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

Eddy Wang

Skarlet scientist
Devil Jin's db2 is now -14 and he has not received any significant buffs. F3 can be used to tailspin the opponent towards the middle of the arena after wallsplatting so you can cash out on more damage at the cost of positioning or go for a double splat. WS2 has been indirectly nerfed by putting the opponent straight into tailspin. First hellsweep launches into a 1+4 pick up on normal hit so cd4,4 is redundant now.
Adding to this: When CD4 trips up close you can EWGF for more damage.
uf4 1+4 now picks up when they fall close to the wall (not sure if it did at TTT2)
B4 now knocksdown on neutral hit, still crumples on CH can be used to mix with CD4 and continuing to abuse the hell out of ppl guessing game
B23 its the new combo filler that goes into screw into the second hit.
Rage Drives goes into bound.

These are the significant changes.

Heihachi and Kazuya f4 is now +13 on crouching opponents so Hei gets a guaranteed df1,2. Hei d2+3 has been removed and replaced with an unblockable ground pound move that pops up people laying on the ground for a full juggle but it's too slow and people can just quick stand and low crush it on reaction. On standing opponents it doesn't do anything. Db2 on counterhit gives a face down head towards knockdown if I remember correctly, most likely a guaranteed follow up with FC df4. D1 has a delayable 2nd hit that launches on counterhit, not sure if it's safe. Uf3,4 puts the opponent straight into tailspin for a full combo, according to RB Norway the move is only +1 on block now instead of +3. Ws1 is now -14 on block if I am not mistaken. The thunder god fist follow-up after hellsweeps recovers faster on hit and gives a follow up midscreen based on your combo (low parry combo is b1,2 tailspin into cd4,4,1 into f3). The thunder god fist might also be safer, not sure about that, I've heard something about both the TGF and 2nd hellsweep being -12 on block.
OTGF is +1 i think, i need to confirm in frame data, but pretty sure is unpunishable.

Kazuya has access to Devil Jin b4 on an fF4 input so wavedash into f4 needs to be inputted as a running move. Df1,4 does not launch. 2nd hit of df1,2 is similar to db2. Df1,f2 is still there. B4,1 has been replaced with a homing high that launches on counterhit I think into a tailspin. Kazuya only has access to devil form with rage. In Devil form EWGF hits mid and is -10 on block, cd4,1 has a heaven's gate follow-up in devil form. Jinpachi df1+2 is also available in devil form. B1+2 has increased backsway and reliably escapes stuff like Bryan's delayed df1's for a counterhit launch. The other devil moves with fF2, SS2, lasers and devil TP are still there. 2nd hit of uf4-series staggers on block.
F4 ewgf links while in devil form if it hits them crouching.
 

Smoke_Of_Finland

Believe in the hop kick
I was referring to normal thunder god fist/cd1 or cd1 from hellsweeps, not OTGF. The wall launch from DVJ uf4 is a universal mechanic shared by a lot of moves to have that knockdown, similar to Dragunov uf4 and Kazuya ss1+2.

Oh yeah I forgot about the DVJ b4 knocking down now, at one point someone said that it's no longer -8 but -11 with the same pushback or at least Kazuya's version is -11, it's safe midscreen against everybody but Jack can punish it with f2 if you throw it out in his face at the wall and he blocks it... Once again we'll just have to wait and see, I really wouldn't trust any of the RB Norway stuff at this point. Aaaaand I really wouldn't trust anything anyone says at this point... even myself lol. Some of the changes could have been reverted for all we know or the day 1 patch could still dramatically change things.

Edit. Oh and Kazuya's ss1+2 tailspins now, not sure if it launches on normal hit or CH but I've seen it used in some combos at least before the Fated Retribution update.
 

Smoke_Of_Finland

Believe in the hop kick
Adding to this: When CD4 trips up close you can EWGF for more damage.
What's the actual combo from it? This is one of the things that bothered me in TTT2 with DVJ. Ch uf3, 4~3 and cd3 have piss poor recovery on hit and getting EWGF~5 after those is damn near impossible if not impossible altogether... oh and add the 3 extension to his 1,2 on that list as well.
 

Eddy Wang

Skarlet scientist
What's the actual combo from it? This is one of the things that bothered me in TTT2 with DVJ. Ch uf3, 4~3 and cd3 have piss poor recovery on hit and getting EWGF~5 after those is damn near impossible if not impossible altogether... oh and add the 3 extension to his 1,2 on that list as well.
CD4, EWGF, 1, b23, S! B23 W! B21 delay 2 for grounded hit

that's the stapple.
 

