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

when Yoshi is going for 3+4 on his wakeup &
I block that but after that Yoshi player presses 1? in order to juggle me
I can't seem to block that move, low, high and neutral block all don't work.
also is there a way to avoid yoshi's low sword spin juggle or is that an unblockable?

thanks in advance
 

Smoke_Of_Finland

Believe in the hop kick
when Yoshi is going for 3+4 on his wakeup &
I block that but after that Yoshi player presses 1? in order to juggle me
I can't seem to block that move, low, high and neutral block all don't work.
also is there a way to avoid yoshi's low sword spin juggle or is that an unblockable?

thanks in advance
Yoshi, Paul and some other characters have a unique version of the 3+4 face up feet towards get up attack that gives them a guaranteed jab float on block.

Do not tech roll at the wall versus Yoshi or you will eat the low sword sweep or some other tech trap unblockable. In general in this Tekken, you can probably avoid most of Yoshi's gimmicks by holding back and at least avoid the sword sweep and ub1+2,n,1. But since Yoshi players are lab maniacs they might have ways to catch you for doing that as well but against your run-of-the-mill Yoshis you'll probably get away with holding back most of the time.

Freezing and doing nothing but holding back when you get hit standing is a sure way to eat instant full crouch sword sweeps. Yoshis will try this if they see you hesitate and give too much respect and you ought to either backdash away into block instead of just holding back or hop kick as soon as you see Yoshi duck in your face.
 

Eddy Wang

Skarlet scientist
Kazumi Mishima is trully trash now, she was pretty good before, even if Immortal and Smoke of Finnland never bought the Kazumi hype, anyway, RIP Kazumi officially lol.


▌Tekken 7 Fated Retribution - Update Ver. N
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【Character Balancing Changes】

Hwoarang

  • Rage Drive 2 & 3 (In Rage u/f+3, 4, 3+4) has been adjusted so that you no longer lose rage status by just inputting the entire command.
  • Human Cannonball (f+2+3) can now be done by performing a 'slide input' for the command (f+2~3).
Note: Bug fixes. The Rage Drive now has to have the 2nd and 3rd hit connect to consume your rage.

Xiaoyu

  • Firecracker (AOP 4~3) now leaves you closer to the opponent on block. Xiaoyu will now also be in an aerial state after having the move blocked.
Note: This makes the move now floatable on block.

Bryan

  • Snake Edge (d/f+3) attack hit box has been made bigger.
Note: Bug fix, sometimes the move will completely whiff right in front of the opponent.

JACK-7

  • Rage Art (In Rage, b+1+2) attack hit box has been made bigger.
Note: Assists in hitting opponents low profiling the Rage Art like with Dragunov's d+2.

Dragunov

  • Clipping Sweep (d/b+3) now starts up 2 frames slower.
  • Pommel Swing (b+1, 2) 2nd hit now comes out 1 frame slower.
  • Ballistic Upper (while standing 2) attack hit box has been made bigger.
Note: Nerfs. The ws+2 change helps him punish certain lows that recovers in a low profile like Miguel's d/b+1

Lili

  • Edelweiss (d/b+4) attack hit box has been made bigger.
Note: Like the Bryan change above.

Leo

  • Xiang Chui (d/f+2+3) now leaves you closer to the opponent on block. It now recovers 1 frame slower on block. It also recovers 4 frames slower on whiff.
Note: Nerf, this makes the move -15 now.

Lucky Chloe

  • Rage Drive (In Rage, d/f+3+4 → 1+2) 1st hit on block makes the opponent recover 7 frames slower. The 1st hit has an additional 1 more frame of active hit frames. Pushback on the opponent after connecting with the 1st hit has also been reduced.
  • Rage Drive (In Rage, d/f+3+4 → 1+2) 2nd hit on block now also makes the opponent recover 7 frames slower.
  • Step Up (while crouching, d/f+4) now has 1 more additional active hit frame.
Note: The pushback for Rage Drive on hit for the 1st hit should make the 2nd hit more easier in combos.

Josie

  • Step In Tracer (ff+4) attack hit box made bigger. The move now has 1 additional active hit frame.
Note: Buff, this move would whiff a lot especially in cases where opponents would stand at the tip range or sidestep it.

