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

Gurpwnder

Saikyo Student
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.
I just hope that the new characters mesh well with the rest of the roster. Seeing the comraderie between Bruce and Steve or the interactions between Bruce and Bryan made the roster feel more interesting to me.
 

Smoke_Of_Finland

Believe in the hop kick
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.
Nina? Low dmg? You are going to have to give examples and numbers. With optimal combos she still ought to out damage everyone. Iws1 loops and her wall carry are too strong on paper to allow her good dmg with easier combos.
 

Smoke_Of_Finland

Believe in the hop kick
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?
The mid follow-up can be sidestepped and launched. The low into the 3rd mid hit is not a natural combo. The low needs to land on counter hit for the last hit to be guaranteed. It can be used as a round ender though, Similar to something like Mitsurugi's 2KB in Soul Calibur where it's unsafe on hit. 50/50 strings in Tekken offer poor risk/reward in general and they should be used sparingly. When using Paul's d1 you should just mostly do it by itself and see how your opponent reacts.

Most of Paul's strings can be blown up severely on paper. But then again the game isn't played on paper. For example, df1 into any of the backsway follow-ups can be option selected by the defending player by sidestepping right after blocking the df1, then cancelling the sidestep into crouch block, however, this has to be done strictly and on anticipation to a df1-backsway. All options except backsway 1+2 (which will hit and launch) can be blown up with a full launch from a while standing launcher if this is done correctly. That move has to be sidewalked but if this is done then qcb4 and qcb3 will hit.
 

exflyingbooty

This dream has a sad ending
Nina? Low dmg? You are going to have to give examples and numbers. With optimal combos she still ought to out damage everyone. Iws1 loops and her wall carry are too strong on paper to allow her good dmg with easier combos.
there's no point doing ws1 loops without a wall, the damage is almost similar to non ws1 loop combos by like a couple of damage. Also because how scaling works, you do more damage with singular hits other then multiple hits which actually hurt her and quite a few other characters.
 

SaltShaker

In Zoning We Trust
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.
I'll take Bruce B2 over any move Josie has lol but I like Josie infinitely more than Bruce. Bruce was the prime example of a dull unpopular character used only for tools by most.

Master Raven on the other hand, is an upgrade in every way to Raven.
 

Smoke_Of_Finland

Believe in the hop kick
there's no point doing ws1 loops without a wall, the damage is almost similar to non ws1 loop combos by like a couple of damage. Also because how scaling works, you do more damage with singular hits other then multiple hits which actually hurt her and quite a few other characters.
She gets a guaranteed fF3 after ending a wall combo with Ivory cutter. She can't have better mid-screen dmg without making her OP.

Edit: Mid-screen does seem kinda problematic and lack luster for her, easiest buff would be to make the 2nd hit of ws1 deal more dmg, but that is a slippery slope of a buff.
 

Smoke_Of_Finland

Believe in the hop kick
I'll take Bruce B2 over any move Josie has lol but I like Josie infinitely more than Bruce. Bruce was the prime example of a dull unpopular character used only for tools by most.

Master Raven on the other hand, is an upgrade in every way to Raven.
Josie is a gigantic downgrade from Bruce in terms of tools. Without B2 or BF4 the character design is completely destroyed. Would have been completely fine if they nerfed the initial dmg of both those moves from 33 to 27 and made bf4 unsafe, but to remove them completely? Hell no.
 

Smoke_Of_Finland

Believe in the hop kick
Picking up Josie for me comes down to what her SAFE mids are like. All the gameplay I've seen about her is just people abusing the absolute crap out of d4 and cd3 which looks scrubby as hell and then throw in a cd2 or df2 here and there. I don't want to do that, I want a higher volume of safe powerful mids instead of going ham with basic mix-ups.

I also don't get why some people seem to respect this type of playstyle where someone throws lows out at neutral like half the time. Bryan, Devil Jin and Lars uf4's (to name a few) all completely shut this shit down.
 
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SaltShaker

In Zoning We Trust
Josie is a gigantic downgrade from Bruce in terms of tools. Without B2 or BF4 the character design is completely destroyed. Would have been completely fine if they nerfed the initial dmg of both those moves from 33 to 27 and made bf4 unsafe, but to remove them completely? Hell no.
Picking up Josie for me comes down to what her SAFE mids are like. All the gameplay I've seen about her is just people abusing the absolute crap out of d4 and cd3 which looks scrubby as hell and then throw in a cd2 or df2 here and there. I don't want to do that, I want a higher volume of safe powerful mids instead of going ham with basic mix-ups.

