What's new

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

Clark L.

F1 ftw.
Because I'm ignorant, if anyone wants to hook a brotha up with some info on Jin. Idk if he's good or bad, doesn't matter to me. I just wanted to know if someone could tell me what to look out for in learning him (essential moves, + moves, super punishable moves; etc)
 

Kooron Nation

More Ass and Tits for MK11
@Eddy Wang I've decided on Jin, so all this info you're posting is extremely helpful, thank you!

Any tips on some high level players, whether they be Korean, Japanese, whatever, to watch who use Jin?
 

Kooron Nation

More Ass and Tits for MK11
Okay so I'm really looking for a tip, or even a foolproof way to 100% get Electrics with Jin.

I can 10/10 times do his regularWind God Fist but I can NOT for the life of me get the Electric, like I haven't done it once at all, and I see it's a very strong tool to punish moves and is pretty significant in most of his bnb's.

I play on PS4 pad so using a stick is not an option.
Is there a certain trick to it I'm missing? I literally press everything extremely fast but nothing, I just get the regular one or sometimes a WS2
 
Reactions: GAV

GAV

Resolution through knowledge and resolve.
Okay so I'm really looking for a tip, or even a foolproof way to 100% get Electrics with Jin.

I can 10/10 times do his regularWind God Fist but I can NOT for the life of me get the Electric, like I haven't done it once at all, and I see it's a very strong tool to punish moves and is pretty significant in most of his bnb's.

I play on PS4 pad so using a stick is not an option.
Is there a certain trick to it I'm missing? I literally press everything extremely fast but nothing, I just get the regular one or sometimes a WS2
 

Smoke_Of_Finland

Believe in the hop kick
Jin's 123 has a 10fr gap between the 2nd and last hit, unchanged from TTT2. The mid/3 is 0 on block and the high/4 is -4. Dick jabs stuff both extensions and Jin can't low crush them after 1,2 either. Movement or low parry is required to blow up the dick jab. The mid can be sidestepped right at the risk of eating the high.

EWHF only tracks to Jin's right and can't be stepped or walked that way (to your left) when performed out of block/hitstun. Dash and wavedash versions re-align as usual.

bf2,3 on block means a 12fr mid will hit Jin no matter what. Zen 4 makes Jin evade highs and Zen 3+4 lows. In case of a Zen 3+4 whiff versus a generic d4 whiff, the player who stuck out the d4 has +9 frame advantage in full crouch(Bryan's ws2 trades with a jab from Jin). Zen 1+2 trades with a 14fr move after bf2,3-zen.

f4-zen into zen 1+2 trades with a 14fr move.

b3- zen into zen 1+2 trades with a 15fr move.

b3 and f4 into zen-crouchdash-block are both still safe.
 

Smoke_Of_Finland

Believe in the hop kick
I expected Lucky Chloe to have some type of low that launches on normal hit, but only a couple that launch on CH only. A lot of her strings can be stepped between hits on block. The twist stance can't be cancelled in any way that I know of and a generic d4 is guaranteed to hit her after she hits you with db3 into twist stance. Only the jab follow-up after db3 on hit frame traps. Db3,4 is also not a natural combo, so as soon as you get hit by the db3, just duck and d4.

She looks and sounds like a tard character so you would think ducking is necessary but you never need to roll the dice on anything except if you take her df1+2 throw which is the same mix-up afterwards as Lee's punch parry. The crouch blocks you need to perform come from the d3+4 break dance low and the fF4 or db4 moves and the 50/50 options that follow seem like they can be fuzzied if you are on point(low comes out faster than the mid, quick low parry into stand block). The mid extension to d3+4 is shit and you can just take it and duck because the last hit is a low anyway that leaves her spinning around forever (You can literally crouchdash from crouch into iWS2 with Kazuya to punish it)

I think the db4 or fF4 mashing is definitely going to be a thing since that's an infinite string so at least lab how to get out of that one if you can't stomach any more of the character lololol. Db4 on normal hit can be jab interrupted before the mid comes out. Db4 on block is at least -16 and a punish that stiff is guaranteed, the mid won't interrupt it. The flipping mid launcher can be stepped after the mid (fF4 animation) if you want to gamble on taking the low versus launching the mid launcher. There is also a bait with just doing the db4 then backdashing to fish out the jab interrupt but your average Lucky Chloes won't be doing that.
 
Last edited:

EntropicByDesign

It's all so very confusing.
So, question..

Steve. I've been watching Steve footage from tournaments recently because . Well Steve is incredible. So..

I see high level players almost (literally?) Never using his R / L kick juke moves and some of his command movement stuff.. why is this? Is it a gimmick in high level play that can be blown up? Or..? Just confused.v
 

Sutter Pain

Your mothers main.
So, question..

