Tekken 7 Discussion

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  • Kalyx triaDKalyx triaD Serious Business Joined: Posts: 2,809
    He looks like Maxi if you really want him to look like Maxi.
    XBL: Kalyx triaD

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  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,066
    feels like old tekken footsies
  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,066
    It'll be interesting seeing how some characters that were so dependent on wall carry through bound and tag crash survive.

    And characters like Christie who Namco secretly loathe will flourish with their combo ability without bound mechanic.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,064 mod
    It'll be interesting seeing how some characters that were so dependent on wall carry through bound and tag crash survive.

    And characters like Christie who Namco secretly loathe will flourish with their combo ability without bound mechanic.
    From what I've been reading, some character still have bound though.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    If there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.
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  • AsteriskBlueAsteriskBlue Joined: Posts: 759
    edited October 2014
    So far bound in Tekken 7 is like it is in Tekken Revolution. Meaning it is removed for the most part, but with the exception of moves like Lili's df+3 which were designed with bound in mind from the beginning. This is all according to the guys at Avoiding the puddle.

    If they are right and this continues, it will mean some characters keep one or two bound moves while other characters lose it completely.
    It's nice to meet you, too.
  • Da StunnaDa Stunna A True Paradox Joined: Posts: 973
    I am wondering if auto-bound moves are still in? Guy using Bryan in that video never went for f+4,1.

    I have no problems if they were completely removed, though. It's just that there were WAAAAAAY too many people crying over it's inclusion in T6/TTT2 when it wasn't even an issue.
    It'll be interesting seeing how some characters that were so dependent on wall carry through bound and tag crash survive.

    And characters like Christie who Namco secretly loathe will flourish with their combo ability without bound mechanic.
    Capo wall carry is no where near as good as Steve, Bruce, Lee, or Nina. Now that I think about it, Capos lose their good okizeme prowess without a bound mechanic.
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  • Conrad09Conrad09 Joined: Posts: 37
    edited October 2014
    Boundless combos make a couple things come to mind:
    -Combo creativity is gone as there will be definitive max damage combos/staples and oki setups (this can be seen as a good thing because it requires less memorization of oki situations).
    -Damage will probably scale with combo difficulty again (good thing for me)
    -People will have to commit to max damage, oki, or wall carry when getting a launch.
    -Wall combos getting nerfed (good thing)

    I personally really liked Bound and thought it got A LOT of undeserved hate, but we'll see how everything plays out. It sucks that Zafina, Ganryu, or any of the Ogres wheren't in the location test roster (they could possibly be added later, but I'm not holding my breath), so I really have nothing to look for outside of changes for other characters.

    Even though the graphics are only at 50% or whatever I think it looks really good.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,064 mod
    Ogre's probably not in it anyway since aside from 3, he only comes back for the Tag games (and the weird mini/side games like the Devil Within).
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    If there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.
    -PersiaXO
  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,066
    Capo was never about wall carry, Tekken 5 showed how powerful low/mid mixup okizeme in the corner was, and tekken 6 made poor decisisions against the wall reset combos.

    I still dont like the idea of bound but we will see how this plays out.

    Also the footage so far is shitty, Its looking like Tekken Revolution 2.0 and not Tekken 7, theres no new car smell right now.
  • Conrad09Conrad09 Joined: Posts: 37
    d3v wrote: »
    Ogre's probably not in it anyway since aside from 3, he only comes back for the Tag games (and the weird mini/side games like the Devil Within).
    True, but a man can hope.

    Also check this shit out (watch from 1:35 onward):

    https://www.facebook.com/video.php?...e=2&theater

    Lars did his rage art in the middle of Lili's df3+4, 3+4. That was too sick.
  • Conrad09Conrad09 Joined: Posts: 37
    Double post, but while it seems like Bound animation has been removed for combos it seems like a different stun (think of Lars' CH ff1+2 animation) has replaced it.

    I've seen a couple videos where stuff like Leo's ff3,4, KNK 2, some Lili string, and one of Lars' new strings causes that stun in combos that allows them to continue it.
  • Lord_RaptorLord_Raptor Joined: Posts: 8,809
    Seems like bounds are still in but limited to moves that would have bounded if they were standing IE things like Bryan F+4.1. So bounds on whiff punishment but not in combos which is pretty smart.
    Are you right? Are you READY!?
  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,940
    edited October 2014
    Here.
    Apparently, the game play footage got out DURING one of the ATP Pod Casts.