Gigas

  • Monster Axe (f+2, d+1) attack hit box on the 2nd hit has been made bigger.
  • Hell Crusher (In Goliath, 2) Now has 2 more additional active hit frames.
  • Repelling Blast (d+1+2) Now has 1 more active hit frame.
Note: Bug fix for the f+2,d+1 which would whiff a lot if the opponent was very close to Gigas.

Kazumi

  • Jab (1) range on the jab has been reduced.
  • Standing four (4) now recovers 2 frames slower on block and on whiff.
  • Crimson Dawn (d/f+1, 2) range on the 1st hit has been reduced.
Note: Nerfs. Standing 4 on block is now -9.

Nina

  • Sideslip (qcf+3) now has crouching status. This move was also adjusted so the move will now connect in situations where it looks like it should hit.
Note: This move used to 'push' the opponent away causing it to whiff when it looks like it should have hit. This has been fixed. Thanks YOU.

Master Raven

  • Quicksand Catastrophe (while crouching, d/f+3+4 → 4) attack hit box on the 1st hit has been made bigger. The frames where Master Raven has crouching status during the animation of the 1st hit of the move has been increased by 8 frames.
Note: Bug fix, hitbox made bigger make it connect more often since opponents would go right through it sometimes when very close. She also is considered in crouching status for 8 frames longer during the 1st hit animation.

Lee

  • Lee Somersault (4, u+3) now leaves you closer to the opponent.
  • Laser Edge Lee Somersault (d+4, n, 4, u+3) now leaves you closer to the opponent.
  • Rear Cross Punch (b+2) attack hit box has been made bigger.
  • Grass Snake (d/b+3+4) can now be done with d,d/b+3+4.
  • Twister Heel (while standing 2, 4) now recovers 2 frames faster on hit and leaves you closer to the opponent.
  • Silver Tail (while crouching, d/f+4) losing crouching status on this move by cancelling it into HMS has now been fixed.
Note: Somersault changes make them easier to use in combos. d/b+3+4 change was to assist in not getting accidental Blazing Kicks. You won't lose crouching status by cancelling Silver Tail into HMS now.

Eddy

  • Rage Drive (In Rage, ff+3+4) your opponent recovers 7 frames slower after blocking the 1st hit of the Rage Drive.
Note: You could interrupt the 2nd hit of this Rage Drive with certain moves even after blocking the 1st hit. This has now been changed to prevent that.

Eliza

  • Dark Blade (SRK 2) tracking/homing properties have been improved.
  • Dark Blade Chaos (SRK 1+2) tracking/homing properties have been improved.
  • d/f+2,3 -- Due to the 2nd hit of this move whiffing if you manage to land the 1st hit on the opponent's side, the properties of the 1st hit of this move for your opponent has been changed.
  • Dark Cannon (qcb+3 & air qcb+3) now recovers 3 frames slower.
Note: SRK = Shoryuken motion. forward, down, diagonal down & forward.

The d/f+2,3 change alters the opponent properties after getting hit by the 1st hit of d/f+2, 3. I don't have Eliza on my PC version so going by Japanese name or no move name listed. The patch notes for her dive kick is vague and doesn't specify if she recovers 3 frames slower on hit, block or whiff.

【System Changes】

  • Certain bugs with Eliza's projectile attacks being parried/reversed have been fixed.
  • Certain bugs where air throws were not registering on Eliza after she is on the wall (wall splatted) have been fixed.
  • Various other minor system bug fixes.
 

Tanno

The Fantasy is the Reality of the Mind
I tried playing again in ranked, and to my surprise I felt upon a French dude who was maining Yoshimitsu.

I cannot play so good as in offline, because for some reason I keep dropping my usual strong combo. Is it my idea or the lag made it worse? Before patch, I could land this combo perfectly.
 

Immortal

Blind justice....
Kazumi Mishima is trully trash now, she was pretty good before, even if Immortal and Smoke of Finnland never bought the Kazumi hype, anyway, RIP Kazumi officially lol.

