Me and Hardcore recently discovered that Tekken 7 has 1 fake 100% artificial frame of Input Delay offline active at all times. This is what the ping bars mean in Practice Mode, translated to frames:
5 bars is the default. Such delay can be forcefully reduced on PC (or increased lol) with a little mod/trainer/program/tool I’ve put together. It’s as simple as setting a number from 1 to 0. In theory it should work on any Tekken version after loading a match once, but only 1.06 1.10 1.11 were tested. Works in Arcade, Treasure, VS and Practice. It functions by writing stuff to your game’s RAM and its effect only lasts until you close the game.
Hardcore is working on a better version of the tool which will show frame delay AND REAL-TIME PING IN GLORIOUS MILLISECONDS during online matches + offline, so keep an eye on him.
HOW TO USE:
Just run the T7InputDelay.exe, tick the checkbox and enter any input delay you want during a match.
For the paranoid: the tool is open source, and actually you don’t even need to launch any executable as I have included the Cheat Table (.CT) and the AutoHotkey source code (.AHK) used for it.
This neat little GIF right here shows how the game reacts to player inputs with the default delay (1) compared to a modified delay (0). No need to use expensive 400 FPS cameras or convoluted hardware setups to prove it, running the game in slow motion using the Cheat Engine speedhack was more than enough.
(just for science, padlight was used for the real-time inputs displayer, and OBS Studio to record and overlay that + the text)
Text version of the default behaviour:
Frame 1 - nothing Frame 2 - human input Frame 3 - nothing Frame 4 - nothing Frame 5 - attack
The GIF shows how the game lags by 2 frames, but the tool only gets rid of 1 lag frame, the 2nd lag frame must be caused by something else.
Is it possible to achieve 0 frames of input lag with the “slow motion method” in different games? Yes. Just to name two, in Skullgirls and Fantasy Strike (SG supports in-game slow motion; FS has frame advancing + slow motion + save states) when you do a human input on Frame 1, the attack happens immediately at Frame 2. Here’s a list with more tests I did a while ago: Built in input lag?
I guess this is what Katsuhiro Harada meant with “tailor the game even more to absorb lag” and “design the entire fighting game with the notion that it will eventually be played online”: artificially increasing the input latency offline.
So it was intentional after all, but not all hope is lost. Recently, update 1.10 was aimed at partially reducing the input delay, which shows that the developers do care about the issue. One more frame could be very easily removed as proven by this thread, go tell Bandai Namco, maybe they’ll listen and backpedal on that particular “feature”.
T7 has 1 frame of fake lag, you can disable it with PC hacks, email Harada to remove it completely