    Here is one of the new characters:
    By-woNZCEAAEwWK.jpg
    Claudio himself looks like a interesting character to play... As if to say, he has some Lars/Lee-like quality. Stylish in a way.

    EDIT:
    Again, check out the new mechanics:
    http://jcphotog.wordpress.com/2014/10/03/tekken-7-rage-crush-and-claudio/

    EDIT 2:
    Asuka vs Paul Footage
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  • BallTapperBallTapper Swag in their face Joined: Posts: 526
    bounds are kind of in? 1:50

    TTT2: Dragunov/Bryan, Steve/Character, Jinpachi/King
    3SOE: Necro, Urien, Hugo
    HDR: O.Sagat, Balrog,
    KOF2002UM: Vanessa, Jhun, Iori, Clark, Hinako, Chang, Orochi Yashiro, EX Takuma
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    Super Setup Fighter IV: Hugo, Yun Sim
    SFxT: Nina/Steve, Sagat/Law
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  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,940
    The looks like the same launch state produced in the same manner as getting hit by... Jin Kazama's CH EWHF.
    The opponent reels and falls on the ground in a way where they are still vulnerable to juggle. It looks like the implemented this into actual combos though, rather than the state being produced from the initial launch...
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    SFV : ??????????????????
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  • CaliburCalibur Paying off debts one scrub at a time. Joined: Posts: 583
    So I went to a LOC test in Tokyo and played about 3 matches. I used Katarina. To me she plays like Baek.

    Tekken 2 Baek. :(

    Had no idea she is Savate. Makes sense. It sounded like she was speaking Portuguese not Spanish.

    Something about this game just felt....unpolished. It's still tekken but without the bound system the animation looks awkward and less fluid. I hated bound in Tekken 6 but I feel meh about its removal. Everyone has ULTRAs now. Not sure what Tekken will actually call them.

    My overall opinion is besides the minimal graphics upgrade and the stylized KO screens, this game isn't special. I'm prolly gonna just stick to TTT2
    "People don't recognize true greatness until some higher authority confirms it."

    Calvin and Hobbes.

    "Everyone has a plan until they get hit in the mouth" :blue:

    As long as there is a system of competition that exists, there will always be a large group of people devoted to breaking it.
  • Bomberman3000Bomberman3000 The Headshaker Joined: Posts: 2,131
    So...

    Game looks to move the same.

    Bounds have been nerfed.

    Rage now gives a super.

    Invincible moves from Revolution have morphed in a strange way.

    The ULTRA slo-mo on KO looks funny.

    Claudio is Miguel's FABULOUS cousin.

    Still needs Jack-7.
    "What Strength!!
    But Don't forget,
    There are many guys like you, all over the world!!!"

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  • p.m novaroad pilotp.m novaroad pilot Joined: Posts: 2,555
    edited October 2014
    they still got a move to knock down opponents and continue combos
    dont like the supers you couldve kept bound in and removed that bullshit
    wheres mah nina and what the fuck with backroll
    wheres the refloat if they make bad decisions what the fuck happened to my oki

    and now you can roll back from low kicks from wake up which would be cool if they whiffed and you could refloat the back roll
    OH WAIT

    oki is braindead now thats a huge part of tekken
  • Da StunnaDa Stunna A True Paradox Joined: Posts: 973
    Calibur wrote: »
    Something about this game just felt....unpolished.
    Not trying to be THAT guy...but it's a location test.
    It's still tekken but without the bound system the animation looks awkward and less fluid.
    This is exactly what people said when bound was implemented.



    T7FR - Eddy, Bob, Dragonuv, Hwoarang, M.Raven
    I2 - Atrocitus
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    KOF14 - King/Yuri/Leona
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  • Will_DieselWill_Diesel Noble Savage of the inner city's darkest quarters. Joined: Posts: 1,184
    If this game still has unblockables that take off massive damage, what the point of super moves?

    Not a complaint because I obviously haven't seen enough gameplay to make a call but this could end up being Tekken 4 all over again.

