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Tekken 7 - Offscreen videos

There are instant auto combo 50% damage invincible hopkicks here?

I don't think the new ultras are instant or invincible, many videos have the opponent blocking in time to not get hit by it. I do wonder how it would scale though if someone properly lands it in a combo or off a wall splat.
 
I wouldn't consider Supers or Ultras Noob Tubes....

No skill, instant activation, attack breaking, free 50% damage move that punishes winning player even if he tries to jab opponent. It's not a super that you build up, it's a near death blatant comeback mechanic for noobs.

And right now it's hilarious how on reaction you can fire it up. They need to either scrap it on nerf it severely.
 
Not instant?

Pixels of damage received.

I doubt that's instant, because there are many videos where people blocked. Instant means 0 frame, like getting grabbed by Zangief's spd in Street Fighter, since even if you see his Ultra flash, it's too late to jump it. It seems to work like super armor moves in other games, if you super armor through an opponent's move you are going to catch them on their recovery easily, you can see this work in many games, sort of like how Hugo does it in Street Fighter. The real question though is if there are any armor break moves in the game, this could change how to close out rounds, because usually in Tekken you see a lot of lows and baits to get that last piece of damage. Now maybe they have to bait around the Ultra or if they implement it, an armor break.

And the little damage done just seem to be from a standing 4, I wonder how much damage would be done if Asuka did something else, like maybe f 1+2 (The elbow) or something else to hit harder.
 
]No skill, instant activation, attack breaking, free 50% damage move that punishes winning player even if he tries to jab opponent.[/B] It's not a super that you build up, it's a near death blatant comeback mechanic for noobs.

And right now it's hilarious how on reaction you can fire it up. They need to either scrap it on nerf it severely.

Just like Supers in SCV but they were fine. Not really seeing the problem here. Except Instead of it being instant it has armor. So you'd have to have enough life to take the damage to do the Super.
 
Just like Supers in SCV but they were fine. Not really seeing the problem here. Except Instead of it being instant it has armor. So you'd have to have enough life to take the damage to do the Super.

No not like Supers in SCV. You don't build them, you don't store them. You are about to die, opponent tries to finish you off, you fire it up, you win. It's an empty, embarrassing victory. This is not street fighter with 3 frame jabs. Fastest are 10 and usually between 14 and 22 so you can see it coming.
 
Just like Supers in SCV but they were fine. Not really seeing the problem here. Except Instead of it being instant it has armor. So you'd have to have enough life to take the damage to do the Super.
You wont be building enough super meter in SC to be able to use Supers every single turn, unlike rage.
 
I'm not talking about HOW you get the Supers in Tekken, I'm talking about the application. Given the armor, they don't look instant at all. SCV's Supers for the most part were instant.
 
Looking at some of the customization items pictures here, some models are straight out of TTT2. They seem to be using a lot of place holders for now.

Or just reusing some of the customizations from past games. It would be a waste to leave them out, like TTT2 did with a lot of Tekken 6 outfits. Fortunately, 7 seems to be taking customizations from both, and hopefully adding it's own new customizations on top of that.
 
I'm not talking about HOW you get the Supers in Tekken, I'm talking about the application. Given the armor, they don't look instant at all. SCV's Supers for the most part were instant.

Your sure? I've been hit after the white flash initiates on my character once I did the super input so many times.
 
Your sure? I've been hit after the white flash initiates on my character once I did the super input so many times.

I said for the most part. Alpha Pat's Super was instant for example. Better examples from 2D games would include The Zangief example.

Now that I think about it.....you could hit people before the flash in any situation but once that cinematic runs its instant.
 
Or just reusing some of the customizations from past games. It would be a waste to leave them out, like TTT2 did with a lot of Tekken 6 outfits. Fortunately, 7 seems to be taking customizations from both, and hopefully adding it's own new customizations on top of that.
I rather not see any ugly old customization, specially if there is still no option to turn them off.
 
This doesn't stop being nonsense no matter how many times people say it.

Honestly I didn't know it's a recurrent topic. Guys I will take your word for the animation having been updated, yet being consistent with a certain artistic vision. They look primitive to my eye though, at the time of Tekken 1 I would think these animations were the result of a technical limitation, but it seems they achieved their artistic vision very early, fair enough.
 
I'm not talking about HOW you get the Supers in Tekken, I'm talking about the application. Given the armor, they don't look instant at all. SCV's Supers for the most part were instant.

Don't look instant to you?

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Not fast enough for you right?

ImprobableLoneGoitered.gif
 
I rather not see any ugly old customization, specially if there is still no option to turn them off.

Well they've been graphically updated in some capacity. I liked a lot of the customizations in Tekken 6, and I was sad to see many of them get left out for Tag Tournament 2. If they have new stuff on top of the old, then I don't see the issue.
 
I'm not talking about HOW you get the Supers in Tekken, I'm talking about the application. Given the armor, they don't look instant at all. SCV's Supers for the most part were instant.

No they weren't. they had startup and different invincibility properties. aPat's Super had an 8 frame startup. Not instant, but enough to punish almost everything. It was also tied to a meter, though. There was no super as "Instant" as that.

Edit: Wow, that looks super broken, lol. It looks more like an alpha counter there. Like he canceled his block stun.
 
That's akin to someone getting whiff punished. Oh someone just defending/guarding. Not necessarily instant.

Here Ultras, or rage something whatever work like full reversal stance that also actively annihilates opponent's attack, you see any move coming out you fire it up, if opponent connects it freezes him.

How is it like just defending if you fire it up and it has tones of active frames? It's not a risky just frame taping of opponent's every move that does no damage by itself, Jesus Christ.

