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

Eddy Wang

Skarlet scientist
Thanks guys.

Bryan is still looking like my go-to but I'm going to keep a little list of potentials though because until I can actually play the game and get a feel for it in motion and everything it's all academic, I just don't know who's really going to click yet.

Jin and Hwoarang are both pretty interesting from an 'I watched them played in a tournament and they looked bad ass' perspective, and the description and such of both is nice, except Hwoarang being pure rushdown. I like to play a little defensive, so we'll see.
I will start by explaining you what fergus didn't mentioned in the guide.

Jin is a well rounded character, so this means he has a lot of options in general to cover mostly everything in the game, but these options are also not the best ones or the bests in the game as a counter balance, its like, for every bit of mechanic in tekken Jin has them, so Jin players in T7 label him as character that his strength is to have no weakness and his weakness is to have no strength, there is not a particular area where he is the best at except for his rage art being the fastest in the game and his parry being the best in the game though still requires lots of skill to use.

Jin is now part Mishima in Tekken 7 as well, he always were but he was he weakest so he wasn't really considered one although he always shared the tools, Jin always had a hellsweep, which is slower than traditional Mishimas, but his hellsweep its a full combo starter, he has strong jab confirms as well with 24, df14 and 214, a eletric, which is the ultimate change they buffed in T7 by making the Just frame version a launch on neutral hit, this changed everything and made his whiff punishing game a lot scarier, because now he gets huge rewards for less risks if he gets to punish with it in most scenarios he couldn't do it before in previous games, you were basically forced to guess when someone was going to press buttons and try to challenge them with eletrics, and it was bad, in T6 it was still doable because he had a unique CH mechanic but was super risky so they removed it.
His ECD1 really didn't make the cut since it had a bad tracking to his right, was -12 on block besides being a mid launcher it was weaker in every aspect.

Jin also has 50-50 mixups, as any mishima off a wavedash he can use the a safe mid combo starter or his hellsweep, as any mishima he also doesn't have a safe low.

Jin has a really strong CH game, moves like B3, standing 4, ub or u or uf3 are all safe CH crumple moves, b3 its a knee that is -7 on block, transites into stance, s4 is a really fast homing move that crumples on CH and screws on airbone characters, with the change from bound to screws, this normal became one of the most consistent in the game, so Jin now converts damage off mostly every possibly launch he gets, even for wakeup 3, sweeps air jabs and so on, no matter how their body is even on crumples, s4 is super consistent

You already know about his db4 which launches on CH, and pretty sure jin F4 was mentioned in the guide, really good move, before the reward as only as good if you canceled into zen, but there wasn't a really good wait to confirm visually so you had to commit, but now they made F4~zen +2 on block making some good mixups out of it now, also they adjusted his juggle physics on some of his moves, which now allows him to use F4 without zen and if it counter hits, you still going to get huge rewards without needed to commit to zen at all, most ppl don't realize how big this is, but Jin gets most of his damage in neutral from this move because its super good due the amazing range and fast recovery easy to bait other stuff and much more.

Jin has stances, like his CDS and zen, and he gets moves out of them, the CDS and zen are basically the same stance, they have the same options, the only difference is one moves you forward while crushing highs, and the other moves you backwards with better high crushing proprieties, both can be canceled for safety or to buffer another moves, they have redesigned CDS options a lot since T4 until now, but i can give you a break down:

CDS or Zen 1: its a 16f mid that is safe, it has a continuity string if you press 2 afterwards, second hit has wallsplat proprieties

CDS or Zen 2: a sidestep punch that forces wallsplat near walls, but its punishable on block

CDS or Zen 4: a high crushing sweep, that guarantees a free Domawashi (slide 3~4 buttons) if hits, but if the opponent its at 0 range the sweep ensures a full combo by doing ws4 into s4 for a full combo conversion

CDS or Zen 3: This move is new, its a homing mid that screws air bone characters, screws on CH as well, and tracks ppl on the sides, and crushes lows somehow when done from a certain distance really usefull as well since its safe on block (-9)

CDS or Zen 3+4: They moved his flying side kick to this new notation, its a move that does 25 points of damage just as eletrics so its used a lot in some of his combos when needed, but its just a matter of signature and it looks super cool since it works as a combo filler rather than a ending

CDS or Zen 1+2: a move that hits high, high while he is rising so it tends to crush highs itself since it comes from CDS or Zen often, its the most dangerous launcher jin has now since it launches characters really high on hit, enough for a full wall carry and damaging combo with his other tools and its -13 on block now (buffed) with a lot of pushback, in reality midscreen no one can punish it.