Sutter Pain

Your mothers main.
Devil Jin's db2 is now -14 and he has not received any significant buffs. F3 can be used to tailspin the opponent towards the middle of the arena after wallsplatting so you can cash out on more damage at the cost of positioning or go for a double splat. WS2 has been indirectly nerfed by putting the opponent straight into tailspin. First hellsweep launches into a 1+4 pick up on normal hit so cd4,4 is redundant now.
Damn thanks for the breakdown, I gotta boot up TTT2 I don't remember most of the inputs for hei and dj but if I played them for 2 minutes I would have them back and be able to follow a lil better. I played more BR then TTT2 so some of those changes I am getting mixed up with. So rage is the same as TTT2 but also enables access to different moves for some of the cast? Tailspin I assume Is basically fills the role of bound? I do like the that b1+2 has more sway that is really cool. Does Kaz still have his IWR throw?

Gonna boot this shit up this weekend to try to get ready I have forgot way to much in 4 years.
 

Smoke_Of_Finland

Believe in the hop kick
Damn thanks for the breakdown, I gotta boot up TTT2 I don't remember most of the inputs for hei and dj but if I played them for 2 minutes I would have them back and be able to follow a lil better. I played more BR then TTT2 so some of those changes I am getting mixed up with. So rage is the same as TTT2 but also enables access to different moves for some of the cast? Tailspin I assume Is basically fills the role of bound? I do like the that b1+2 has more sway that is really cool. Does Kaz still have his IWR throw?

Gonna boot this shit up this weekend to try to get ready I have forgot way to much in 4 years.
Yes, Kazuya still has the slide motion crouch 1+2 throw. I wouldn't go as far as to say that b1+2 is a true backsway blow now. I've just seen it used against Bryan's df1 series, I went to test it and it works in TTT2 as well.

Tailspin is essentially bound but you can't extend wall combos with it, you can use it after a balcony break though as balcony breaks now give the tag assault pop-up animation instead. The tailspin animation on a mid-air opponent is the same as "flop launch", like TTT2 Jin CH EWHF, Marduk CH db2 and DVJ normal hit ws2. On normal standing hit some of the tailspin moves push the opponent back while spinning them 360 and leave the opponent standing, if you are close enough to the wall these actually wallsplat. Rage gives less of a damage buff and access to 2 new moves for the entire cast, which are rage art (essentially x-ray) and rage drive ("ex" version of a regular move). Rage arts have hyper armor but they are death on block mostly, if you don't have enough health to absorb the damage coming through the armor you die anyway. Rage drives tend to be + on block but have no armor.
 

Immortal

Blind justice....
I've been labing for almost whole day yesterday and i definitely like Dragunov and will probably stick with him. Messing also with Claudio but i took notice about Lili. Messed with her today a bit and she seems interesting.

But since im a scrub in Tekken im gonna ask - how good is she in Tekken 7?
 

Smoke_Of_Finland

Believe in the hop kick
I've been labing for almost whole day yesterday and i definitely like Dragunov and will probably stick with him. Messing also with Claudio but i took notice about Lili. Messed with her today a bit and she seems interesting.

But since im a scrub in Tekken im gonna ask - how good is she in Tekken 7?
She got nerfed. The system changes to how okizeme works also nerfed her indirectly. However she has a bunch of retarded crush moves (d3+4 beats Heihachi's df1 for example), a hop kick that tracks steps left, df2 tracks steps right and is an extremely reliable punish, same as her ws2. Df3 is a great for running up and keep your opponent in check when they tech roll and a great mid in general. 2,4 knocks down, great i10 punish. Great sidestep, ridiculous wall carry and wall combo damage. B1+2 escapes frame traps etc.
 

Immortal

Blind justice....
She got nerfed. The system changes to how okizeme works also nerfed her indirectly. However she has a bunch of (soap bar in my mouth) crush moves (d3+4 beats Heihachi's df1 for example), a hop kick that tracks steps left, df2 tracks steps right and is an extremely reliable punish, same as her ws2. Df3 is a great for running up and keep your opponent in check when they tech roll and a great mid in general. 2,4 knocks down, great i10 punish. Great sidestep, ridiculous wall carry and wall combo damage. B1+2 escapes frame traps etc.
So while she got nerfed in your opinion she is still solid with some dirty options (crushing moves, good punishing moves + good escape options with b1+2). Sounds good, thanks.

