+4,1+2 damage decreased by 4.
ss 1+2 properties on counter hit has been changed.

Lars

2,1,3 input window has been made longer by 7 frames. Damage increased by 2.
2,1,4 input window has been made longer by 7 frames.
SE 2 recovery frames decreased by 1F.
f+1+4 hit box has been made bigger. Corrected an issue where players would shift positions when hit at the wall.
d/f+2,1 damage increased by 3.
d/f+1+2 properties on hit has been changed.
d+2 properties on counter hit and on hit with an airborne opponent has been changed.
u/f+3+4,1 properties on normal hit has been changed. Properties on counter hit has now been changed to a new hit animation.
ws+2,1 recovery frames decreased by 1F.
ss+2 properties on hit has been changed.

Alisa

Rage Art (RAGE b+1+2) recovery frames on block and on whiff increased by 8F.
Rage Drive (RAGE f+2+3,3+4) can now go into both BOOT and DUAL BOOT stances earlier during the Rage Drive.
1,2,4 damage decreased by 3.
2,4 damage decreased by 3.
1+2 frame disdvantage for the opponent when blocked decreased by 5F.
d/f+1 start-up frames has been made slower by 1F. Attack hit box has also been made smaller.
d+4,1+2 attack hit box on the 1st hit has been made bigger.
d+3+4 properties on block has been changed.
u/f+4,4 recovery frames for the opponent when blocked has been decreased by 1F.
DES 2 recovery frames increased by 4F. Damage decreased by 9.
New DES 2:1 move has been added to the movelist.
New KND opp d/b+1+2 move has been added to the movelist.

Claudio

Rage Drive (RAGE b+4,2~ff) input window has been decreased by 3F.
1+2:1+2:f+2 damage increase on the 2nd hit by 10.
f+3 pushback on block has been reduced.
d/b+2,1 the pushback on the 1st hit of this on hit has been reduced.
b+2 frame advantage for the opponent on block decreased by 3F. Will now enter Starburst earlier.
b+4,2 attack hit box has been made bigger.
b+1+2 properties on hit with an airborne opponent has been changed.
STB d+2,2 pushback on block has been reduced.

Katarina

Rage Drive (RAGE Har 1+2) frame advantage on block has been increased by 2F.
f+3 recovery frames decreased by 2F.
Harrier (f+4) stance can now cancel into crouch by pushing down.
HAR 3 on counter hit has now been changed to a new hit animation.
d/f+2,2 pushback on block has been reduced.
d/b+4 is now a homing attack.
b+1 the reach on this move has been made longer.
ws+2 pushback on block has been reduced.

Lucky Chloe

Rage Art (RAGE 3+4) damage when you do the timed inputs correctly is decreased by 5.
Rage Drive (RAGE d/f+3+4:1+2) frame advantage on block has been increased by 4F.
1,2,1+2 properties on hit with a back turned opponent changed.
3,4 is now a natural counter hit combo.
1+2 properties on hit with a back turned opponent changed.
f+3 recovery frames decreased by 2F.
f+4 pushback on the move on hit and on hit with a backturned opponent is reduced. Damage increased by 4.
f+4,4 start-up frames has been made faster by 1F. Attack hit box on the move has been made bigger.
d+3 attack hit box has been made bigger.
b+1 properties on counter hit has been changed.
Up Forward Neutral Four (u/fn4) damage decreased by 10.
Scoot 3+4,4 & Back turned 3+4,4 frame advantage on block increased by 2F.
ws+1,4 start-up frames made faster by 1F.
crouching d/f+2 recovery frames decreased by 2F. Frame advantage on block increased by 2F.
Back turned 4 recovery frames decreased by 2F. Frame advantage on block increased by 2F.
Back turned d+3+4 on counter hit has now been changed to a new hit animation.