    @Calibur it feels unpolished outside of it being an early build?
    Liberalism is a mental disease.
  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,940
    Katarina footage:


    Notes:

    - When a character falls through the ground, they will not enter a bound state like they would in T6/TTT2. What actually happens is that the opponent literally bounces up high enough for the aggressor to continue the combo and dish out some more damage.

    - Look towards 0:20 in the video. Pay attention to Kazuya. I think Kazuya is using what is called the "Power Crush Move" mechanic to defeat Katarina even if she tries to "poke" her way out.

    - Within the video, look at Kazuya's df12. At 0:59 Kazuya's df12 does not bound. It causes a hard knockdown on mid air opponents. It seems like the bounds are a bit more situation-based.

    - Katarina is supposed to be relatively easy to utilize and it shows to a degree, despite the short amount time within the video. Around 0:30 Katarina uses a string that... probably has very little start up (assuming the notation is 333... because Katarina was supposed to have a lot of strings that only require "1 button inputs" that which can also help the player while conducting a juggle combo).
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  • AngerusAngerus To headbutt or not to headbutt? Joined: Posts: 829
    That rage art 'super' attack can't be used as a yolo clutch reversal since it isn't even invincible or so it seems, also it freezes the screen so the opponent can punish this for sure.
    With that said, I welcome this addition, I do wonder if you can use it in combos, though.
  • AsteriskBlueAsteriskBlue Joined: Posts: 759
    It's more like ultra's really. There have been some that have hyper armor so far.
    It's nice to meet you, too.
  • CaliburCalibur Paying off debts one scrub at a time. Joined: Posts: 583
    Da Stunna wrote: »
    Calibur wrote: »
    Something about this game just felt....unpolished.
    Not trying to be THAT guy...but it's a location test.
    It's still tekken but without the bound system the animation looks awkward and less fluid.
    This is exactly what people said when bound was implemented.

    I wouldn't have brought up the "unpolishness" if I thought it was something I thought that would change in the final product. I expect better looking backgrounds more character and new damage scaling in the finished product. THAT'S IT.

    I don't remember people saying bound making the animation weird. In fact I remember people saying it made the game look tight. The bound system just pissed a lot of people off, myself included.

    I think a part of it is people were playing Tekken 7 like they played TTT2 T6 and that made the combos look clunky. When they adapt it might look better.

    I ask you people.....sell me on this game. Why should I play this as opposed to TTT2 which I still enjoy the hell out of?
    "People don't recognize true greatness until some higher authority confirms it."

    Calvin and Hobbes.

    "Everyone has a plan until they get hit in the mouth" :blue:

    As long as there is a system of competition that exists, there will always be a large group of people devoted to breaking it.
  • ArtVandelayArtVandelay Architect Joined: Posts: 5,345
    Because it's new and nobody will play TTT2 anymore when this is out and you know I'm right.
    CFN: NaughtySenpai
  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,940
    Get a load of this:
    (Shout outs to Project Bokuho)!
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    DOA5LR: Mai [Nyotengu, Kasumi]
    Tekken 7: Heihachi [Xiaoyu, M. Raven, Eliza, Jin, Lars]
    BBCF: Hakumen[Azaerl, Nine, Izayoi]
    SFV : ??????????????????
    Come to dreamcancel.com for KOFXIV FAQS, wiki-updates, and mini-guides!

  • p.m novaroad pilotp.m novaroad pilot Joined: Posts: 2,555
    Like i dont even mind the new combo system still has some variation with the long CH splat move my problem is the oki
    you cut down the combos then diminish the importance of getting up the right way it just makes it seem really bare bones
    like i was thinking about the creative followups you could do after some combos/KD
    instead you limit creativity and assist bad decision making hopefully they fix that
  • RazerwyreRazerwyre Joined: Posts: 36
    edited October 2014
    Some early footage (cell phone quality)...

    Link to game system related subjects:
    http://loc.tekken-net.jp/images/common/waza.pdf

    Did they take out bound?
    d3v wrote: »
    I'm liking the lack of bound.

    I wouldn't make the leap to say there is no bound at all.

    From what I have seen so far, it seems to be a modified version of the Tekken Revolution system.

    That is, some moves provide a false bound status (basically a launcher) for follow up damage, but there is no bound after a launcher.