@Immortal since you have the game, do you take requests on things we want to get tested?
Sure, thou keep in mind atm i only got PC version of the game, PS4 version should arrive on Monday.
 

Smoke_Of_Finland

Believe in the hop kick
So while she got nerfed in your opinion she is still solid with some dirty options (crushing moves, good punishing moves + good escape options with b1+2). Sounds good, thanks.
Lili mains like to complain about the unsafety of certain things as well as her overall tracking but having access to some really strong bullshit moves is always a factor. However if you are having a character crisis I'd say go with Dragunov as he is really strong right now.
 

Sutter Pain

Your mothers main.
Yes, Kazuya still has the slide motion crouch 1+2 throw. I wouldn't go as far as to say that b1+2 is a true backsway blow now. I've just seen it used against Bryan's df1 series, I went to test it and it works in TTT2 as well.

Tailspin is essentially bound but you can't extend wall combos with it, you can use it after a balcony break though as balcony breaks now give the tag assault pop-up animation instead. The tailspin animation on a mid-air opponent is the same as "flop launch", like TTT2 Jin CH EWHF, Marduk CH db2 and DVJ normal hit ws2. On normal standing hit some of the tailspin moves push the opponent back while spinning them 360 and leave the opponent standing, if you are close enough to the wall these actually wallsplat. Rage gives less of a damage buff and access to 2 new moves for the entire cast, which are rage art (essentially x-ray) and rage drive ("ex" version of a regular move). Rage arts have hyper armor but they are death on block mostly, if you don't have enough health to absorb the damage coming through the armor you die anyway. Rage drives tend to be + on block but have no armor.
I went and watched Kazuya full move list never thought to do that but immediately remembered everything some pretty cool changes, I really like the changes to his lows. I am glad they kept his punch parry not super useful but its a fun move when you have them conditioned. CH f3 is a hard knockdown now? Overall I am super hyped now dont think I would of been able to handle the wait if I payed any attention until now.

I am bummed though all the characters that are not mishimas I play are not in the game roger, julia and wang. I guess I will have to learn someone new but I have no interest in the new cast. I always wanted to learn Nina but I don't like sway type characters . Kaz, hei and DJ will keep me busy until we find out what DLC is gonna be.
 

Immortal

Blind justice....
Lili mains like to complain about the unsafety of certain things as well as her overall tracking but having access to some really strong bullshit moves is always a factor. However if you are having a character crisis I'd say go with Dragunov as he is really strong right now.
Thanks. I dont have a character crisis and for sure im gonna main Dragunov - his playstyle fits me well. Im just labing other characters, since i didn't play Tekken game in like idk 15-17 years, so im trying to learn match ups by labing different characters options since i can't play online yet (there is like 50 people total on PC atm, since barely anybody has the game already). Overall i'm a practice mode workaholic, it's gonna be a while till im ready to start grinding online.
 

Smoke_Of_Finland

Believe in the hop kick
Sure, thou keep in mind atm i only got PC version of the game, PS4 version should arrive on Monday.
Try to punish Bryan's qcb3 (backsway low kick) on block with Devil Jin's ws2 (while standing 2). If it doesn't punish, it's not -15
Try to punish it with Heihachi's ws1. If it punishes, qcb3 is -14.

do qcf (quarter circle forward) with Bryan then mash f+2 repeatedly out of the stance on the dummy. The move to come out is either fisherman's slam (maniacal laughter into a side switching launch) or his new wall carry ender or rather the first hit of it.

Record the dummy into doing Heihachi's crouchdash 4,4. Get hit by the first hit, then block low to block the 2nd hit. Try to punish with Dragunov's different while standing moves and report the result(ws4 is i11 ws1 and it's extensions and ws1+2 are i12, ws2 is i15).

After that, record Heihachi's CD4,1. Remain stand blocking then attempt different punishes: i10: 1,3 i12: 4,1 i15: df2.

Record or use the command list to have the dummy as Kazuya execute sidestep 3. Attempt a jab punish.

I think these are some of the things I am dying to know. I am gonna do a little write-up on Dragunov to help you.
 