Shaheen

d+3 recovery frames increased by 2F. Frame advantage on hit and on block increased by 2F.
b+1 recovery frames decreased by 1F. Frame advantage on block decreased by 3F. Property on counter hit has been changed.
Snake In 4 recovery frames has been decreased by 4F. Properties on counter hit has now been changed to a new hit animation. Pushback on the move has been reduced.
Sand Storm (crouching d/f,d,d/f+3) damage increased by 2.

Josie Rizal

3,2 recovery frames increased by 1. Frame advantage on both block and on hit increased by 1.
3+4 recovery frames decreased by 4. Frame advantage on block decreased by 4.
f+2,4 damage increased by 1.
1st hitd/f+3,2 recovery frames increased by 4. Frame advantage on hit increased by 3 and it is now a natural combo on counter hit. Damage increased by 3.
2nd hit
d/f+3,2 recovery frames increased by 1. Frame advantage on normal hit and on block is increased by 1. Damage increased by 6.
d/b+2 properties on counter hit has been changed.
b+3 properties on an airborne opponent has been changed.
b+4,3,4 frame advantage on block for the 2nd hit has been increased by 4.
ff+4 properties on counter hit has been changed. On hit with an airborned opponent will now cause a Screw!
cd+1,3 recovery frames decreased by 4. Frame advantage on block decreased by 4.
cd+2 pushback on both hit and on block has been increased.
cd+3 properties on counter hit has now been changed to a new hit animation.
ws+3 properties on hit with an airborne opponent has been changed.

Gigas

Rage Drive (RAGE f+3+4 HOLD) tracking has been improved. Input window to input other moves in stance increased by 10 frames.
Goliath 2 tracking has been improved. Damage increased by 3.
Goliath 1+2 this move puts Gigas in a knockdowned state but the moves you do out of this state now have airborne status.
d/f+3,1+2,1+2 reach on the move has been made longer.
d/b+2 properties on counter hit has now been changed to a new hit animation.
Set-Up Golem 2 properties on hit with an airborne opponent has been changed.
u/f+1 frames where it has jump status has been increased by 3.
u/f+1+2 pushback on block has been reduced.
ff+4,2 pushback on hit has been incrased. The reach of this move has been made shorter.
ff+1+2,1+2 the reach on this move has been made longer.
ws+2,3 damage increased by 4.
Face Down Feet Away 2 properties on counter hit has now been changed to a new hit animation.

Kazumi

Rage Art (RAGE d+1+2) tracking on the move has been reduced.
Jab (1) the reach on the jab has been made shorter.
1+2 recovery frames have been increased by 7. Frame advantage on block increased by 3 frames. Damage increased by 16. New follow-ups after this move has been added to the movelist.
d+1,2 the reach on the 1st hit has been made longer.
d+3 the reach on this move has been made shorter. The pushback on this move on block has been reduced.
d/b+2,3,4 the start-up frames on the 1st hit has been made faster by 3 frames.
d/b+4 recovery frames on whiff and on block has increased by 1. Frame advantage on hit has been decreased by 1. Properties on normal hit has been changed. Properties on counter hit has now been changed to a new hit animation. Damage increased by 2.
u/f+2 recovery frames decreased by 2F. Now has crouching status. New follow-ups after this move has been added to the movelist. Damage increased by 15.
ff+2 power crush frames start-up have been made faster by 2 frames.
ws+1,2 recovery frames increased by 3F. Frame advantage on block increased by 3F. Properties on normal hit has been changed. Damage has been increased by 3.
ws+3 properties on counter hit with a crouching opponent has been changed.
KND d+2 properties on hit with an airborned opponent has been changed.

Nina

d/f+1+2 can now also be done with a d,d/f+1+2 input.
d+2,3 recovery frames has been decreased by 2F.
d+4,1 push back on hit has been reduced.
b+1+2 attack hit box has been made bigger. Tracking on it has also been improved.
u/f+1 hitbox on the move has been made bigger.
ff+3 recovery frames decreased by 1F.
ff+4 corrected the ability to do certain wake-ups after being put in a knockdown state after this move.
ws+1,1+2 recovery frames has been decreased by 2F.
u/f+1+2 damage on the throw is increased by 5 when the opponent hits the wall from the throw.