Dragunov

  • Clipping Sweep (d/b+3) now starts up 2 frames slower.
  • Pommel Swing (b+1, 2) 2nd hit now comes out 1 frame slower.
  • Ballistic Upper (while standing 2) attack hit box has been made bigger.
Note: Nerfs. The ws+2 change helps him punish certain lows that recovers in a low profile like Miguel's d/b+1
Why in hell would they nerf d/b+3? It was already slow as fuck and death on block. 1 Frame on b1,2 makes no difference. Bigger hitbox on WS2 is nice maybe now i will hit that broke ass Xiaoyu more then 1 out of 5 with a mid and not get destroyed on proper read.

Also Kazumi is dead, the S Tier hype lived for like a week lol. Back to B tier where she belongs.
 

Sutter Pain

Your mothers main.
Why in hell would they nerf d/b+3? It was already slow as fuck and death on block. 1 Frame on b1,2 makes no difference. Bigger hitbox on WS2 is nice maybe now i will hit that broke ass Xiaoyu more then 1 out of 5 with a mid and not get destroyed on proper read.

Also Kazumi is dead, the S Tier hype lived for like a week lol. Back to B tier where she belongs.
Dunno why they are nerfing her its kinda silly.
 

Tanno

The Fantasy is the Reality of the Mind
To all those who play in PC and with fightsticks, I have a question.

I might play again in PC, but I want my Mad Catz TE2+ to play Tekken. Will my PS4 edition Mad Catz work in PC? Just curious.
 

villainous monk

Terrible times breed terrible things, my lord.
I saw the incoming patch notes but I don't think it will be on console for a while.


Kazumi

  • Jab (1) range on the jab has been reduced.
  • Standing four (4) now recovers 2 frames slower on block and on whiff.
  • Crimson Dawn (d/f+1, 2) range on the 1st hit has been reduced.
Note: Nerfs. Standing 4 on block is now -9.

Going after jabs when she is a poking character is beyond me. But I guess you guys win she'll b B tier before long.:DOGE






Nah:cool:
 

Sutter Pain

Your mothers main.
I saw the incoming patch notes but I don't think it will be on console for a while.


Kazumi

  • Jab (1) range on the jab has been reduced.
  • Standing four (4) now recovers 2 frames slower on block and on whiff.
  • Crimson Dawn (d/f+1, 2) range on the 1st hit has been reduced.
Note: Nerfs. Standing 4 on block is now -9.

Going after jabs when she is a poking character is beyond me. But I guess you guys win she'll b B tier before long.:DOGE






Nah:cool:
I would be salty as fuck with Knee and his tier list he single handedly turned mid tier kazumi into bears tier.
 

villainous monk

Terrible times breed terrible things, my lord.
I would be salty as fuck with Knee and his tier list he single handedly turned mid tier kazumi into bears tier.
Well to be honest I think most thought she would be A or B tier. Which is very good in Tekken.

I'm kinda old school in the ways that A+ or S tiers means almost no losing match ups, easy to pick up and was designed to withstand any sort of patches or augments till the next generation of that character or game. Is she truly S tier? No. Dragunov & Jack? Hard to argue they shouldn't be S tier because they are complete characters. They can both deal offensively & defensively rather quickly with a wiff or punish. There easy to pick up and go ape shit with in a shorter amount of time then most of the cast, in most degrees of course. There great tools, strings, reach, spacing, moves and speed is considered the best in the game.

Kazumi... No. A tier yes. Great poking character or maybe soon to be was a great poking character. Ok & unique unorthodox mobility. Most of her strings can be cut short and made safe and she welds Tigger what's to hate?

Well her shitty lack of lows and her lows are old lady slow. Her d/b 2,3, & 2,3,4 is ass. Her hop kick is meh. Some of her better conversions like b f+2,1,4 &
b f+2,1,1+2 just feels weird I mean I could bitch some more but it'll make you happy so I'll save that for another time.

But. BUT!!!! Knee says she's S tier so who am I this lowly low tier Rasta is to say he is wrong. Nope.

I'll stand by Knee.










A or B tier after the patch tho.
 
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Gesture Required Ahead

Get on that hook
To all those who play in PC and with fightsticks, I have a question.

I might play again in PC, but I want my Mad Catz TE2+ to play Tekken. Will my PS4 edition Mad Catz work in PC? Just curious.
Yes. But I believe PS4 sticks are DInput so there might be a little bit more extra setting up, but nothing that's a pain