I find it interesting that Tetsujin basically means Iron Man, or am I wrong?
Now I know why I didn't care about Tekken endings since T5. Bring back those T4 endings Namco, puriiizu!
Numb, you should give SC5 a go. THREE random characters to mess with~! =D
Irony is i am a super character loyalist outside of Tekken to the point i don't even usually look past my guy.(Pot,Dedede,Lisa,Algol,Hilda,etc)Never play others.
Got Dengeki recently Soup. Haven't decided who to play yet. Who you playing?
Shana is pretty cool.Currently it's Yukina/Shana with Accelerator assist. Getting mauled in ranked though. There's this Taiga player that beat me up no end and this one other guy with an 98% win rate <.<;
Having a hard time of it. Fun game though.
Shana is pretty cool.
Was thinking of playing Shizuo and her maybe other dudes aswell.
But why does baskeball girl seem like the coolest even looking like that? She is amazing.
Rentaro was on my list.Tomoka is fantastic. Her setplay is nuts.
If you like being aggressive i'd recommend Kirito or Rentaro though. Both of them are completely insane in Trump mode. And Trump can last you long enough to kill someone if the opponent is slow to react. =3
Thanks for the impressions man.
@UltWarrior1: My brother has found some extremely interesting Jin/Lee combos in practice mode.
Yeah first thing I do is hit practice mode.
So, after messing around with T7 for a few months, I guess I'll post up my impressions/opinions.
I'll start with some general observations first. This is a Tekken game, not significantly different than the Tekken games before it. I say this is a good thing because Tekken to me is simply a blast to play.
When I've dropped and pickup Counterstrike over and over throughout the years, there is always a boost in graphics and a few, new play mechanics to adjust to when I've come back, but in the end the gameplay is still 80%+ the same CS I've always loved. But if I want a radically different gameplay experience, I simply play a different FPS, not beg for CS to become something other than what it already is.
Not unlike other competitive activities such as football, basketball, etc., Tekken sequels (other than spinoffs) should stay predictably the same for the most part, and never try to re-invent its gameplay foundation. When Namco is ready to turn things upside down with a ton of great, new fighting game ideas, they can simply make a new fighting game altogether to show it off. Keep Tekken as it is with no pressure to re-invent it.
When I've dropped and pickup Counterstrike over and over throughout the years, there is always a boost in graphics and a few, new play mechanics to adjust to when I've come back, but in the end the gameplay is still 80%+ the same CS I've always loved. But if I want a radically different gameplay experience, I simply play a different FPS, not beg for CS to become something other than what it already is.
Not unlike other competitive activities such as football, basketball, etc., Tekken sequels (other than spinoffs) should stay predictably the same for the most part, and never try to re-invent its gameplay foundation. When Namco is ready to turn things upside down with a ton of great, new fighting game ideas, they can simply make a new fighting game altogether to show it off. Keep Tekken as it is with no pressure to re-invent it.
If it's being recorded and commentated, I'm willing to look past it.Pff, now there's no stream for the T7 qualifier in New York either, this weekend sucks for streams.
Pff, now there's no stream for the T7 qualifier in New York either, this weekend sucks for streams.
You got a point Gray.
You can see the it more with how things have changed watching Mishimas.
Even forgot he had devil trigger lol. Watching the new characters more is easier for me than seeing old guys.
People are using even less moves then before, lack of float and shitty new get up makes for predictable dull pokefest. Characters struggling to move in their magnet boots. I'm not saying sidestep doesn't work but watching all those Japanese, Korean mid and high ranked players use it once a million to evade a move takes me to one conclusion - it's not worth to risk it.
.
I respectfully disagree with this for many reasons. Seems more of a rant than a careful analysis lol
Also remember: we're in Tekken 7 unofficial beta release.
So, after messing around with T7 for a few months, I guess I'll post up my impressions/opinions.
I'll start with some general observations first. This is a Tekken game, not significantly different than the Tekken games before it. I say this is a good thing because Tekken to me is simply a blast to play.
When I've dropped and pickup Counterstrike over and over throughout the years, there is always a boost in graphics and a few, new play mechanics to adjust to when I've come back, but in the end the gameplay is still 80%+ the same CS I've always loved. But if I want a radically different gameplay experience, I simply play a different FPS, not beg for CS to become something other than what it already is.
Not unlike other competitive activities such as football, basketball, etc., Tekken sequels (other than spinoffs) should stay predictably the same for the most part, and never try to re-invent its gameplay foundation. When Namco is ready to turn things upside down with a ton of great, new fighting game ideas, they can simply make a new fighting game altogether to show it off. Keep Tekken as it is with no pressure to re-invent it.
As for T7 itself, even as a glorified beta release the game is addictively awesome. Before I describe what I like, here are things that I don't care for: there are glitches that no doubt will be addressed in the home release are annoying, like occasional micro-freezes and weird hitbox detection issues. The music is terrible (TERRIBLE), which surprises me considering all the fantastic stage soundtracks the series has produced over the years. Also, while I appreciate the tactical design aspects of pretty much every stage, several of them are simply boring aesthetically (the multi-break Aztec stage for instance).
