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

M2Dave

Zoning Master
Namco buffed Dragunov's combo damage and variety yet again! The following combo works after most launchers.

f+4,4,3, 3,1~d/f, 4,4 S! dash 3,1~d/f, WS+1+2.

69 pts. of damage after d/f+2 and 75 pts. after qcf+1.

After the screw, you can do f+3~d/f, 4,1 for maximum wall carry, but the timing is strict.

In the first season, he was limited to f+4,4,3, b+4,3 S! dash 3,1,2 which did 62 pts. of damage after d/f+2 so the improvements are signficant.

I like this patch overall, but some of these balance decisions are puzzling from an objective point of view. Dragunov, who was already good last season, gets buffed while a character like Katarina, who was arguably mid tier, gets nerfed. I also wonder whether Geese and Kazumi have been over nerfed.
 

REO

Undead
Negan is insane this patch. I wasn't expecting Namco to buff him as much as they did, but I'm not complaining.

He now has brand new INT transitions from 1,2~INT and WS~1,2~INT. 1,2~INT is +3 on hit so you don't get any guaranteed frame traps, but he has an option for anything the opponent can do now during INT. WS~1,2~INT however is extremely good. It's just as plus on hit as his d/f+4,2~INT so he can frame trap with INT~1,2 after.

WS~1,2 is a new while standing punisher that is a natural combo on hit and does 31 points of damage. You can also transition into INT stance as mentioned above.

INT~1+2 got an insane buff which makes it always cause a screw knockback on hit now. Any time you hit someone trying to side step with INT~1+2 or use it to armor through something, you now get a combo juggle and nice wall carry.

INT~D+2 is a brand new low attack. Not only does it amplify his post INT game, but it's +3 on hit and not extremely launch punishable on block. It's i21 and -13 on block. On CH it's +13, which is massive. This is a very good new addition.

F,F+1+2 always crumples on hit now. This is beautiful because it will always guarantee a combo on hit, where as prior to the patch it only gave a combo on CH.

My personal favorite buff this patch is them making Negan's F,F+2 -9 on block now which makes it completely safe pretty much.


Overall, I couldn't have asked for better changes regarding this character. Namco did way more than I was expecting. I think we're definitely going to see a LOT more Negan now than before.
 

Smoke_Of_Finland

Believe in the hop kick
It seems they generally buffed punishment and combo options for everyone. Some combos look like they're OP at first but you have to consider the difficulty and situations they are possible to perform in regarding wall placement and wall splat options.

 
Paul

CommandsChanges
3,2– Increased the lower range of the attack.
– You can now shift to Sway with “3,2+b”.
f,1+2– Decreased the distance between the character and the opponent when the move is blocked.
f,1+4– Shortened the recovery animation by 1 frame when the move hits.
d/f,4– Changed the opponent’s behavior when hit in midair.
d,1,2– Changed the opponent’s behavior when hit in midair.
b,3– Increased the strength of the pushback when the move misses, making you less likely to end up on the other side of the opponent.
b,4– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
f,f+3– Increased the distance between the character and the opponent when the move hits the opponent while they’re down.
f,f+3,4,4– Changed the move to send the opponent spinning when it hits.
– Changed the move to send the opponent spinning when it hits them midair.
QCB,2– Increased the lower range of the attack.
QCB,1+2– Changed the opponent’s behavior when hit while downed.
– Increased the lower range of the attack.
While rising 2– Decreased the distance between the character and the opponent when the move is blocked.
While crouching df,1+2– The move can now be canceled with “While crouching df,1+2+b”.
QCB,3,2– Increased the lower range of the attack.
QCB,3,2,3– Replaced with a new move.

Looks like Paul didnt get any nerfs, just more combo variety. I love having another sway option but I would have preferred it to be a mixup option rather than a combo one. I am also glad that the low in QCB,3,2,3 has been replaced with a faster mid.
With the game out I can talk about some of the stuff I did not mention before.
The d/f,4 and d,1,2 behavior change basically push the opponent back a lot more with no change to the opponents position, you cannot use d/f,4 in the rage art combos like before.
  • QCB,1+2 hit while downed puts the opponent into the face down, feet away position from the flip state like when using Pauls d/b,2
  • QCB,3,2,3 is not faster, the frame data is still the same on block (-13) but you can get a beefy counterhit combo as it puts the opponent into a bounce state.
 
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Eddy Wang

Skarlet scientist
Negan is insane this patch. I wasn't expecting Namco to buff him as much as they did, but I'm not complaining.