Steve. I've been watching Steve footage from tournaments recently because . Well Steve is incredible. So..

I see high level players almost (literally?) Never using his R / L kick juke moves and some of his command movement stuff.. why is this? Is it a gimmick in high level play that can be blown up? Or..? Just confused.v
Wish i could help man, I don't know if anyone even plays steve here. Most everything is useful you just gotta find the moments just gotta put the time in.
 

EntropicByDesign

It's all so very confusing.
Also Steve is amazing.

First time in any FG I have found a character that stylistically, aesthetically and conceptually fits. I almost always have to concede some point when I pick characters because I prefer, aesthetically, make characters of medium build. Not, like, Gief who's enormous and not like Yun and Yang or are slight. Conceptually I prefer grounded characters based on a somewhat realistic moveset. Ie a jab looks like a jab, not some batshit backflip, twisting, green energy emitting travesty. If a move is mean to act as a long range poke, it looks like a long range poke, etc. Stylistically however, I prefer very quick, mobile characters who's moveset doesn't look unrealistic, but can still be tricky and dictate pace well.

Rarely do these add up, I usually end up on female characters actually because they most often have the playstyle I prefer, of the fast, mobile, tricky character (I should also.mention that I don't play weak characters.. I almost exclusively recruit from a+ or better - though in Tekken that's largely moot) and I get stuck on them because at the end of the day, playstyle to me is the most important..

But Steve is quite fast. Very mobile and extremely tricky, with a. MOveset grounded in actual boxing (liberties taken obviously) while meeting my more down to earth requirements in appearance and such.

This post serves no purpose. I wanted to play Steve from shortly before launch (I hadn't seen much of him up until that point) but kept reading to pick an easier character, since he's considered very difficult to play.. so I passed over him.. but fuck it. I have Leo who is as easy as it gets for the level of reward (my god B+1+4 is beautiful and bullshit all at once) so I'ma work on Steve.

This has been another pointless post that adds nothing. Thank you for your time and attention.
 

Smoke_Of_Finland

Believe in the hop kick
I could never see myself playing Steve. His punishment is so ass, that it's a serious liability. Wanna beat a Steve? Just back away, block and chuck out launchers every now and then. Whether it's Korean arcades or tournament play, it's always the same end result. The Steve player does a crap ton of work, only to get launched twice and lose.
 

Eddy Wang

Skarlet scientist
@Eddy Wang I've decided on Jin, so all this info you're posting is extremely helpful, thank you!

Any tips on some high level players, whether they be Korean, Japanese, whatever, to watch who use Jin?


Jin's 123 has a 10fr gap between the 2nd and last hit, unchanged from TTT2. The mid/3 is 0 on block and the high/4 is -4. Dick jabs stuff both extensions and Jin can't low crush them after 1,2 either. Movement or low parry is required to blow up the dick jab. The mid can be sidestepped right at the risk of eating the high.

EWHF only tracks to Jin's right and can't be stepped or walked that way (to your left) when performed out of block/hitstun. Dash and wavedash versions re-align as usual.

bf2,3 on block means a 12fr mid will hit Jin no matter what. Zen 4 makes Jin evade highs and Zen 3+4 lows. In case of a Zen 3+4 whiff versus a generic d4 whiff, the player who stuck out the d4 has +9 frame advantage in full crouch(Bryan's ws2 trades with a jab from Jin). Zen 1+2 trades with a 14fr move after bf2,3-zen.

f4-zen into zen 1+2 trades with a 14fr move.

b3- zen into zen 1+2 trades with a 15fr move.

b3 and f4 into zen-crouchdash-block are both still safe.
yeah as i told before, F4~zen being +2 on block was kinda silly, so they reverted back to TTT2 status, but glad F4 is -6 at best.
 

Eddy Wang

Skarlet scientist
@Eddy Wang I've decided on Jin, so all this info you're posting is extremely helpful, thank you!

Any tips on some high level players, whether they be Korean, Japanese, whatever, to watch who use Jin?


Jin's 123 has a 10fr gap between the 2nd and last hit, unchanged from TTT2. The mid/3 is 0 on block and the high/4 is -4. Dick jabs stuff both extensions and Jin can't low crush them after 1,2 either. Movement or low parry is required to blow up the dick jab. The mid can be sidestepped right at the risk of eating the high.

EWHF only tracks to Jin's right and can't be stepped or walked that way (to your left) when performed out of block/hitstun. Dash and wavedash versions re-align as usual.

bf2,3 on block means a 12fr mid will hit Jin no matter what. Zen 4 makes Jin evade highs and Zen 3+4 lows. In case of a Zen 3+4 whiff versus a generic d4 whiff, the player who stuck out the d4 has +9 frame advantage in full crouch(Bryan's ws2 trades with a jab from Jin). Zen 1+2 trades with a 14fr move after bf2,3-zen.

f4-zen into zen 1+2 trades with a 14fr move.

b3- zen into zen 1+2 trades with a 15fr move.

b3 and f4 into zen-crouchdash-block are both still safe.
yeah as i told before, F4~zen being +2 on block was kinda silly, so they reverted back to TTT2 status, but glad F4 is -6 at best.
 

