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Tekken 7 - Offscreen videos

These rage arts are already bringing some real hype moments. That slow-mo end. Lili's like I'm ducking this shit.
 
Loving the particles, and the rage art stuff looks like a fun addition to me! Even as a casual, Tekken Tag 2 has been awesome. Still play with friends on 360.

Hopefully Bruce and Zafina return in 7, and I'll be curious to see if that Revolution vampire character winds up in this one.
 
It still goes sub-hd at times and was a step back from T5DR.

It also had the odd framerate drop.

It deserves a full 1080p definitive edition. Not having a port ready at the PS4XBO launch was leaving money on the table regardless of how complex the game is.

I was hoping for a PC version, would have been amazing.

PS. When you're rendering four characters instead of two, "step back" is a little unfair.
 
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.

Rage Arts as a clutch(and very hard to clutch might I add) comeback mechanic. Its slow as hell. You get rage at a very low amount of health 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.

The game is looking solid and honestly I'd play Lok test version as is.
 
Looks like they're going further in the wrong direction with the juggles. Rage Arts is a good addition though.

Juggles have been nerfed. Flops are nowhere near as good as bound. You can't use them at walls and there's only a small set of moves (two at most seen so far per character) that can do flops. In contrast, you had each character having like 10 bound moves in TTT2.
 
Even with the absence of bound, I'll reiterate, it will not magically make all combos shorter. I said this, that if there are still walls and ground breaks, combos can still be long without bound, see Tekken Revolution. I am pleased that bound was changed up/removed in a sense.
 
Even with the absence of bound, I'll reiterate, it will not magically make all combos shorter. I said this, that if there are still walls and ground breaks, combos can still be long without bound, see Tekken Revolution. I am pleased that bound was changed up/removed in a sense.

Our Boy Lee should still be b2f~ing lol
 
Even with the absence of bound, I'll reiterate, it will not magically make all combos shorter. I said this, that if there are still walls and ground breaks, combos can still be long without bound, see Tekken Revolution. I am pleased that bound was changed up/removed in a sense.

They can be long but they won't be as long as they used to be. At least in the current state the system is in.
 
SF4 expansions are not the same as brand new entries in a franchise. A SF4 expansion is more equivalent to something like Tekken 6 BR... which is perfectly fine if you are adding new characters and a couple of new mechanics/balance changes.

So USF4 is not the same as T7.

That has absolutely nothing to do with my point though, which is responding to what was asked.
 
Lili's qcf+3+4 can also lead to a flop. Just saw it happen on stream.

I laughed at the idea of focus attacks and ultras in Tekken but they seem to be working very well. Color me impressed.

I was indifferent but now I'm definitely happy with their inclusion. These new mechanics are working out REALLY well.
 
Well, I think I've pretty much seen the entirety of the system and understand everything that's going on. Not learning anything new anymore... only purpose to stick around is to enjoy the matches I guess... but this caliber of play really isn't worth losing sleep over.

In conclusion, interesting but nothing here that looks funner than TTT2 so far other than say the new air-bound attributes for solo juggles. But the completely identical art direction along with the same winposes/voice-over and stuff is even further solidifying my feeling as if this loki test version of T7 is nothing worth losing TTT2 over.

I sure hope they have a lot of new things to show in the next location test.

Yeah I agree with all this. That said the game has enough flash to keep me entertained. New car smell and what not.

I am most curious about the type of modes that will be in T7 although I don't think we will know about that until we are close to the console version.
 
Stream has reached 10,000 viewers. Nice for a niconico stream, I guess.

Edit: Also I remember one of the first leaked videos had Steve gameplay. I had a memory lapse or something.
 
Well, I think I've pretty much seen the entirety of the system and understand everything that's going on. Not learning anything new anymore... only purpose to stick around is to enjoy the matches I guess... but this caliber of play really isn't worth losing sleep over.

In conclusion, interesting but nothing here that looks funner than TTT2 so far other than say the new air-bound attributes for solo juggles. But the completely identical art direction along with the same winposes/voice-over and stuff is even further solidifying my feeling as if this loki test version of T7 is nothing worth losing TTT2 over.

I sure hope they have a lot of new things to show in the next location test.

I know that you're super mad about the loss of backroll floats, but I think that you're really underestimating how much of a game changer the armor moves are going to be. Hell, I think that, if it remains as it currently is, people will whine about those moves more than the supers after a while of playing the game.

I also find that this new flop juggle extender basically gives everyone a shitload of extra wall carry. More than bound used to give for sure.
 
I know that you're super mad about the loss of backroll floats, but I think that you're really underestimating how much of a game changer the armor moves are going to be. Hell, I think that, if it remains as it currently is, people will whine about those moves more than the supers after a while of playing the game.

I see that happening too, especially at the end of rounds when a player is trying to comback and they get Power Crushed...its gonna be the worst feeling.
 
I know that you're super mad about the loss of backroll floats, but I think that you're really underestimating how much of a game changer the armor moves are going to be. Hell, I think that, if it remains as it currently is, people will whine about those moves more than the supers after a while of playing the game.

I also find that this new flop juggle extender basically gives everyone a shitload of extra wall carry. More than bound used to give for sure.

The flop certainly leads people further than a bound but it also has its disadvantages.

For instance, Feng only seemed to be able to do a shoulder tackle after a flop. Plus, the flop moves won't work like bounds against the wall.
 
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