So he has moves that can transition into these stances and they can be really useful at the times:
df33~zen
f4~zen
ws12~zen
bf23~zen
b3~zen
1,3~zen

df3,3 and1,3 also have a stance which is done by holding back instead of forward, so character won't go into zen but he does a sort of backdash to create some space in between and bait a button for a whiff punish or CH launcher

His combos are easier and really consistent as well from any launcher now and in any position as well even the awkward ones, the hardest combos are probably the ones that you need to use eletrics on for the good damage.

He was also given better proprieties and frame data in some of his moves, like his df4 is now safe on block and its a CH launcher now that does a lot of damage since the character bounds on CH, really scary on wakeups.
db23 is now -7 on block as well it was -11 or -12, though they nerfed the CH launch the move now knockdowns on hit or CH, but its a good ground break.
CDS 3+4 is now faster while travelling.
uf2 now pushes ppl off him and grants him a oki, before it was a CH launch on vanilla, they nerfed because Saltshaker, Smoke, steve community and Xiaoyu community bitched all day about uf2 being a safe sidesteping CH launch, they couldn't touch him, so Harada nerfed jin a bit.
 

EntropicByDesign

It's all so very confusing.
I will start by explaining you what fergus didn't mentioned in the guide.

Jin is a well rounded character, so this means he has a lot of options in general to cover mostly everything in the game, but these options are also not the best ones or the bests in the game as a counter balance, its like, for every bit of mechanic in tekken Jin has them, so Jin players in T7 label him as character that his strength is to have no weakness and his weakness is to have no strength, there is not a particular area where he is the best at except for his rage art being the fastest in the game and his parry being the best in the game though still requires lots of skill to use.

Jin is now part Mishima in Tekken 7 as well, he always were but he was he weakest so he wasn't really considered one although he always shared the tools, Jin always had a hellsweep, which is slower than traditional Mishimas, but his hellsweep its a full combo starter, he has strong jab confirms as well with 24, df14 and 214, a eletric, which is the ultimate change they buffed in T7 by making the Just frame version a launch on neutral hit, this changed everything and made his whiff punishing game a lot scarier, because now he gets huge rewards for less risks if he gets to punish with it in most scenarios he couldn't do it before in previous games, you were basically forced to guess when someone was going to press buttons and try to challenge them with eletrics, and it was bad, in T6 it was still doable because he had a unique CH mechanic but was super risky so they removed it.
His ECD1 really didn't make the cut since it had a bad tracking to his right, was -12 on block besides being a mid launcher it was weaker in every aspect.

Jin also has 50-50 mixups, as any mishima off a wavedash he can use the a safe mid combo starter or his hellsweep, as any mishima he also doesn't have a safe low.

Jin has a really strong CH game, moves like B3, standing 4, ub or u or uf3 are all safe CH crumple moves, b3 its a knee that is -7 on block, transites into stance, s4 is a really fast homing move that crumples on CH and screws on airbone characters, with the change from bound to screws, this normal became one of the most consistent in the game, so Jin now converts damage off mostly every possibly launch he gets, even for wakeup 3, sweeps air jabs and so on, no matter how their body is even on crumples, s4 is super consistent

You already know about his db4 which launches on CH, and pretty sure jin F4 was mentioned in the guide, really good move, before the reward as only as good if you canceled into zen, but there wasn't a really good wait to confirm visually so you had to commit, but now they made F4~zen +2 on block making some good mixups out of it now, also they adjusted his juggle physics on some of his moves, which now allows him to use F4 without zen and if it counter hits, you still going to get huge rewards without needed to commit to zen at all, most ppl don't realize how big this is, but Jin gets most of his damage in neutral from this move because its super good due the amazing range and fast recovery easy to bait other stuff and much more.

Jin has stances, like his CDS and zen, and he gets moves out of them, the CDS and zen are basically the same stance, they have the same options, the only difference is one moves you forward while crushing highs, and the other moves you backwards with better high crushing proprieties, both can be canceled for safety or to buffer another moves, they have redesigned CDS options a lot since T4 until now, but i can give you a break down:

CDS or Zen 1: its a 16f mid that is safe, it has a continuity string if you press 2 afterwards, second hit has wallsplat proprieties

CDS or Zen 2: a sidestep punch that forces wallsplat near walls, but its punishable on block

CDS or Zen 4: a high crushing sweep, that guarantees a free Domawashi (slide 3~4 buttons) if hits, but if the opponent its at 0 range the sweep ensures a full combo by doing ws4 into s4 for a full combo conversion

CDS or Zen 3: This move is new, its a homing mid that screws air bone characters, screws on CH as well, and tracks ppl on the sides, and crushes lows somehow when done from a certain distance really usefull as well since its safe on block (-9)

CDS or Zen 3+4: They moved his flying side kick to this new notation, its a move that does 25 points of damage just as eletrics so its used a lot in some of his combos when needed, but its just a matter of signature and it looks super cool since it works as a combo filler rather than a ending

CDS or Zen 1+2: a move that hits high, high while he is rising so it tends to crush highs itself since it comes from CDS or Zen often, its the most dangerous launcher jin has now since it launches characters really high on hit, enough for a full wall carry and damaging combo with his other tools and its -13 on block now (buffed) with a lot of pushback, in reality midscreen no one can punish it.

