Tekken 7 Discussion


that happens when you are out of touch with your actual real active playerbase and look just at numbers.
he might be right that percentage wise the majority of people who bought a game doesnt finish a tutorial mode.
but the same applies to being a active member of the online community and playing online in ranked, jet he for
sure wouldnt think about scratching that from the game.

the story mode itself didnt worked out as any kind of tutorial for the game…so when that was the intention with it they failed in that regard.
they have “trials” implemented in the trainingsmove/movelist, same would have been possible for the basics like sidestepping, movement, wakeup options, walljump ect with little to no work.

at the end of the day they even created tutorials for some of the basic stuff…on the official website with text and videos but no mention of it ingame.
so why did they created them outside of the game when “no one uses them”…even just a hotlink to theire website or a mentioning of it would
have helped newcomers a bit.

:ps the echo fox raign got broken.


that’s insane…wow.


Qudans. God damn.

What’s your actual gameplan with him? Because honestly, I feel the way he’s best played in T7 is to make his opponent whiff something and blow them up for that, and not much else. =/


yeah. that is greatness by jdcr.


I’ve checked the CPU, GPU and fans(also fan of PSU) with Speedfan and HWMonitor, i get no BSOD or flickering on the monitor, it just shuts down without any announcement. It isn’t overheating of the aforementioned components atleast as far as i could tell so i’m guessing it’s something with the PSU…or another component on the motherboard? I’m not too well versed in these type of things though.


**JDCR" was already engraved on the trophy


Now that’s some funny shit. I thought Aris was only joking about that.


Knee(Bryan) vs JDCR



SEA Major was my favorite event to watch.

It’s so good to see a Devil Jin win.

Qudans was the third generation Jin god of Korean Tekken imo.

You had Jang Ik Su in Tekken Tag 1 (Jin/Kaz, Jin/Hei)
Maddogjin (Jin in T4-Regular Jin)
Qudans (T5 5.0 or DR)

Then they nerfed mishimas in T6 and took away the knockdown one hit hellsweep

Jin is basically the Ryu of Tekken and Qudans is like Daigo to me so that was awesome to watch.



The ending of this set tho


dem nina players are pressing more buttons all the time non stop online than hwaorang players do
it’s like they are feelin they are in plus frame all the time
crazy stuff lol


It was good to see Qudans win
a very methodical, precise, devil jin
hes my favorite to watch because you can tell he is very patient and observant of the neutral and breaking his opponent down and when he needs to explode on offence or make a very precise, fast movement or read he can.
he knows jdcr better then alot of people and he used to beat him in tekken 5 pretty handly
checks him pretty good with normals and has excellent movement to match his. He made great adjustments to norma as well


To be fair, JDCR is only casual and young back then. Qudan is good at using pokes. He is good at utilizing other moves by DVJ. Other DVJ players focuses only on wavedashing, cd cancels and ewgf. I can’t wait to see him against JDCR or Saint at the finals of TWT at November 12. At Tokyo TWT, Saint 3-0 Qudan. At Taiwan, JDCR 6-1 Qudan at the grand finals. Qudans’ win against Noroma is impressive. Noroma is also at the finals.


I love how people in SF insist on shit like overheads being reactable when they got a 20 frame startup and shit like dragon’s tail in Tekken at 22 frames is hella hard to react to and Tekken people usually agree that moves at and below 22 frames startup are not reactable.


I think moves are easier to react to in 2D fighters because of fixed perspective while on a 3D plane the perspective can change.
Not only that but in 2D fighters moves are more animated in a way their silhouettes are read more easily, focusing on keyframes instead of full smooth animations.
This generation also has a problem with higher input delay on a bunch of fighters.

Anyway i personally can’t react to 20f overheads on PC in USFIV(Yun, Juri) but i can if they are around 22-23.

Another thing to keep in mind is twitch reaction and a reaction that’s based upon visually confirming the move. If i know an overhead is coming and i see the startup of a move, any move i’ll stand regardless and i would block the overhead. But i would get clipped by a low. Twitch reaction is MUCH faster.

I find a lot of moves in tekken are difficult to differentiate from other moves during the early frames so reacting to “reactable” lows is already much more difficult for me than an overhead in 2D fighters(familiarity also plays a part ofcourse)

What i’m trying to say is that you can’t really compare it by the numbers solely.


Taking input delay into account also, it’s a bit bigger in T7. I found blocking hard-to reacts in T7 a real problem because of the delayed inputs, especially parrying them.


Smaller movesets also make reacting easier since you have fewer options you need to look out for. Plus, the vast majority of SF-players telegraph their overheads, making them easier to react to since you’re already expecting them.

It’s a lot easier to block stuff like dragon tail once I’ve seen my opponent resort to the option once or twice before, compared to blocking it if it’s the first time it’s being pulled out in the set.

Input lag also matters. I find it a lot harder to block hard-to-see lows without having to resort to guessing on PS4 than on PC.


I always felt it’s somewhat harder in Tekken due to how fluid the animations are per move in approaching realism (no sudden quick movement in most cases) and can account for similar looking body positions.

In 2D games, or ones with your standard creative animation, the cutoff into a move that looks to be an overhead in terms of visual aid is quicker. Ibuki overhead for example? Leaves the ground in nearly the 2nd frame or so (visually assuming). Ryu doing overhead? His hand quickly shifts to his shoulder instantly. Keep in mind, most overheads in 2D fighters doesn’t usually have a crouch-shifting position.

In 3D fighters, some characters like even Claudio has a low that’s hard to assume that it is a low from the get go, where the first couple of frames matches his b1 (or maybe b2 as well) but then gets to the point where it’s spottable after some time passes by. Josie’s f,d,df3 (FCDF3) looks awfully similar AND plays the same audio cue for her f,f3 so you kinda have to rely on fuzzy guard (mid early, low late actually it’s low early, mid late when looking at the frame data. Even I have trouble with this, but SS can help alternatively) or identify the low midway through the animation.

Would like to see universal/general procedure in fuzzy guarding through the cast and the philosophy of approaching it in a match. There is a Paul video for it, but idk about the use in general (since having a good understanding of it should avoid even universal high strings such as Josie’s 1-2-4 shenanigans in most cases).


deff a matchup i have to look into to get a feeling how to handle her but barely anyone plays her so she is on the far end of my learning mu list.
so much to learn in the game but i take a break from that for now and try to have just some fun before i get deeper into it.
still have not finished the paul/josie list which i wanted to do for feng…



Katsuhiro Harada explains why Anna, Lei, and other legacy characters are not in Tekken 7.