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

Smoke_Of_Finland

Believe in the hop kick
The list of characters that can launch Bryan's qcb3 is still considerable but those that can't launch it include: Shaheen, Law, Lars, Leo, Jack, DVJ, King, Gigas, Drag, Bryan, Kuma/Panda, Paul, Feng, Lili, Xiayou, Steve, Hwoarang, Yoshimitsu, Asuka, Alisa, Miguel, Feng

i13 ws launchers: Eddy, Kazuya, Josie

i14: Jin, Bob, Master Raven

Heihachi ws1 and Lee ws2,3 are severe punishes but not full launches really, Jack ws2,1 is stiff damage as well. I am not sure about Nina's ws and jumping moves, have to check that. As for Katarina, Chloe, Kazumi and Claudio we'll just have to wait and see.
 

Immortal

Blind justice....
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.
In short:

First test - i get launched.
Second test - i can interrupt it.
Third - nope, doesnt work.
 

buyacushun

Normalize grab immunity.
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?
You didn't get copies for the whole TYM squad? Shame!
 

Eddy Wang

Skarlet scientist
The list of characters that can launch Bryan's qcb3 is still considerable but those that can't launch it include: Shaheen, Law, Lars, Leo, Jack, DVJ, King, Gigas, Drag, Bryan, Kuma/Panda, Paul, Feng, Lili, Xiayou, Steve, Hwoarang, Yoshimitsu, Asuka, Alisa, Miguel, Feng

i13 ws launchers: Eddy, Kazuya, Josie

i14: Jin, Bob, Master Raven

Heihachi ws1 and Lee ws2,3 are severe punishes but not full launches really, Jack ws2,1 is stiff damage as well. I am not sure about Nina's ws and jumping moves, have to check that. As for Katarina, Chloe, Kazumi and Claudio we'll just have to wait and see.
Claudio has a good WS2, i wonder if it is i14 as well.
 

Eddy Wang

Skarlet scientist
In short:

First test - i get launched.
Second test - i can interrupt it.
Third - nope, doesnt work.
Thank you, though i described the 3rd test wrong, only the second hit of bf23 needs to hit for the setup to work.

Even then thank you, it seems it has retained the block proprieties, i was wondering if it has retained he hit proprieties as well.
We're in there Jin Boyz.
 

Immortal

Blind justice....
Thank you, though i described the 3rd test wrong, only the second hit of bf23 needs to hit for the setup to work.

Even then thank you, it seems it has retained the block proprieties, i was wondering if it has retained he hit proprieties as well.
We're in there Jin Boyz.
Just be clear i dislike every Mishima. :D I mean seriously, Kazuya, Devil Kazuya, Jin, Devil Jin. The fuck is this? :) Just wait for the 3rd variation Angel Jin and Kazuya, almost like MK X lmao. What next? Unicorn Kazuya and Jin? :D
 

Eddy Wang

Skarlet scientist
Just be clear i dislike every Mishima. :D I mean seriously, Kazuya, Devil Kazuya, Jin, Devil Jin. The fuck is this? :) Just wait for the 3rd variation Angel Jin and Kazuya, almost like MK X lmao.
They're like Shotos in SF or the Ninjas in MK they may have some moves that are the same but they overall gameplan differs alot. Mishimas have a universal tool kit:

Mishimas have a wavedash that goes under highs, realings sidesteps, jab confirms with easier 10f punish that shift momentum, the best launcher in the game, 50/50 mixups with hellsweep from wavedash and overhead canceled from wavedash.

Kazuya doesn't have good pressure options as much as the others, so his entire gameplan is centered around movement, whiff punishing with eletrics, more than anything else, he is so fundamental play that he gets the most reward, he hits harder than most, and he actually has a just frame technical launcher with df2 on counter hit, where you can input a 13f eletric wind god fist, as the posterboy, he is also the only mishima to have a 14f and a 13f eletric, and one of the few characters that launches ppl at -13

Heihachi is the powerhouse of counter hits, he has solid pokes better than kazuya, but his entire game is mostly centered around CH fishing, i don't play much heihachi myself so i can't really break it down to you, but as any mishimas he comes with the entire kit.

Devil Jin is the evolution of T3 Jin re-imagined, he is the well rounded in all areas and actually the only mishima with actual no weakness in the game, but he is the one that gets the least damage, to differ on his tool set, he has panic moves, like reversal, a hop kick which can float, a projectile and much more, his 50-50 options is also ridiculous in T7.