So he has moves that can transition into these stances and they can be really useful at the times:
df33~zen
f4~zen
ws12~zen
bf23~zen
b3~zen
1,3~zen

df3,3 and1,3 also have a stance which is done by holding back instead of forward, so character won't go into zen but he does a sort of backdash to create some space in between and bait a button for a whiff punish or CH launcher

His combos are easier and really consistent as well from any launcher now and in any position as well even the awkward ones, the hardest combos are probably the ones that you need to use eletrics on for the good damage.

He was also given better proprieties and frame data in some of his moves, like his df4 is now safe on block and its a CH launcher now that does a lot of damage since the character bounds on CH, really scary on wakeups.
db23 is now -7 on block as well it was -11 or -12, though they nerfed the CH launch the move now knockdowns on hit or CH, but its a good ground break.
CDS 3+4 is now faster while travelling.
uf2 now pushes ppl off him and grants him a oki, before it was a CH launch on vanilla, they nerfed because Saltshaker, Smoke, steve community and Xiaoyu community bitched all day about uf2 being a safe sidesteping CH launch, they couldn't touch him, so Harada nerfed jin a bit.

Damn, thank you for the info, its a lot to digest and super helpful.
 

Azarashi Elder

Fut-SEAS....OF BLOOD!
As much as I'm against preordering (and I won't preorder T7 or INJ2) doing so with this game is a pretty safe bet.

First off, I haven't heard any negative press for Bandai Namco. Second and most importantly, the game's been in arcade's for two years, and it's already on PS4 outside my country. In fact, PS4 is already the tournament standard.

My only concern is the XBOX One port. I'm sure it'll be fine but I'm waiting for a review just in case. I'd hate to wind up like an Arkham game fan, that brings the PC port home, to find that it's unplayable.

Again, I doubt that's happening with Tekken, but I just hope the netcode is good.
 

Smoke_Of_Finland

Believe in the hop kick
Netcode will be godlike, of that I am certain. SCV and TTT2 have proven that Namco can deliver in this aspect. I expect 5 bars and an accurate representation of the game from where I live to the rest of Scandinavia, Iceland, The North Pole, Russia (to the west of Siberia at least, like Moscow and St. Petersburg, not to the middle of nowhere like Kazan lololol), Germany, Netherlands, Belgium, Luxemburg, Switzerland, Baltic countries and maybe France. 4 Bar connections should be: UK, Italy, Spain, Portugal, Greece and rest of the Balkan.

I think it's possible to get 3 bars to East Coast US as well... Maaan would be so nice to get a TYM party going, then we can make a PSN chat group and talk shit... I'll bust out my pocket YMCA homo biker Bob and hop kick ya'll to kingdom come :D (Oh please let there be leather customisations so I can make manly Tom Of Finland themed homo outfits for all my characters lololol). I mean I totally suck ass with Bob and Law and I don't know all their inputs but I still want to put them in stupid customisations and play like a mentally handicapped person on drugs :D. Sometimes it's just too much fun... to go full r-e-t-a-r-d.
 
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Azarashi Elder

Fut-SEAS....OF BLOOD!
What tha HELL is that on Jin's head?

You know what? I like the customization system in T7 overall. I think it's a great tool, but some choices, man...

One thing I could do without is the floating ghosts and other floating items by the character's heads...I find them really distracting. Other than that, the customizations can be really good or really ugly, depending on the player, and I'm looking forward to more tourney footage without all that crap.

The Green Tekken channel shows all the lovely customs players use in their arcade. So if I want to see shower heads and coyote crown pieces (Jin, wtf?) I'll just tune in over there.
 

Eddy Wang

Skarlet scientist
What tha HELL is that on Jin's head?

You know what? I like the customization system in T7 overall. I think it's a great tool, but some choices, man...

One thing I could do without is the floating ghosts and other floating items by the character's heads...I find them really distracting. Other than that, the customizations can be really good or really ugly, depending on the player, and I'm looking forward to more tourney footage without all that crap.

The Green Tekken channel shows all the lovely customs players use in their arcade. So if I want to see shower heads and coyote crown pieces (Jin, wtf?) I'll just tune in over there.
You had to see when Kazek used to pick some really fucking ugly color combinations, that shit would make you puke.

I honestly know how i will customize my slots easy:
Jin shirtless, T7 default, T4 Legacy, T6 Trench Coat Mishima Zaibatsu leader.

And to anyone who has trench coats in somehow in customization i will give them
 

Azarashi Elder

Fut-SEAS....OF BLOOD!
I'm pretty sure the UK Championship is headed to Manchester this weekend. I'll post when I find those details, but I'm sure it'll be on Bandai Namco Europe, as usual...
 