I also don't get why some people seem to respect this type of playstyle where someone throws lows out at neutral like half the time. Bryan, Devil Jin and Lars uf4's (to name a few) all completely shut this shit down.
Yea I agree. I like Josie a lot but nah, Bruce was definitely superior. She doesn't have anything in her moveset compared to B2 or BF4, and her damage is weaker than Bruce lol. The argument of her being "faster" doesn't even hold up, and she didn't even get to keep Bruce's chain grab. They went all in.

You do have to eat her low pokes though. They're hella fast and she can tag you on hit if you push buttons after it lands or make bad reads. She can pop you up too easy on normal hit for 40%+ or for counters, one of her main strengths.
 

just_2swift

MK1 is the best MK period.
I'll take Bruce B2 over any move Josie has lol but I like Josie infinitely more than Bruce. Bruce was the prime example of a dull unpopular character used only for tools by most.

Master Raven on the other hand, is an upgrade in every way to Raven.
Haha errmm.. No Bruce was dope Raven was dope.
 

Pterodactyl

Plus on block.
Haha errmm.. No Bruce was dope Raven was dope.
I think was Bruce was fine. I loved his little quirk of being obsessed with chicks/birds.

But liking birds and being able to flip a car with one strike, or jumping knee like 12 feet into the air is badass/cool in most things, when compared to the majority of Tekken's roster it's not relatively special.

I still liked him and thought he was fine.

Josie seems okay, I didn't like her design until I saw her second look



Still don't like her personality all that much.

---

I haven't checked, does she have Bruce's sick ass flying knee attack, the command for which I forget.
 

JJvercetti

Warrior
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?
Yeah his guide is pretty much meh but just like @Smoke_Of_Finland said, it is not a natural combo (all hits will not combo even if it is a string)
 

exflyingbooty

This dream has a sad ending
She gets a guaranteed fF3 after ending a wall combo with Ivory cutter. She can't have better mid-screen dmg without making her OP.

Edit: Mid-screen does seem kinda problematic and lack luster for her, easiest buff would be to make the 2nd hit of ws1 deal more dmg, but that is a slippery slope of a buff.
There's a reason why you barely see korean players bother with ws1 loops, it's really not worth the effort anymore and besides ff+3 after ivory cutter isn't a ws1 thing either. That's just a wall ender so my point still stands.
 

Smoke_Of_Finland

Believe in the hop kick
Yea I agree. I like Josie a lot but nah, Bruce was definitely superior. She doesn't have anything in her moveset compared to B2 or BF4, and her damage is weaker than Bruce lol. The argument of her being "faster" doesn't even hold up, and she didn't even get to keep Bruce's chain grab. They went all in.

You do have to eat her low pokes though. They're hella fast and she can tag you on hit if you push buttons after it lands or make bad reads. She can pop you up too easy on normal hit for 40%+ or for counters, one of her main strengths.
D4 is advantage on hit now?
 

Gurpwnder

Saikyo Student
Most of Paul's strings can be blown up severely on paper. But then again the game isn't played on paper. For example, df1 into any of the backsway follow-ups can be option selected by the defending player by sidestepping right after blocking the df1, then cancelling the sidestep into crouch block, however, this has to be done strictly and on anticipation to a df1-backsway. All options except backsway 1+2 (which will hit and launch) can be blown up with a full launch from a while standing launcher if this is done correctly. That move has to be sidewalked but if this is done then qcb4 and qcb3 will hit.
Is Paul's DF1,1 a usable addition to his DF1, sway mixups? Can it tag people who would ordinarily sidestep Paul's sway 2 without being OSable? Or is it completely useless?

BTW thanks again for all the detailed answers. I appreciate it.
 

Smoke_Of_Finland

Believe in the hop kick
Is Paul's DF1,1 a usable addition to his DF1, sway mixups? Can it tag people who would ordinarily sidestep Paul's sway 2 without being OSable? Or is it completely useless?