Another thing that I'm mildly not of fan of is that each player can choose their own side because of they have their own screen. For a Tekken game, that causes issues because of how sidestepping from full crouch works. If I'm using Kazuya on P1 side and get the opponent to block a f+4, he is forced to FC and I have a slight frame advantage. Normally, because he is on the P2 side, he is only able to side step right from FC since you can tap up from full crouch but never tap down. As a Mishima, Kazuya tracks MUCH better vs. opponents who SSR than those who SSL. In T7 this benefit is accentuated because of the general SS nerf. However, now that people can choose either side, both me and my opponent may technically be on the P1 side, which screws up this strategy. So far, these are my only issues.
What makes the T7 interesting as a sequel to me is how they took the basic Tekken formula and tweaked a number of things in an effort to shift the power/weakness balance of many gameplay elements. The easiest example to point out of this is the delay added to not only side step/walk evasion, but consequently to sidestep attacks as well. It appears that the delay is only 1-frame, but other than attacks with built-in lateral dodges that aren't affected by the change (like Jin's u/f+2), you can feel it as you play, and it is pretty jarring at first.
But over time, it becomes clear that the nerf doesn't make SS/SW worthless by any means. What it's done is make chaining them rapidly together far less effective than before - a decent player is still able to make a well-timed dodge work very well. This system change discourages evasion spam to avoid 80% of a characters move list like we could do before, and instead forces you to think about executing a single dodge vs. certain incoming moves a the general proper time. More effort, yes, but it works for and against both players.
On thing that this change has done, at least this early in T7s life, is allow a character to offensively use more linear moves than before. What I mean is, with opponents stepping and sidewalking less, it is possible to throw out moves on occasion that you otherwise avoided because how easily people avoided them. Yes, they are still dodge-able, but you will at least make contact (block or hit) a lot more often compared to past releases.
The throw break change is something I'm almost neutral on. I was above average with throw breaks in the past, but this adjustment (which was probably done to assist weaker players defensively) seems to be a bit too hard on the throw break system. It does accentuate the skills of a grappler like King since he can mix up all three breaks (which I like), but for other characters, they lose a decent strat against many players. Perhaps Namcoi could've reduced throw damage and kept it like it was before, or keep its current form, but reduce the throw break window since you can now mash out a 1 or 2.
Getting up or defending from oki after being knocked down is significantly easier. Holding back when trying to rise no longer backrolls, but slides you into blocking position. The toe tap (KND d+4) rolls you back to safety now. The get up spring kicks for most characters (KND 3+4 now instead of KND b+3+4) has almost no start up animation and comes out super fast with high priority. Floats are mostly gone. They even added a new low, knock down kick to the face down, feet away position (SLD). Namco obviously wanted to help weaker players get on their feet more safely.
However, oki still works well in T7. While tougher than before, floats are still possible with some setups if they flinch. Certain ground positions, which occur for example when spiking juggles with some TTT2 bound attacks at the end will leave them in the SLD position that is still slow to attack from. And with no spring kick or toe kick option, that grounded opponent is easier to harass with your oki. Understand though that they instantly recover standing after the spike enders if they tech back with the controller, but the frame disadvantage for them is high.
Other oki observations... hopping over tech rollers still works well for some setups. Also, if the opponent falls in PLD position (face up, feet away) or FCD position (face down, feet towards) when using the new tech backwards slide, they rise with their back towards you for a few frames, allowing you to get in free back attacks when near a wall. So while oki is tougher to execute consistently, it can still effective in many situations that you plan (or guess) correctly.
Speaking of the wall, the biggest change is that you can't get the Bound replacement (Tail Spin) to work once they go splat. Getting the Tail Spin to come out just before they reach the wall is one option, but in the end some combos going towards the wall will do about the same damage whether you got a TS! or not.
This is because the damage scaling in juggles is SEVERE. The more hits you add, the quicker the later hits will do only slight scratches to the opponent's health bar. Overall, your best bet is to overload the front end of your combos with the power hits first. This means that the first and second hits after launch should be very strong when possible, because after that you don't hurt them with the later attacks nearly as much.
The overall balance in this game is better than TTT2 in part because of this system change if only because every character can do 40% - 50% juggles now. Another positive buff compared to TTT2 is that since (most) juggles aren't as impactful as the strongest ones in the last game, poking is a lot more relevant. The balance between the two offensive methods is really nice to experience in this game.
The most prominent new features, Power Crush and Rage Arts, are not dominating in how they affect matches. One might even say their underwhelming at this point, particularly Power Crushes. Perhaps characters need a couple of them because right now, some are a lot more worth trying than others. Hwoarang's is solid, and Lili has a really good one (a launchable mid that juggles), but if PCs were too effective then people would spam them in a way that throws off the game's balance.
Rage Arts are strong, so they definitely force the player with an advantage to turtle up a bit towards the end of a round when expecting it. However, I like how at least being in Rage mode only increases the damage of regular attacks by a tiny bit. Comebacks are more skill-based as a result.