Jin until right now wasn't really a mishima since he lacked the neutral launcher and the jab confirm, now he has the neutral launcher so he gets just as much better dominance over space control as mishimas used to, since he has a safe launcher now its going to be a lot harder to find him off, he is also the jack of all trades, master of none, meaning, he has tools for every possible situation but for every tool he has, someone in the game does it better at that particular area, so he capitalizes a lot on players weakness rather than character weakness, while he struggles over other character dominaces as well, what differ jin from the rest mishimas its not just the lack of jab confirms, but he has a real hop kick, a parry which makes safe moves unsafe, and plus on block moves way unsafer, giving him a sort of "mind eye" ability, for those who are familiar with Tekken move set will avoid a lot of shit creating huge openings on characters like no other.
 

Immortal

Blind justice....
Damn. The dream, was one frame away.

@Immortal I only have one test. Can you test to see if Josie's DF2 still launches crouching opponents, and the same two frame test for Bryan's Qcb3 punishment on block for it? Appreciate it!
Since i'm labing anyway (for like 10h today alone lol) let me get to it right away:

- Josie's DF2 still launches crouching opponents.
- im a bit confused here? Maybe im just tired (to much Tekken lol). You want me to try to punish Brayan's Qcb3 with Josie's df2?
 

SaltShaker

In Zoning We Trust
Since i'm labing anyway (for like 10h today alone lol) let me get to it right away:

- Josie's DF2 still launches crouching opponents.
- im a bit confused here? Maybe im just tired (to much Tekken lol). You want me to try to punish Brayan's Qcb3 with Josie's df2?
Haha thanks. Same parameters but with Josie's DF2 'instead" of Bryan's qcb3 that you tested earlier.
 

Immortal

Blind justice....
Haha thanks. Same parameters but with Josie's DF2 'instead" of Bryan's qcb3 that you tested earlier.
Oh, sure:

i can punish it with Devil Jin ws2 and obviously with Heihachi ws1. So it seems it is -15.

Once again people - remember this may not be accurate when the game gonna be actually released, patch day 0 is more than likely.
 

Smoke_Of_Finland

Believe in the hop kick
Just be clear i dislike every Mishima. :D I mean seriously, Kazuya, Devil Kazuya, Jin, Devil Jin. The fuck is this? :) Just wait for the 3rd variation Angel Jin and Kazuya, almost like MK X lmao. What next? Unicorn Kazuya and Jin? :D
For this insolence, I must destroy you with Heihachi once you get the PS4 version :D.

No but seriously Kazuya and Heihachi are polar opposites in terms of playstyle despite the similarities.
 

Smoke_Of_Finland

Believe in the hop kick
Oh, sure:

i can punish it with Devil Jin ws2 and obviously with Heihachi ws1. So it seems it is -15.

Once again people - remember this may not be accurate when the game gonna be actually released, patch day 0 is more than likely.
You said earlier that DVJ ws2 doesn't punish Bryan's qcb3? :O DVJ ws2 is i15, Heihachi's ws1 is i14.

Bryan has already been nerfed slightly so he is likely to stay as he is even after the day 1 patch.
 

Smoke_Of_Finland

Believe in the hop kick
qcb3 being -14 or -15 makes a gigantic difference in Bryan's oki and wake-up pressure game. Getting launched against almost the entire cast versus only eating significant damage from less than 1/3 of the game's characters is a huge difference.

B,df4 is only -13 with gigantic frame advantage on hit but that move requires a setup (end combo with sidestep right into iWS3,4, dash forward into b-df4, slightly off-axis to the right is required to make the 2nd hit of ws3,4 hit midscreen). But you can get back rolled and launch punished if they know it's coming or if they are just going to block it as the spin is pretty much seeable despite the move being cancellable.
 

Smoke_Of_Finland

Believe in the hop kick
So it is -14. Most likely going to stay that way. At one point they made it launch on counterhit but made it -15 on block... then Harada decided that it was 2 stronk (Which it was IMO) and reverted it back to -14 on block and knocking down into a guaranteed qcb4 on counter hit instead of the full counterhit launch. Now it's the same as in TTT2. Good move but not too good.
 

Smoke_Of_Finland

Believe in the hop kick
One thing about the Oki system changes though is that people won't just auto-pilot tech roll anymore with quickstands and back rolls being less unsafe and the new spring kick being a lot faster.
 

Immortal

Blind justice....
Just a sidenote - the PC version of the game looks great in 4K@60 fps. I've seen it on PS4/PS4 Pro before i got it and there is no doubt that PC version looks and feels best.
 

Sutter Pain

Your mothers main.
Just a sidenote - the PC version of the game looks great in 4K@60 fps. I've seen it on PS4/PS4 Pro before i got it and there is no doubt that PC version looks and feels best.
Do you you think it will run on a i5-2500 non k? My new build won't be ready for a couple more weeks and I wanna play day 1. I need to ask cuz the 2500 does not handle new games well I get crazy frame drops with 100% cpu usage. And it's not worth bothering if I can't get stable 60fps.