BTW thanks again for all the detailed answers. I appreciate it.
You don't want to do df1,1 99% of the time if your opponent is on point with his ducking and general defence. The 2nd hit comes out too slowly similar to Kazuya's human form df1,2 and it can be ducked on reaction, but yes, if they try to step after blocking df1 the 2nd hit will hit them. Even if you could tag someone with the 2nd hit of df1,1 however, the risk/reward is really really poor. If you make read, commit to the 2nd hit and guess right, you get minimal dmg into slight frame advantage. If your opponent guesses right, you eat a while standing launcher. The Df1-backsway option select however, chances are you will never ever see anyone do it to you. I discussed this with Anakin once when he was streaming and playing Paul and he knew about the OS and he also agreed that it's really hard to do properly in a real match. I'd say if you can have df1-backsway 4 or qcb4 blocked in general without having it ducked on a regular basis then you have to make use of it because of the +3 (or +4 I don't remember the exact frames) on block and since it's the fastest and most useful move Paul has that is advantage on block (not counting generic 1-jab of course). you can always also just do df1-backsway and observe your opponent's reactions to it.
 

Smoke_Of_Finland

Believe in the hop kick
Yea but small, like +1 or something. That's why sometimes people do 2 back to back on hit lol.
This is a dumb change IMO and explains the blatant abuse of the move lol. Most lows have been buffed all across the board to compensate for the universal throw and oki nerfs, but this is too much. i13 low with good range, full tracking to right hand side and very good tracking to the left as well, 18 points of dmg... Well at least it's -16 on block... or is it? :O :D

PS. gotta get that ankle lotion ready for Tekken 7 :D... oh wait I don't need to. I play Heihachi, I'll just throw out my new uf3,4 that's a frkn low crushing launcher now that's still +3 on block :D
 

Kooron Nation

More Ass and Tits for MK11
So can someone please explain why in T6, TTT2, and probably all Tekkens before them, Yoshimitsu has just been shit-tier lol? Is it just down to his weird moves and that most of them don't serve a useful purpose?
I really wanna get into T7 and learn the meta after playing Injustice and MKX for years since I grew up with Tekken and love and recognise all the characters.
But if my fav Yoshi is really THAT bad then I'll probably start doing heroin.
 

SaltShaker

In Zoning We Trust
This is a dumb change IMO and explains the blatant abuse of the move lol. Most lows have been buffed all across the board to compensate for the universal throw and oki nerfs, but this is too much. i13 low with good range, full tracking to right hand side and very good tracking to the left as well, 18 points of dmg... Well at least it's -16 on block... or is it? :O :D

PS. gotta get that ankle lotion ready for Tekken 7 :D... oh wait I don't need to. I play Heihachi, I'll just throw out my new uf3,4 that's a frkn low crushing launcher now that's still +3 on block :D
In the Josie mirror DF2 doesn't punish in time and it's 14frames, but 143 I think punishes. So it must be like -12 or something. Poke punish only. #BuffJosie

Heihachi is so slipping under the radar it isn't even funny. I'm betting anything he gets the release date buffs and ends up top tier, once again Lol.

So can someone please explain why in T6, TTT2, and probably all Tekkens before them, Yoshimitsu has just been shit-tier lol? Is it just down to his weird moves and that most of them don't serve a useful purpose?
I really wanna get into T7 and learn the meta after playing Injustice and MKX for years since I grew up with Tekken and love and recognise all the characters.
But if my fav Yoshi is really THAT bad then I'll probably start doing heroin.
Funny thing is, that through Tekken 1-4 and TTT1 Yoshi was either mid tier'd or high tier'd. In Tekken 4 when Jin was literally one of the most broken tournament allowed characters of all time Yoshi was his only MU that was considered a possible loss.

However, once Tekken 5 came it all went downhill. Eternal punishment for offending the Great Tekken 4 Jin. Even in death Tekken 4 Jin's effects are everlasting...
 

just_2swift

MK1 is the best MK period.
So can someone please explain why in T6, TTT2, and probably all Tekkens before them, Yoshimitsu has just been shit-tier lol? Is it just down to his weird moves and that most of them don't serve a useful purpose?
I really wanna get into T7 and learn the meta after playing Injustice and MKX for years since I grew up with Tekken and love and recognise all the characters.
But if my fav Yoshi is really THAT bad then I'll probably start doing heroin.
Yoshi got better in tt2. t3 Yoshi was good then they made him ass in 4 then in 5 he was average but playable. And 6 he was ass tier. Tt2 came and he was very good. Bruce and Yoshi was my team.