Smoke_Of_Finland

Believe in the hop kick
Ok so some stuff about Dragunov quick off the top of my head. Copy/paste to a notepad if you want.

b1,2 - high crushes, one of the few things that track to Drag's left, 2nd hit is unsafe, 1st is safe I think, natural combo.

1+2 - Homing mid. The tackle extension is fkn garbage. You will get hop kicked by anyone who knows anything about Dragunov. The high is a natural but there is a good chance you'll get ducked and launched.

Running 2 - obviously, abuse the crap out of this move whenever you can. +5 on block. If they don't quick back roll the knockdown on normal hit you get a guaranteed stomp (d3+4). On counterhit it launches. You get a new ez mode combo from it by dashing up into d2 - ws4 - b1,2 then the ender of your choice after the tailspin, this same combo works in the last hit of db2,1,2 and clean hit db3 launch. learn to input running 2 as running 2,4 so you get the f2,4 string if you screw it up.

d2 - the go-to low when pressuring. I19, high crush, good tracking to both sides, -13 on block so only Kazuya and Josie can Launch you (Eddy ws1,3 - first hit whiffs). It's around 0 on hit I don't remember, follow it up with ws4, move around or do nothing after it hits

df1 - 2nd hit high and delayable, not a natural combo. Doesn't track to Drag's left(!). Use db4 (generic i12 d4) to keep range 0 steppers in check instead.

b2,1,3 - Wall ender, you can use the first 2 hits as a poke if your opponent isn't ducking the 2nd hit. Once again, the low/crouch grab extension is going to get hop kicked by anyone who knows Dragunov, use it wisely.

b4,3 - i15 mid. Use as a combo extender into tailspin after f4,4,3. Primary wall splat move for punishing whiffs at the wall. 2nd hit comes out quickly and with the mid option being there as well, the chances of having this ducked are not as high.

b4,2,1. mid-mid-high 2nd hit is safe if I remember correctly, catches people looking to duck the 2nd hit. Last hit is like +4 on block but it's a high. Abuse against people who don't know Dragunov for some humour. Entire string is guaranteed if the first hit is a counterhit but you have to commit to it. 2nd hit is natural into the last hit. First 2 hits are only natural on counterhit.

f1+4 and f2+3. 11 frame command throws( generic throws are i12, generic forward throws are i14), together with fF1+2 these give Drag a deadly throw game. Drag also has ultimate tackle with db1+2 (I think) that have unique options where the opponent only gets one chance to break the the extensions. Ultimate tackles are broken with 2. After running 2 on block you can't have these throws hop kicked.

1,2,1. , high-mid-mid. Last hit is around -13. 2nd hit is -8 or -9. This is a 10 frame "NCC" natural counter hit combo meaning only the first 2 hits are natural on normal hit.

db2,1,2 - Cheesy all mid string where all hits are delayable, 2nd hit is -10 and last hit is -14. Last hit is a true launcher now I think (attempt the d2 - ws4 - b1,2 pick up)

qcf1 - excellent high hitting whiff punisher that is only around -2 to -3 on block, allowing you to easily step counterpokes. Also his sabaki kick will parry punches after it (input is f3+4 for that kick I don't remember, its the odd looking circular kick that knocks down, it has built in parry in it, hence the sabaki name)

qcb2 - launcher that escapes frame traps, -15 on block so you are betting everything on it when u use it.

qcf4 - -10 on block mid that transitions into a multithrow that's piss easy to execute, 1 or 2 break guess.

Running 4 - no real reason to use this over running 2

fF3 - high homing move that's advantage on block (+5) with pushback, don't try to use the frames as a pseudo advantage frame trap into anything unless you have your opponent's back to the wall.

f2,4 - high-mid mostly used as a combo filler (after qcf2 at least, qcb2 as well, try f4,4,3 after qcb2). Natural on counterhit. 2nd hit counterhitting by itself launches and is safe. Follow up the f2,4 filler in a combo with f1 into f1+2 tailspin if b4,3 doesn't work here.

f4,4,3 - the primary combo filler, use it after everything it connects after, then b4,3 to tailspin. Run up into f3-df (into qcf with df), ez mode ender is 1+2 but you can cancel the forward sway with up into 4,1 for Okizeme or final wall hit.

f3 series - f3 into df into up into f1 is wall carry juggle option that can be looped but requires shitloads of practice to get consistent with.

