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Tekken 7 General Discussion Thread - OP Updated With All Tekken Info

Kooron Nation

More Ass and Tits for MK11
Could anyone here tell me a bit about the new characters? Like if they are replacing old movesets of past characters and a bit of their lore?

From what I can see, all the new characters are:
Gigas, Lucky Chloe, Shaheen, Claudio, Catarina, Kazumi, Josie.

Also does anyone know if any of these characters will make it in: Roger Jr./Alex, Zafina, Ogre, Michelle/Julia, Ganryu, Marduk, Kuma/Panda, Armour King, Bruce?
 

Eddy Wang

Skarlet scientist
Could anyone here tell me a bit about the new characters? Like if they are replacing old movesets of past characters and a bit of their lore?

From what I can see, all the new characters are:
Gigas, Lucky Chloe, Shaheen, Claudio, Catarina, Kazumi, Josie.

Also does anyone know if any of these characters will make it in: Roger Jr./Alex, Zafina, Ogre, Michelle/Julia, Ganryu, Marduk, Kuma/Panda, Armour King, Bruce?
The only replacement possibly confirmed is bruce which was swapped by Josie, Everyone else has a few recycled moves but they're pretty unique.

Claudio is probably the first character who mainly depends of Hop kicks.

Gouki is Akuma's real name, he is brother of Gouken and has Goutetsu as master as well.


Everyone else its not confirmed and are a too in the limbo except for Kuma Yo and Panda
Master Raven is Raven's Master.

That should cover all your questions i think.
 

Eddy Wang

Skarlet scientist
I like it. I would put Hwo in SS because dude probably top 2, and switch Lili with Josie, but the rest is very likely right now.

Can't wait to see the console release version.

#KeepBryanStrong
Can't wait too, i'm just asking for a Jin S tier, doesn't need to be double S, just S is fine, but right now i think he doesn't need more actually dude is looking sweet.

Ppl were too worried about UF2, the effect is still there but is more of a get off me move, i also like how Harada buffed jin currently.

They took away the UF2 because ppl were crying over it and killed his F4 hitting grounded, but they gave him a homing move that screws on CH frame traps on hit, and its safe on block, and can come out either way from wavedash or CDS which can also be mixed with his EWHF, this new moves gave jin massive corner carry combos, eliminated in part his struggle against sidesteppers and gave him a nearly 70% combo with a wall ender, buffed his CD4 damage.

And then they made his F4~zen -4 or -6 on block from -9 can't remember the exact numbers but it recovers way faster on block, now F4~zen 1+2 frame traps most of the fastest moves in the game and give him insane damage due the homing move i talked about earlier, so eating this frame trap on a wall stage is nearly 70% every time, this also gave him safe bf23 and a full combo launch on back turned characters, and he can crossup with the right setups to use on actual matches.


Before i used to struggle because Jin didn't had a reliable launcher, and a reliable combo filler, now he has both and his neutral game is 1000 times better than before, can not be machine gunned with random normals since now he has a safe get off me move to establish his neutral again, i'm really looking forward the console release as well.
 

Kooron Nation

More Ass and Tits for MK11
Not being sexist or anything but why do Bruce and Raven have to be replaced by these girls lol? They were both so badass.

I hope Roger is in since I'm Australian, I feel like it is a dishonour if I don't use the animal of my Nation lol.
 

Smoke_Of_Finland

Believe in the hop kick
IMO Bryan overall has the best neutral in the franchise. EWGF has the best priority out of all the moves you can throw out at range, but Bryan has the most safe-on-block options for covering different ranges that are all really solid. If you do a range check on Bryan's moves you will find different tiers of range and usage as follows (not gonna list unsafe moves apart from qcf1+2, then might as well go through his entire kit lol):

1. bB4 and fF3. Fastest moves in the game to have this type of range. Other moves with similar range are considerably slower and really easy to sidestep (Kings' and animals' uf1+2), making them a suicide to use.

2. fF2, b1. fF2 is a poor mans EWGF, shouldn't really be used against good opponents for other purposes than punishment but can be used as a "get off me "move. Another notable "get off me" move to have a similar purpose is qcf1+2, great for escaping wall pressure, can't tell you how many matches I've won with my back against the wall, sure it's -12 on block and could get you wall splatted but use it at the right time and you'll land it as a counter hit almost every time. B1 is one of the best tools in the game for chasing down perpetual backdashers and an extremely strong incentive for people to react to your forward movement with sidestep-block, which opens them up for the next move in the list.

3. fF4. Extremely fast and high damaging with a lot of range as well, this move is one of the absolute best homing moves in the game, stupidly good, borderline broken good now with CH launch, especially if it's still -10 and forced crouch on block. Instant version will never get blocked or ducked on reaction. Using it out of an extended dash does come with a risk though.

4. 3,2,1 and 3+4. Dashing forward into 3,2,1 when you see that the situation to use it presents itself, is a great tool and very underutilised. Commit to it fast enough after a dash and it won't get stepped despite being linear. 3 can be thrown out at tip range and at the threat of whiffing short of the opponent because the follow-up hits come out quickly and advance Bryan forward. Anyone who tries to punish the first hit when whiffed eats the 2nd and 3rd one, they really have to anticipate you doing it and need an EWGF to blow you up. String is natural on counterhit and the threat of the 4th hit 50/50 usually resets the situation back to neutral despite the -9 on block. 3+4 combined with d4 are used more as long range counterpoke and after having your running 3 blocked. 3+4 is somewhat... well I feel like it really isn't best used for space control but it can be used, great long range counterpoke though, as stated.