He now has brand new INT transitions from 1,2~INT and WS~1,2~INT. 1,2~INT is +3 on hit so you don't get any guaranteed frame traps, but he has an option for anything the opponent can do now during INT. WS~1,2~INT however is extremely good. It's just as plus on hit as his d/f+4,2~INT so he can frame trap with INT~1,2 after.

WS~1,2 is a new while standing punisher that is a natural combo on hit and does 31 points of damage. You can also transition into INT stance as mentioned above.

INT~1+2 got an insane buff which makes it always cause a screw knockback on hit now. Any time you hit someone trying to side step with INT~1+2 or use it to armor through something, you now get a combo juggle and nice wall carry.

INT~D+2 is a brand new low attack. Not only does it amplify his post INT game, but it's +3 on hit and not extremely launch punishable on block. It's i21 and -13 on block. On CH it's +13, which is massive. This is a very good new addition.

F,F+1+2 always crumples on hit now. This is beautiful because it will always guarantee a combo on hit, where as prior to the patch it only gave a combo on CH.

My personal favorite buff this patch is them making Negan's F,F+2 -9 on block now which makes it completely safe pretty much.


Overall, I couldn't have asked for better changes regarding this character. Namco did way more than I was expecting. I think we're definitely going to see a LOT more Negan now than before.
every character feels like an MK character now, don't get your hopes too up, but indeed everyone is pretty insane right now.
 

John Grizzly

The axe that clears the forest
I like this patch overall, but some of these balance decisions are puzzling from an objective point of view. Dragunov, who was already good last season, gets buffed while a character like Katarina, who was arguably mid tier, gets nerfed. I also wonder whether Geese and Kazumi have been over nerfed.
I don't understand this either, but it's pretty standard for how NAMCO has balanced Tekken 7 so far.

Look at Gigas. Aside from a new screw attack that works off the launchers he used to not be able to screw from, he didn't get anything notable enough to propel him out the bottom of the barrel. I can't imagine anyone wanting to play him while Marduk is on the select screen.

Other characters like Lars, Feng and Alisa got really good, reasonable changes that definitely helped, while characters like Josie and Bob got pretty insane buffs.

Katarina was my main, but now I'm looking into other characters.

I'm honestly just waiting for Leroy Smith. Zafina is cool, but definitely not my kind of character.

Overall, I'm loving the patch (aside from Katarina being bent over). NAMCO has really outdone themselves with this game and it just keeps getting better. If Ganryu is part of this season pass, I don't think I'll be touching MK11 for a while.
 

NaCl man

Welcome to Akihabara
Man so many new options. I think to my self I'm done for the night go to walk out of my game room, have a thought hmm I wonder if this will work then I'm straight back on. With Kaz the game is now rewarding execution with big damage. When I started to play noctis you could get 74 damage of an easy combo that has 1 micro dash for his bnb. Kaz could get 69 for a bnb but needed 3 electrics. Now the damage is worth it. It expands the character so much now.
 

Eddy Wang

Skarlet scientist
So Dragunov is already public enemy number one like Liu Kang. LOL.

and it does't stop there.
Bryan has a d2 that if it hits he can set up taunt jet upper, snake edge, orbital heel.
Jin having two moves with wall bounce works like homing, each one tracks a side, he corners you and you aren't allowed to press buttons or duck, he can also setup realigns.
Kazuya does damage like crazy
Heihachi has a safe hellsweep
Anna is insane and can do a lot of damage from B22
Nina is insane
Negan is insane
Claudio can hop kick you from a mile away
Geese got nerfed but he is doing a lot of damage with one bar
Akuma got a lot better and can do death combos
 

M2Dave

Zoning Master
I'm not liking season 3 atm. It seems very unga bunga. At this stage it doesn't feel like " tekken"
I am not sure what you mean, but season 3 feels great to me aside from some strange balancing decisions. The game has not changed its identity in any way, shape, or form.
 

NaCl man

Welcome to Akihabara
If you get touched now you seem to be at the wall.
A lot of the new shit catching me off guard I think so it seems like it's buttons all day and im letting them get away with it. Some of the balancing mmmm not sure about yet
 

lionheart21

Its Game Over, Man
So, with Season 3 underway, I've decided to once again try my hand at the game series that, although I had dabbled in Street Fighter 2 and the MK Trilogy as a kid, started my love of fighting games with Tekken 2.

Now that I have an idea on how to actually properly play a fighting game, it seems a good time to make a return.