Blade4693

VIVIVI
Im about to pick this up. This will be my first 3D fighter/Tekken game since I was like in 2nd grade when I would plat T3 on the PS1 over and over so I am essentially starting fresh here with no knowledge at all about anything in the game or how it's played lol

I am interested in Eliza, Brian and Akuma. If anyone here enjoys a good challenge maybe we can get on mic and you can try to teach me how to play sometime lol
 
Reactions: GAV

Sutter Pain

Your mothers main.
Im about to pick this up. This will be my first 3D fighter/Tekken game since I was like in 2nd grade when I would plat T3 on the PS1 over and over so I am essentially starting fresh here with no knowledge at all about anything in the game or how it's played lol

I am interested in Eliza, Brian and Akuma. If anyone here enjoys a good challenge maybe we can get on mic and you can try to teach me how to play sometime lol
There is no shortage of new players and you will def have no problem finding people to lvl up with. Welcome back to 3d!

I would check out the TZ discord to find players to lvl up with lots of newer players.
https://discord.gg/ZRfD2HP

Also the TYM T7 discord:
https://discord.gg/8qyCYKu
 

EntropicByDesign

It's all so very confusing.
Im about to pick this up. This will be my first 3D fighter/Tekken game since I was like in 2nd grade when I would plat T3 on the PS1 over and over so I am essentially starting fresh here with no knowledge at all about anything in the game or how it's played lol

I am interested in Eliza, Brian and Akuma. If anyone here enjoys a good challenge maybe we can get on mic and you can try to teach me how to play sometime lol
I am brand brand new myself. If you get t7 on PC I'm TOTALLY down to get on voice chat and train. I'd like a regular training partner.
 

EntropicByDesign

It's all so very confusing.
I could never see myself playing Steve. His punishment is so ass, that it's a serious liability. Wanna beat a Steve? Just back away, block and chuck out launchers every now and then. Whether it's Korean arcades or tournament play, it's always the same end result. The Steve player does a crap ton of work, only to get launched twice and lose.
I don't know enough about Tekken to dispute any of this, but I didn't realize his punishment was considered bad.. I know he's a CH based character, but he had some crazy damage off some things from what I've seen and I guess I figured his movement with his ducking stance thing would be pretty good, making him a little tricky to keep at bay.. and really anyone loses if they get laucnhed twice (more or less). I'm not arguing with someone who knows hugely more than I do, im just trying to find answers to possible issues or problems or whatever I'll run in to.

Shrug.
 

buyacushun

Normalize grab immunity.
People give V the treatment SF3 got. They don't have their fav characters so they cry about without any regards to the gameplay.
Plenty of gameplay related reasons to not like SFV.

I expected Lucky Chloe to have some type of low that launches on normal hit, but only a couple that launch on CH only. A lot of her strings can be stepped between hits on block. The twist stance can't be cancelled in any way that I know of and a generic d4 is guaranteed to hit her after she hits you with db3 into twist stance. Only the jab follow-up after db3 on hit frame traps. Db3,4 is also not a natural combo, so as soon as you get hit by the db3, just duck and d4.

She looks and sounds like a tard character so you would think ducking is necessary but you never need to roll the dice on anything except if you take her df1+2 throw which is the same mix-up afterwards as Lee's punch parry. The crouch blocks you need to perform come from the d3+4 break dance low and the fF4 or db4 moves and the 50/50 options that follow seem like they can be fuzzied if you are on point(low comes out faster than the mid, quick low parry into stand block). The mid extension to d3+4 is shit and you can just take it and duck because the last hit is a low anyway that leaves her spinning around forever (You can literally crouchdash from crouch into iWS2 with Kazuya to punish it)

I think the db4 or fF4 mashing is definitely going to be a thing since that's an infinite string so at least lab how to get out of that one if you can't stomach any more of the character lololol. Db4 on normal hit can be jab interrupted before the mid comes out. Db4 on block is at least -16 and a punish that stiff is guaranteed, the mid won't interrupt it. The flipping mid launcher can be stepped after the mid (fF4 animation) if you want to gamble on taking the low versus launching the mid launcher. There is also a bait with just doing the db4 then backdashing to fish out the jab interrupt but your average Lucky Chloes won't be doing that.
First, y'all need to stop trashing LC.

Second, this breakdown covers the theme of why I stopped playing her. She feels like she doesn't really have anything besides damage and cool looking combos. BTW, TWSTL can go into back turn.