    Catalina's name is actually Katarina now, or something of the sort. Translation issues.

    Rumors are that AK, Anna and Miguel might be out. Claudio has Miguel's/Anna's moves. King has a few of AK's moves.

    All in all though, it seems pretty exciting. Especially with the addition of Rage and Power Crush moves that are similar to Supers and Focus Attacks from Street Fighter.

    I can't wait to see more.





  • Da StunnaDa Stunna A True Paradox Joined: Posts: 973

    Calibur wrote: »
    Da Stunna wrote: »
    Calibur wrote: »
    Something about this game just felt....unpolished.
    Not trying to be THAT guy...but it's a location test.
    It's still tekken but without the bound system the animation looks awkward and less fluid.
    This is exactly what people said when bound was implemented.

    I wouldn't have brought up the "unpolishness" if I thought it was something I thought that would change in the final product. I expect better looking backgrounds more character and new damage scaling in the finished product. THAT'S IT.

    I don't remember people saying bound making the animation weird. In fact I remember people saying it made the game look tight. The bound system just pissed a lot of people off, myself included.

    I think a part of it is people were playing Tekken 7 like they played TTT2 T6 and that made the combos look clunky. When they adapt it might look better.

    I ask you people.....sell me on this game. Why should I play this as opposed to TTT2 which I still enjoy the hell out of?
    You can never be certain on what changes, though. All I'm going say on that end.

    The animation for bounds may not look as weird because it was introduced so long ago, but a lot of people did moan and complain about its aesthetics. Low parry into bound STILL looks awkward after all these years to me.

    And nobody is really forcing you to play T7 if you don't want to. It's just that with this series in particular, people tend to move on to whichever the newest installment is out. It would be nice if T5DR would get some love again. It was the last really good fundamental Tekken before all the stupid shit came knocking at the door.

    T7 seems to be trying to refresh the series whilst adding in new things to keep people from calling it recycled. But of course you can't please everyone all of the time. If the general consensus is that it sucks, then you can always fall back on TTT2 which seems varied enough from whatever we're getting 1-2 years from now.
    T7FR - Eddy, Bob, Dragonuv, Hwoarang, M.Raven
    I2 - Atrocitus
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  • RoGE9RoGE9 Joined: Posts: 1,694
    If the removal of a lot of bound moves reduces the overall length of most combos then I'm all for it. I'd like the game to play like Tekken 5 DR with a few new well thought out game mechanics to keep things interesting.
  • crucadescrucades Its a Kinda Bullshit Joined: Posts: 11,196

    Btw. Tekken Revolution sucked too. I hope Tekken 7 is not like that.

    You gotta be shitting me with this, Tekrev was Tag2 without the bullshit bound and obviously no tag, it was and still is awesome... after you grind enough for your characters ofcourse.
    "I was fighting from the day I was born!"

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  • yah yaahh b*tch!yah yaahh b*tch! thats my b*tch Joined: Posts: 6,066
    "Its just a location test"

    And its still not looking fantastic. This is nothing like the T4 T5 and T6 location tests.
  • BallTapperBallTapper Swag in their face Joined: Posts: 526
    im glad to see KBD is still in the game
    TTT2: Dragunov/Bryan, Steve/Character, Jinpachi/King
    3SOE: Necro, Urien, Hugo
    HDR: O.Sagat, Balrog,
    KOF2002UM: Vanessa, Jhun, Iori, Clark, Hinako, Chang, Orochi Yashiro, EX Takuma
    KOF13: Ralf/Takuma/Hwa
    KOF14: I dont understand this game
    Injustass 2: Swampass, Spookybird
    Ultimate Disney vs Capcom 3: Morridoom, Spiderman/Thor/Ironman, Ironfist/Arthur/Spencer
    Super Setup Fighter IV: Hugo, Yun Sim
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  • blufangblufang Devour! Joined: Posts: 4,487
    Happy to see Lili there, I played her with Ogre (who I guess won't appear...always been my favorite Tekken character) in SFxT.




  • CaliburCalibur Paying off debts one scrub at a time. Joined: Posts: 583
    null

    My point is I just don't see anything new. No tags, no bound, fewer characters and minimal graphic improvement. I don't see this as revitalization at all. I don't blame them. They tried revitalization with Tekken 4 and that was a beautiful disaster.