There is other T7 stuff, both subtle and obvious, that could be commented on. Things like as how trading hits now causes CHs (a cool buff for strategic frame counters) and the various changes each returning character received. But I'll leave it there and repeat that I've had a blast playing the game, and I look forward to the home release which will undoubtedly bring us even more fun game play elements and system/character adjustments to play with.
Also remember: we're in Tekken 7 unofficial beta release.
I really am tired of the customization system. Please just remove it altogether and give me two good defaults. I do not want to see characters looking like clowns.
If only this was true.I was having a conversation with boutdown a while ago about this & what I think would be super cool for a Tekken game is if they removed the customization system but allowed for real-time dynamic clothing during battle. For example, if let's say we look at Jin's T7 outfit. Throughout the match, the zipper on his jacket would loosen until the Jacket itself would be open. And if the match proceeds further, the jacket could even potentially loosen and de-sleave on one side when an attack land that causes him to spin/somersault in mid air. And then during a side-role the entire jacket can come off. Something to make the fight look more believable. Not just limited to clothing but for the facial features as well. When it comes to the hair, you can have Jin's hair gel loosen causing it to fall, something like Takamura's fight with Hawk in Hajime no ippo as seen in the images below. Or if some character has a ponytail, the ponytail band could loosen causing the hair to fall.
I just bought the LE Devil Asuka banapass from this ebayer.
http://m.ebay.com/itm/Tekken-7-limi...r-not-for-sale-namco-/272018805359?nav=SEARCH
Should I also get that Devil Kazumi? Or just wait for jbstyle Katarina or jbstyle Lili, jbstyle Lili/Eliza?
You can have three cards registered to one id. My vanilla card has taken a bunch of scuffs in my wallet. I'll still get a custom vinyl sticker for it. For my LE Devil Asuka I'm going to use a plastic sleeve going forward. Lol
Edit: this is what I bought.
http://m.ebay.com/itm/Tekken-7-limi...-sale-namco-/272018804677?txnId=1548702962017
I found a Lili/Eliza card along with others in a yahoo auction, I'll keep eye out for that.
Yeah they are!
My biggest problem is that I don't have a high quality image of the banapassport logo. Even though it's a png file, the one on the namco site is still too small.
I want to use this Katarina instead now.
https://danbooru.donmai.us/posts/2073638?tags=dakkuu
This person has a bunch of good art on his twitter, including this Katarina one you posted.
Asuka in a hoodie would actually be really nice.
Also remember: we're in Tekken 7 unofficial beta release.
I was having a conversation with boutdown a while ago about this & what I think would be super cool for a Tekken game is if they removed the customization system but allowed for real-time dynamic clothing during battle. For example, if let's say we look at Jin's T7 outfit. Throughout the match, the zipper on his jacket would loosen until the Jacket itself would be open. And if the match proceeds further, the jacket could even potentially loosen and de-sleave on one side when an attack land that causes him to spin/somersault in mid air. And then during a side-role the entire jacket can come off. Something to make the fight look more believable. Not just limited to clothing but for the facial features as well. When it comes to the hair, you can have Jin's hair gel loosen causing it to fall, something like Takamura's fight with Hawk in Hajime no ippo as seen in the images below. Or if some character has a ponytail, the ponytail band could loosen causing the hair to fall.
I'll be honest, this is some pretty interesting detective work:
https://www.youtube.com/watch?v=Bpckx8kXVg4
I'm against this way of thinking. Going by this logic Namco should have never made Tekken 3. That game played fundamentally different to Tekken 2. Or Capcom making SFV where every character is fundamentally very different from their SFIV counterparts.
EDIT: But in the end, no one is asking Namco to make a brand new IP level of changes to its sequels to Tekken. Just change enough so that we don't have to simply copy and paste 90% of our playstyles and strategies from the previous games to the next one.. that's all. And update the presentation and aesthetics that make your game worthy of being on a brand new engine & hardware rather than repeatedly copy and pasting 90% of what you had in the previous title.
Damn, we're still in the beta phase? maybe working on all those projects was a bad idea.
Being able to Tailspin off of a low parry doesn't exactly make it a full juggle. It's still heavily scaled damage up front. Full juggles off of a low parry has been gone since BR.
Not sure I understand you... by your definition, no T7 juggle is full since they are all heavily scaled. In the context of this new game you can do more than before because TS! is allowed in a low parry juggle where B! was not in the last game.
Not sure I understand you... by your definition, no T7 juggle is full since they are all heavily scaled. In the context of this new game you can do more than before because TS! is allowed in a low parry juggle where B! was not in the last game.
Do you think that this is something along the lines of people exploiting in the system, or an intentional game mechanic that people are just now starting to capitalize on?In T7, this increases damage output for some characters because after the spike you may be able to squeeze in a final, free ground attack that doesn't have its damage drastically gimped like normal last hits in T7 juggles. I've seen Lili, Ling, and Shaheen take advantage of this, and there are likely more. This ends up allowing for max wall carry post low parry, or max damage in open ground.
Hmmm, you're looking at T7's low parry solely from a damage standpoint. I was looking at it from more angles than that, which includes an improved wall carry, which is significant.