fF4 - trooper roll that launches on counterhit.

qcf3 - high crushing advancing low that will get you launched on block, high risk - high reward, has new counterhit properties now.

db3 - slow high crushing low sweep. Depending on the player this might get blocked. Only launches on deep/clean hit. d2 - ws4 - b1,2 to pick up. Death on block.

qcf2 - mid elbow launcher, -14 on block or at least used to be. Elbows can't be parried or reversed with generic parries and reversals so blow up your Asukas with this if you read a reversal or if they hold the reversal.

df2 - your 15 frame go-to punisher and launcher. punish from sidesteps with this if your opponent whiffs something into your step/walk.

b1+2. Slow mid that's advantage on block, slow so use on tech rolls to keep people from mashing after they tech roll. Normal hit knockdown and same on Ch I think, gives a guaranteed stomp.

f1+2 = i17 advancing high that launches straight into tailspin. Punish Law's while standing 2 with this, Pauls deathfist also at close range and similar moves.

uf4 - primary low crush for Drag- follow up with dash in d4,1,3

3,1,2 - mid-high-mid. Last hit is unsafe -12 or -13 I think. Primary use is ez mode midscreen combo ender, last is delayable, not sure abut the 2nd.
 
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Immortal

Blind justice....
Try to punish Bryan's qcb3 (backsway low kick) on block with Devil Jin's ws2 (while standing 2). If it doesn't punish, it's not -15
Try to punish it with Heihachi's ws1. If it punishes, qcb3 is -14.

do qcf (quarter circle forward) with Bryan then mash f+2 repeatedly out of the stance on the dummy. The move to come out is either fisherman's slam (maniacal laughter into a side switching launch) or his new wall carry ender or rather the first hit of it.

Record the dummy into doing Heihachi's crouchdash 4,4. Get hit by the first hit, then block low to block the 2nd hit. Try to punish with Dragunov's different while standing moves and report the result(ws4 is i11 ws1 and it's extensions and ws1+2 are i12, ws2 is i15).

After that, record Heihachi's CD4,1. Remain stand blocking then attempt different punishes: i10: 1,3 i12: 4,1 i15: df2.

Record or use the command list to have the dummy as Kazuya execute sidestep 3. Attempt a jab punish.

I think these are some of the things I am dying to know. I am gonna do a little write-up on Dragunov to help you.
Keep in mind that im pretty sure that there will be patch day 0, so this may not be accurate when the game is released.

That being said lets go:

Punishing Brayan qcb3 -> i cant punish it with Devil Jin ws2, i can punish it with Heihachi ws1.

Brayan f+2 after qcf - > i only get first hit of wall carry.

Punishing Heihachi crouchdash 4,4 after blocking 2nd hit with Dragunovs moves -> ws2 is to slow, ws1 and ws 4 work fine thou.

Punishing Heihachi CD 4,1 -> 1,3 and 4,1 works, df2 nope.

As for punishing Kazuya sidestep -> any character jab? It seems punishable but its very timing strict, if i do it on start it whiffs but if do it in "the middle" it works just fine.

As for Dragunovs write-up - appriciated, im mostly practicing him based on Aris and levelup character video breakdown for Tekken 6.

I mostly struggle on what to do on oki, wall and juggles to get optimal damage.
 

Smoke_Of_Finland

Believe in the hop kick
Keep in mind that im pretty sure that there will be patch day 0, so this may not be accurate when the game is released.

That being said lets go:

Punishing Brayan qcb3 -> i cant punish it with Devil Jin ws2, i can punish it with Heihachi ws1.

Brayan f+2 after qcf - > i only get first hit of wall carry.

Punishing Heihachi crouchdash 4,4 after blocking 2nd hit with Dragunovs moves -> ws2 is to slow, ws1 and ws 4 work fine thou.

Punishing Heihachi CD 4,1 -> 1,3 and 4,1 works, df2 nope.

As for punishing Kazuya sidestep -> any character jab? It seems punishable but its very timing strict, if i do it on start it whiffs but if do it in "the middle" it works just fine.

As for Dragunovs write-up - appriciated, im mostly practicing him based on Aris and levelup character video breakdown for Tekken 6.