    They went from TTT1 arcade to T4 where they cut the roster in half. It didn't matter because they brought in 3 revolutionary new characters: a boxer who couldn't kick, a grappler with a special tackle system and Jin. T4 was a huge graphics upgrade and they added sloped stages, walls, roofs (remember those?) and objects. It could have been a good game but it was so broken some people wanted to play but just didn't. Remember the tekken tag tourney scene continued long after T4 did.

    Anyway, I digress. TTT to T4 felt like a huge leap as far as innovation went. TTT2 to T7 not so much.

    BTW, yeah bound does look ugly off the parry but remember that was an animation mod they added later because they didn't want people to parry and go into a bound combo. They forced that aesthetic in out of desperation which is why it looks awkward.
    "People don't recognize true greatness until some higher authority confirms it."

    Calvin and Hobbes.

    "Everyone has a plan until they get hit in the mouth" :blue:

    As long as there is a system of competition that exists, there will always be a large group of people devoted to breaking it.
  • BallTapperBallTapper Swag in their face Joined: Posts: 526
    another instance of this strange bound system
    TTT2: Dragunov/Bryan, Steve/Character, Jinpachi/King
    3SOE: Necro, Urien, Hugo
    HDR: O.Sagat, Balrog,
    KOF2002UM: Vanessa, Jhun, Iori, Clark, Hinako, Chang, Orochi Yashiro, EX Takuma
    KOF13: Ralf/Takuma/Hwa
    KOF14: I dont understand this game
    Injustass 2: Swampass, Spookybird
    Ultimate Disney vs Capcom 3: Morridoom, Spiderman/Thor/Ironman, Ironfist/Arthur/Spencer
    Super Setup Fighter IV: Hugo, Yun Sim
    SFxT: Nina/Steve, Sagat/Law
    MKX: Cyrax, A-List Johnny
  • S00perCamS00perCam Cold as ice Joined: Posts: 2,397
    I will call the new bound AIA
    Ass In Air

    It looks like some moves ground splat you not necessarily bound you
    Just because your buff, don't play tuff Cause I'll reverse the earth and turn your flesh back to dust
  • CaliburCalibur Paying off debts one scrub at a time. Joined: Posts: 583
    Cool. I like the possibilities of that. Grounds your opponent for a follow up but not a massive juggle.
    "People don't recognize true greatness until some higher authority confirms it."

    Calvin and Hobbes.

    "Everyone has a plan until they get hit in the mouth" :blue:

    As long as there is a system of competition that exists, there will always be a large group of people devoted to breaking it.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,064 mod
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    If there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.
    -PersiaXO
  • MikeBreezy92MikeBreezy92 Too Good Joined: Posts: 348
    T7 is TR pretty much...

    Tekken 7 is looking ALOT more solid than TTT2.

    Power Crushes and Rage Arts seem to be like opposite counter parts.

    Power Crushes to reset or continue your pressure at the cost of life. Particularly useful in the Rage situation when you're winning and have life to spare and your opponent is in rage. Susceptible to lows and I've heard throws as well so its not a complete pressure killer either.

    Rage Arts as a clutch(and very hard to clutch might I add) comeback mechanic. Its slow as hell for some characters. You get rage at a very low amount of health in T7 and even then its pretty much useless to go for it if you're on chip status. To get the best use out of it, you'd have to be right at the point where rage starts. Raw Rage Arts need to do 50% raw because its so hard to land them raw. They're probably more useful in a combo. Giving it Armor instead of Invincibility was a smart move on Namco's part.

    The game is looking solid and honestly I'd play Lok test version as is.
    "JUST WHO THE HELL DO YOU THINK I AM!"-Kamina
  • ArtVandelayArtVandelay Architect Joined: Posts: 5,345
    edited October 2014
    I kinda see no difference in terms of graphics to TTT2 and Tekken Revolution.
    I thought this was next generation shit that's supposed to take your breath away with its astonishing graphics.

    So far I'm not impressed at with what I see.
    CFN: NaughtySenpai
  • Lord_RaptorLord_Raptor Joined: Posts: 8,809
    T7 is TR pretty much...