Bob

Rage Art (RAGE d/f+1+2) attack hit box on the move has been made bigger.
Rage Drive (RAGE fff+3+4 HOLD~F) frame advantage on block decreased by 2F. Damage decreased by 8.
f+4 attack hit box has been made bigger.
f+1+2 attack hit box has been made smaller.
d/f+3,1,1 damage on the 2nd hit has been decreased by 1.
d+1 recovery frames has been increased by 2F.
u/f+3 attack hit box on the move has been made smaller.
u/f+1+2,4 attack hit box on the move has been made smaller.
u/f+1+2,1+2 attack hit box on the move has been made smaller.
fff+3 the jump height of this move has been lowered.

Akuma

Heavy Shoryuken (SRK 2) will now lose to Rage Arts when they connect with the Shoryuken.
Demon Flip 2 damage increased by 4.
Demon Flip 3 frame advantage on block decreased by 9F.
Demon Flip 4 is now a special mid.
Heavy Tatsu (qcb+4) damage on the 1st hit has been increased by 3.
EX Shoryuken (SRK 1+2) will now lose to Rage Arts when they connect with the Shoryuken.
Super (qcf,qcf+1+2) corrected the damage received by the opponent when they absorb the move with a Power Crush.
Jab (1) attack hit box of the move has been made smaller.
Focus Attack (1+2 HOLD) properties on hit has been changed.
f+3 recovery frames have been increased by 1F.
d/f+1 attack hit box of the move has been made smaller.
d/f+2 attack hit box of the 1st hit of this move has been made smaller.
d/f+3 attack hit box of the move has been made smaller.
d+1,2 recovery frames have been increased by 3F.
d+3 attack hit box of the move has been made smaller. Tracking on the move also reduced.
d+4 tracking on the move has been reduced.
b+1 start-up frames have been made slower by 1F.
ff+2:1 recovery frames have been decreased by 1F.
Slash Kick (fff+3) recovery frames have been increased by 6F. Frame advantage on block increased by 6F.[/details]

Damn, whatā€™s with them now trying to nerf the shit outta Akuma? They trying to get Lucky Chloe over his ass or what?

By the time the game hits consoles, no one will touch Akuma. Thatā€™s okay though. Because Kazuya is still DA BAWSE.

Akuma is borderline broken in this game. Just off of the top of my headā€¦

  • doesnā€™t have to backdash cancel, he can jump backwards
  • super is +2 on block
  • invincible move in a series with no such thing
  • FADC stuff is +frames on block and it doesnā€™t scale when the opponent is grounded during a combo
  • demon flip has an unbreakable throw, mid launcher thatā€™s +frames on block, and a homing launcher to keep you from stepping
  • teleport is a get out of jail free card
  • most of the Tekken cast donā€™t have a solid answer to the jump ins, and most donā€™t have a great anti-fireball move
  • The one detriment he has in SF (low health) is absent in this game.

Characters like Hwoarang, Steve, Paul, Bryan, etc. might be goodā€¦but Akuma doesnā€™t have to play by conventional Tekken rules.

He gets the best of both worlds with none of the drawbacks, because the Tekken team didnā€™t think this shit through.

The hits to Kings d/f+1,2 and 2,1 strings matter to me alotā€¦

Man, Katarina actually looks pretty without the shades

Kinda wish this was her default look and the shades were an accessory. She has beautiful eyes

Is there any Master Raven footage yet? So excited for this character, she looks gorgeous.

NRS wishes they could get faces looking like that in their own games.
And for Jack, I wonder wtf kind of counter-hit properties did gave his WS+2,1ā€¦

Her intro and win animations
https://www.youtube.com/watch?v=ho1Ut7-k72s

Some gameplay I found
https://www.youtube.com/watch?v=1P_Pt8trih4