5. Qcb2. Replace any dash in jabs, dash in df2 or dash in df1 with this move pls, your risk/reward will be a lot better. People twitch duck the 2nd hit every time so the move on block effectively returns the situation to neutral. If you are really on point you can hit confirm this move and the follow-up is natural on hit even on max delay. 54 dmg into guaranteed soccer kick is hop kick combo level of dmg.

6. Iws3, done out of dash into qcf or just qcf. Use against people looking to maintain pressure with constant jab/df1/low poke into sidewalk and who try to stay inside range 1 all the time. Can be abused quite liberally against people who don't punish it and wait for the 2nd hit. To deter first hit punishers you must commit to the 2nd hit immediately, delaying it makes you eat the i10 punish. 2nd hit also wallsplats on counter hit so habitual first hit punishers can be blown up severely with their backs to the wall if they always opt to autopilot the first hit punish when they block it.

Ok I am gonna stop here I once made a post like this in Kor's Tekken academy about almost the entirety of Bryan's kit and it took me like 2 hours to come up with it and check for errors :D
 

Pterodactyl

Plus on block.
Not being sexist or anything but why do Bruce and Raven have to be replaced by these girls lol? They were both so badass.

I hope Roger is in since I'm Australian, I feel like it is a dishonour if I don't use the animal of my Nation lol.
The fact that it matters to you that they're girls is kind of weird.

I can't speak on Josie as a replacement in terms of "badassness" but I can't see why you'd think Master Raven was less badass than Raven.

She's his master, and one could easily argue the implication that "Raven" is a title and not his name, meaning she's the master of a whole band of Ravens potentially.

Even it were just him, being superior to a super badass makes you an even super-er badass by default.

And she has a fucking sword.
 

Pterodactyl

Plus on block.
Hey guys, I'm looking forward to picking up Tekken 7. I've just got a few questions as a beginner:

With the sheer volume of characters in this game, along with their very expansive movelists, how many years of experience do you believe it'll take until I'm able to go like "Paul just did FF2, I can option select all 3 followups" or "Dragunov just stuck out this attack, I can duck the second hit and launch him", etc. It seems like a lot to digest.
The move lists may be big but there are some very obvious reoccurring moves and combos that are clearly more versatile and useful than the others and don't take long to remember at all. No one actually uses a character's entire moveset in a match, as a majority of the movesets are very situational in ideal application so you don't see them often enough to worry about them. Or better put, their situational-ness makes them easy to remember, or predict if you're on the receiving end.

Recognizing moves doesn't take too long at all, remembering all of their names(or alternatively just by inputs) might take a while though.
 

Tanno

The Fantasy is the Reality of the Mind
Bruce is effectively replaced by Josie. And arguably the Capoeira guys are replaced by Lucky Chloe. Kuma and Panda are already confirmed.
I see. I'll get Lucky Chloe once the game gets out.
 

EntropicByDesign

It's all so very confusing.
@EntropicByDesign oh god another game and another quest for you to find a main, heaps more to choose from here.
Who you liking so far?
Man, I give up on the concept of a main. I'm just gonna play whoever sounds fun at the time.

As to potentials in Tekken, I don't even know where to begin.. I know purely from gameplay vids Master Raven, Law, Jin and Bryan all look interesting.
 

Gurpwnder

Saikyo Student
For any Paul players, I'm wondering why I would ever use F1+4 when it seems like just sidestepping and performing D1+2 is a better alternative.
 

exflyingbooty

This dream has a sad ending
i hope harada does the right thing and buff nina's damage output, i'm really happy with a lot of the changes but please buff her damage.
 

JJvercetti

Warrior
For any Paul players, I'm wondering why I would ever use F1+4 when it seems like just sidestepping and performing D1+2 is a better alternative.
F+1+4 was in the previous tekkens before D+1+2 was added (I think it was added in T5) but yeah it is useless.

Do you think improved BF1 could help us out here at all?
I doubt it. It is roughly about 40 frames and a high, if it is blocked or whiffed then you are eating a big ass combo. The good side of it is obviously the partial evade on high attacks and the big damage due to the deathfist combo.
 
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Gurpwnder

Saikyo Student
Another newbie Paul question:

I remember watching RIP's Paul guide in TTT2, and he mentioned how D1 and its followups were classic, simple mixups.

I've used D1,4,2 several times and after I hit them with the 4, they're still able to block the followup 2 and punish while D1, 4 by itself is -17ish on hit.

Is there a clean hit property on the 4, does the D1 need a CH, or is this just a janky, low level mixup?
 
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THTB

Arez | Booya | Riu48 - Rest Easy, Friends
cause being replaced by girls is a big upgrade for them
The funny thing is even if this was meant as a funny, this is true, unless Namco actually did away with the different hurtbox sizes between male/female counterparts.