    Tekken 7 is looking ALOT more solid than TTT2.

    Power Crushes and Rage Arts seem to be like opposite counter parts.

    Power Crushes to reset or continue your pressure at the cost of life. Particularly useful in the Rage situation when you're winning and have life to spare and your opponent is in rage. Susceptible to lows and I've heard throws as well so its not a complete pressure killer either.

    Rage Arts as a clutch(and very hard to clutch might I add) comeback mechanic. Its slow as hell for some characters. You get rage at a very low amount of health in T7 and even then its pretty much useless to go for it if you're on chip status. To get the best use out of it, you'd have to be right at the point where rage starts. Raw Rage Arts need to do 50% raw because its so hard to land them raw. They're probably more useful in a combo. Giving it Armor instead of Invincibility was a smart move on Namco's part.

    The game is looking solid and honestly I'd play Lok test version as is.
    Also supers & armor lose to lows free & with how armor works if you were to get into rage at the most ammount of life then do a super to catch something if it does damage that would kill it would so moves like Bryan F,F+2 would be very good for finishing people off. Also it seems Rage adds no damage to attacks but just gives you super & a few other moves as we've seen with Kazuya being able to shift into Devil.
    Are you right? Are you READY!?
  • RoGE9RoGE9 Joined: Posts: 1,694
    Or like DOA5's power blow moves. Speaking of Doa5u, I hope Tekken 7 has a similar free to play model as that game did.
  • Lord_RaptorLord_Raptor Joined: Posts: 8,809
    Reposting my stuff from TYM

    Okay low down time
    Rage does not activate till the last 10% of health & GIVES NO DAMAGE BOOST OR A VERY MINISCULE ONE! What you get from rage is access to your Rage Art which does 50% raw but scales harshly in combos, is armored, but like all armored moves loses to lows & if a move would KO you it still does so things like Mach breaker that do about 10% are gonna be good for putting people away. Rage also seems to give access to moves also, Kazuya can switch to Devil form which ends his rage. Not sure what this gives him other than his old Twin Pistons.

    The oki game is going to be very different. It's very clear now when you're getting up in ways that can be punished & the punishment is less severe, you pretty much only get a strings worth of damage off of a oki hit now. The wakeup crosschop is very fast now, you can roll after a Toe kick which may be to strong of an option right now but we gotta wait & see. What this does is make getting up still not in your favor but reduce the chance of two touches & your dead, ground throws though are gonna be stronger than normal oki due to this, so if Marduk is gonna be in his oki is gonna be real strong.

    Need to find a better explanation of the new bound, it's pretty weird to say the least. Moves that bound on ground hit still bound but most moves that bounded ariel opponents no longer bound.
    Are you right? Are you READY!?
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,064 mod
    RoGE9 wrote: »
    Or like DOA5's power blow moves. Speaking of Doa5u, I hope Tekken 7 has a similar free to play model as that game did.
    The main difference between those two seems to be the amount of life. Power Blows in DOA5 required 50% life and acted more as a way to smash your opponent into the environment then actual super moves.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    If there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.
    -PersiaXO
  • Great_Dark_HeroGreat_Dark_Hero "Just making functions give in to unwanted pleasure..." Joined: Posts: 2,940
    Steam ID: http://steamcommunity.com/id/GDHTP | Twitch Channel: great_dark_hero
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    Come to dreamcancel.com for KOFXIV FAQS, wiki-updates, and mini-guides!

  • Silly GooseSilly Goose Joined: Posts: 364
    Calibur wrote: »
    I ask you people.....sell me on this game. Why should I play this as opposed to TTT2 which I still enjoy the hell out of?

    I'm sold on better customization options coming back & the game being balanced around 1v1. I never realized how important playing dress up was to me until TTT2 made everything so generic.

    On the other hand I agree with your later post. I was hoping they would take bigger risk like they did with T4. Half the roster & the move list because let's be honest. Ain't nobody got time to learn how to 40+ match-ups with their 50+ strings. Not to mention the good players only use 10% of a character's moves outside of combos anyway.
  • tatakitataki misplaced Joined: Posts: 7,692
    Fighting game tutorials, matches, and funny stuff:
    http://www.youtube.com/user/novriltataki
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