Smoke_Of_Finland

Believe in the hop kick

Ehrmahgewd this set is nuts, Mainman had a link to this on one of his videos. Basically in a nutshell: This video shows ALL combos for Kazuya and Heihachi as well as a few useful gimmicks and new move properties.
 

Eddy Wang

Skarlet scientist

Ehrmahgewd this set is nuts, Mainman had a link to this on one of his videos. Basically in a nutshell: This video shows ALL combos for Kazuya and Heihachi as well as a few useful gimmicks and new move properties.
Oh, that's Choksae vs SupaSupa

The greatest Kazuya player vs one of the best Heihachis of Korea.
 

Azarashi Elder

Fut-SEAS....OF BLOOD!
Tekken 7 Virtual Realty Mode?

Wha???

**Mind Blown**

Is this real? If so, who's that chick in the video?


(Courtesy of True Tekken YouTube channel)
 

Eddy Wang

Skarlet scientist


So Kazuya Classic Tekken Costume, T6 and T7

Jack-5 Jack-7 and possibly more
T4 Jin, T6 Jin, T7 jin and Classic Jin.

I wonder if Devil Jin will have a T3 Jin Skin and stance.
 

JJvercetti

Warrior
Is there a certain health limit for the slow mo to trigger or is it when a move can kill? I can imagine people getting salty off a slow mo counter hit deathfist for about 40% health.
 

Azarashi Elder

Fut-SEAS....OF BLOOD!
Is there a certain health limit for the slow mo to trigger or is it when a move can kill? I can imagine people getting salty off a slow mo counter hit deathfist for about 40% health.
According to MarkMan (Head NamCop In Charge) one of the moves has to have the potential to kill and both players have to input a move simultaneously.

At least... I'm pretty sure that's what he said.
 

Smoke_Of_Finland

Believe in the hop kick
Oh, that's Choksae vs SupaSupa

The greatest Kazuya player vs one of the best Heihachis of Korea.
I think SupaSupa is just playing for fun, similar to Light. Watched another set of these 2 guys going at it and SupaSupa takes big risks and Choksae is blocking a lot of lows. IMO SupaSupa could do a lot better if he used f3 and ws4 more and simply enforced frame traps more or tried to bait whiffs more, also if he used df1 just by itself it would make a considerable difference. He does plenty of db2 into FC sweep and db2 from frame advantage instead of neutral, he also goes for plenty of hellsweeps. He is also telegraphing his commitment and Choksae is getting a lot of mileage out of sidestep electrics. Supa will win a good deal of matches but if these 2 played an ft3 in a tournament setting Choksae would win every time. I just believe there are better characters for setting up a lot of 50/50's than Heihachi.

Not to shit on either one, Choksae is fkn godlike and I wouldn't be able to take a match from either one of them but rather than pure Tekken skill this is more about evaluating the risk/reward and what is optimal to do with a certain character's tools. I don't think it's possible to take a tournament by taking this much risk with Heihachi and going for so many 50/50's.
 

Azarashi Elder

Fut-SEAS....OF BLOOD!
The Manchester Tekken 7 UK Championship will be streamed LIVE on the bandainamcoeurope twitch channel at 11:00 am UTC (convert to your local time) and will run until 5:00 pm UTC (if it's necessary, and it probably won't be). So don't sleep in! Get up early (or stay up late) and enjoy the best Tekken players in the UK scene (that bother to show up).

 

Azarashi Elder

Fut-SEAS....OF BLOOD!
Please let the record show, that in the world of Tekken, the 29th of April, 2017 can be defined by two words: WHIFF PUNISHMENT

Awesome tourney this week guys, and some expert play of Bob, Huoarang, Kazumi, Jack-7, Dragunov and others. The UK scene has a lion's share of young, talented, up and coming players, that showed up and performed excellently.

If you missed it, I suggest you check the bandainamcoeurope archives on Twitch later, to feast your eyes on some awesome matches.

That is all.
 

Eddy Wang

Skarlet scientist
Played lots of TTT2 today had tons of fun with Kunimitsu, i didn't new she had a safe launcher on df2, abused the shit out it. Played a really heavy pressure game and even if i did played with pad it was super fun at all levels. Man this character thas to be in T7, she is so awesome.

@Smoke_Of_Finland, i tested Jin with that tech of 1+2 out of zen after the second hit of bf23 hits them crouching in TTT2 and if they try to crouch block or neutral crouch it, they get launched, but they can still stand block it.

F4~zen 1+2 can be neutral crouched on hit even on T7FR like you said, CBM did a mistake there, but CDS3 its a safe option out of zen now, so gotta look out for those trying to bait the Zen launcher or crouch block CD4.