What a total waste of time. You'll be trolling every damn thing just to put your foot down.
 
Here Ultras, or rage something whatever work like full reversal stance that also actively annihilates opponent's attack, you see any move coming out you fire it up, if opponent connects it freezes him.

It doesn't freeze them, the move hit during Asuka's df4's active frames. If the move was stronger Paul would be dead.
 
Don't look instant to you?

I think you are misunderstanding what instant means in context. If the Ultra/Super was instant, it would block punish basically anything that isn't positive or 0 frame disadvantage on block if it's within range. I doubt Harada would implement 0 frame supers in this game. You probably have seen SF4 matches where a grappler grabs right through a bad blockstring, except in this case it's a attack with range, so it would be utterly INSANE for whiff punishing. And plus as you know the frames in Tekken aren't as fast as a 2d fighter when it comes to their frame data, the attacks that are really positive on block aren't as fast like 3 frame jabs, compared to someone like Yun who can ex lunge punch and act before you do so he can followup with a block string. There are positive on block moves in Tekken, but it's not like a 2d fighter where you see block strings that go for a while and are tight enough you can't reversal out of. Heck, do you remember pre-patch Julia's super in SFXT? That was 2 frame startup, and I block and whiff punished almost everything since it was so good, if it was instant, no one would dare to even press a button within footsie range. In a 3d game like Tekken, the only thing you could do if this thing was actually instant is just press 1, since that usually isn't negative on block with low startup I believe but if you were say Devil Jin and you press 1,1 you would be at -1 and something like an instant super would get you.

Those gifs you posted are the super armor eating through the attack, the super armor starts from the beginning, but the actually hit looks like it hits some frames later because Asuka is in the motion of putting her foot back. It's like how you see people use Hugo's EX lariat to go through a poke, it has super armor starting from the beginning to close to the end.
 
Those gifs you posted are the super armor eating through the attack, the super armor starts from the beginning, but the actually hit looks like it hits some frames later because Asuka is in the motion of putting her foot back. It's like how you see people use Hugo's EX lariat to go through a poke, it has super armor starting from the beginning to close to the end.

Do supers have armor as well as the "focus attack" type moves? Or are they the same thing?

I think you're right as Paul does something right before Asuka's kick hits AND he takes damage, so it couldn't have been blocking.
 
Okay, so these Rage Arts have armor properties. We have been told that Power Crush moves can be stuffed with lows, so maybe Rage Arts also work in a similar fashion. Also another counter would just be to use a hard hitting move since Rage Arts aren't invincible.
 
Do supers have armor as well as the "focus attack" type moves? Or are they the same thing?

I think you're right as Paul does something right before Asuka's kick hits AND he takes damage, so it couldn't have been blocking.

Yeah they both have Armor. From what I'm hearing they both are beaten by Lows and Throws but we'd have to see that confirmed...the supers that is. The Power Crush moves are definitely beaten by lows.
 
I'm not talking about HOW you get the Supers in Tekken, I'm talking about the application. Given the armor, they don't look instant at all. SCV's Supers for the most part were instant.

Supers in SCV aren't instant. There's invincibility frames at the end of the animation, but you can still hit someone out of the start up or block which is instant.

As for Rage Arts, they should get rid of the armor properties or otherwise you're punishing the opponent for winning and give people more incentive to play lame and not throw anything out when someone has rage.

But there's still a ton of time before T7 comes out, so I'll wait to see the final product before I flip out about any of the mechanics in the game.
 
Do supers have armor as well as the "focus attack" type moves? Or are they the same thing?

I think you're right as Paul does something right before Asuka's kick hits AND he takes damage, so it couldn't have been blocking.

Focus attacks have super armor. They absorb 1 hit while red focus absorbs any amount as long as it's not an armor breaker or a throw. Same thing with Hugo's ex lariat. Super armor is just a term for anything that allows you to absorb a hit without going into hitstun (usually hyper armor is described for stuff that allows more than 1 but usually people just say super armor), sort of like how Jin in MVC1 and 2 gets a super armor buff when he is at low health which means he doesn't go into hitstun when hit.

here is Hugo's lariat for example. around 28 second. (Warning Max yells)

http://www.youtube.com/watch?v=6XqJtYc5ZS4
 
So can we counter a Rage Art? Because that's the ultimate troll right there. You want rage? -counter- Bitch please.
 
Supers in SCV aren't instant. There's invincibility frames at the end of the animation, but you can still hit someone out of the start up or block which is instant.

As for Rage Arts, they should get rid of the armor properties or otherwise you're punishing the opponent for winning and give people more incentive to play lame and not throw anything out when someone has rage.

But there's still a ton of time before T7 comes out, so I'll wait to see the final product before I flip out about any of the mechanics in the game.

Yeah I stand corrected on SCV, thought they were instant.

The Armor from what we can see is the main deterrent from using the Rage Arts in the first place. In that Asuka example, a f+2 may have killed there. We also have to see if Lows affect them the same way.
 
Once again, I'm gonna step in here and bring up the fact that you can control your opponents rage, just like you could in Tekken 6. This has been a high level tactic since rage has been implemented. Add to that the fact that these moves can only be used once per round, they remove rage when used, and they appear to be insanely punishable.

Also once again, I will wait it out and see for myself (just like with invincibles in TR which worked perfectly fine for anyone that actually spent time learning the goddamn mechanic instead of just throwing the game to the wayside and constantly complain about it) and hopefully it'll turn out alright.

On a completely unrelated note, King's super is basically this move.
 
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