I mostly struggle on what to do on oki, wall and juggles to get optimal damage.
Ohhh yesssss thank you. The thing about Oki is that you have to lab each knockdown individually. Either record yourself doing a move that knocks down then follow up with a move you want to test and try to get out of the Oki situation yourself or set the dummy into doing all the different get up options and try to blow them up or at least force b1+2 on block on tech rolls if you can. Tech rolling is the term used for "quick side roll" in the practice mode. It makes a lot of moves whiff but with good timing on your dash in and the move you use you can force something like Drag b1+2 or running 2 on block in a way that those are legitimate frame traps that can't be mashed out of.

All knockdowns are unique in terms of the amount of advantage you gain despite a lot of knockdown animations being similar. You have no real choice but to experiment blowing up different wake-up options. One thing to keep in mind though, if you hit your opponent on the ground, your pressure is terminated. If they tech roll and mash a while standing launcher and you try to run up and hit them with anything, you will lose the trade.
 

Smoke_Of_Finland

Believe in the hop kick
I think the Okizeme portion of the TTT2 system guide at AvoidingThePuddle.com explains all the different knockdown types or at least all the different get up options if you don't know how to execute some of them.
 

Immortal

Blind justice....
Ohhh yesssss thank you. The thing about Oki is that you have to lab each knockdown individually. Either record yourself doing a move that knocks down then follow up with a move you want to test and try to get out of the Oki situation yourself or set the dummy into doing all the different get up options and try to blow them up or at least force b1+2 on block on tech rolls if you can. Tech rolling is the term used for "quick side roll" in the practice mode. It makes a lot of moves whiff but with good timing on your dash in and the move you use you can force something like Drag b1+2 or running 2 on block in a way that those are legitimate frame traps that can't be mashed out of.

All knockdowns are unique in terms of the amount of advantage you gain despite a lot of knockdown animations being similar. You have no real choice but to experiment blowing up different wake-up options. One thing to keep in mind though, if you hit your opponent on the ground, your pressure is terminated. If they tech roll and mash a while standing launcher and you try to run up and hit them with anything, you will lose the trade.
Yeah, i got confused many times since a lot of knockdown animations really look the same so my follow ups sometimes worked, sometimes didn't. It's clear now why - thanks. A lot of labing incoming, need to get this right in all situations.

I think the Okizeme portion of the TTT2 system guide at AvoidingThePuddle.com explains all the different knockdown types or at least all the different get up options if you don't know how to execute some of them.
Yup, seen it already + many more things on Aris site plus im watching Aris Dragunovs matches in Tekken 7 to pick up some things. He seems very good with him.
 

Smoke_Of_Finland

Believe in the hop kick
Watch Nobi or JDCR for Dragunov. Pay attention to the moves they sidestep or backdash after. Like for example they could stick out df4 which gets blocked, then they immediately backdash once. Oppponent sticks out something that whiffs and boom you have a whiff punish setup.
 

Eddy Wang

Skarlet scientist
So Bryan's qcb+3 is still -13 it seems.

@Immortal, wanna run some tests for me? I'm still waiting for early 2017 :(

Jin has every single punish in the game, from 10f to 16 he has a move that can be used to most common punishes
1 or 2 are 10f startups
ws4 is 11f startup
1+2 is 12f startup
ws1, df1 and standing 4 are 13f startup
f1+2 and EWHF are 14f startup
d+3+4 and uf4 are 15f startup
Ecd1 and f4 are 16f startup

So if you are willing to know how safe your character is, most of the time use Jin to punish with these moves it should tell you how safe or unsafe a move is on block

Now on the testing part

Pick 2 Jins on training mode (the second one is so you can test it)

Set the AI to do F4(hold F) when he enters into stance right away press 1+2, try to do 1+2 as soon as he enter the stance, then hold back while he does the move.

Then Set the AI to play the recorded move and right after you block F4, try to interrupt the next attack using df1, 4 in between, if you get to punish it, they reverted f4~f back to -1, if you get launched by Jin instead then f4~f its still +2 on block (which was the buff).

Second test, block the same move (f4) then try to interrupt with 1,2 string, if you hit him then its surely +2, if you get launched they buffed to +4 lol.

third and final test, put AI to crouch, and their second defensive option to crouch block after they get hit, then do the following string bf23(hold forward to go into stance) and press 1+2 as soon as he enters the stance

If they get launched by the last hit, then the buff and the strong mixup is still there.

i want to see if this is still there in the console version, and if it is, i wonder if Harada will retain this in the final release, which i hope he does.
 
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