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TEKKEN 7 |OT| How I killed your mother

LegendX48

Member
I have one minor beef with tekken at the moment. I wish I could turn off other people's customs. There's to much bright distracting glowing shit flapping around. Some of these Auras man. Distracting as fuck. Especially in certain stages and during rain.
But the custom stuff can be so good sometimes
 
Man, it's so satisfying when you fight someone in their demotion match and beat them. It's like "Yeah, I just sent you back down to the little leagues."
 

Young Magus

Junior Member
How's ps4 netcode? Playin PC and I miss tekken tunes badly.
Why is Lili so bae?
Why is Dragunov so based?
And why doesn't he have a clothing option where it's just coat no shirt ;_;
 
Are counter hits not important? That's like whiff punishing yeah?

I mean you have to know which moves launch on counter hit and you can definitely bait people into getting counter hit launched with frame advantage.

It sounded like he wanted to know how to do a counter hit. But yeah, just go into practice mode and set your character to always counter hit, then practice the combo.
 

Two Words

Member
In honor of the announcement of Dragon Ball Fighters Z, I went and made some DBZ customizations.


UD5cjtt.jpg







 
Is there any media out there on counter hitting and how to practice it?

A really important facet of counter hitting in any fighting game is recognizing it. Set counter hits to random, that would vary it between a normal hit and a counter hit. If it counter hits, continue the combo, if it is a normal hit, do what you are suppose to do (do something safe or stop the string since it might not be a natural combo). Once you got counter hit confirming down, then set random guard on, that way you also have can practice what happens if the block happens first. And of course always set the 2nd cpu option to all guard, that way it blocks all "unnatural" combos.

You can also test frame traps to bait out counter hits. Set the 2nd cpu action to the training dummy to a jab or whatever their fastest move which should be 10 frames as. Then whether you are testing from block or hit set the first action to stand or guard all. You can test something like Josie's 1,1,2 on hit which is +9, then she can do f+3 to knee them and beat their jabs with a counterhit.

edit: Well someone posted a video, might be easier than reading.
 

PAULINK

I microwave steaks.
to anyone who bought tekken 7 on pc after launch, did it take a long time in the allocating space part? Mine is taking FOREVER.
 
to anyone who bought tekken 7 on pc after launch, did it take a long time in the allocating space part? Mine is taking FOREVER.

You're just starting the download on steam? Just ctrl+alt+del and restart steam, I've had it do that once or twice before. Should just take a couple seconds.
 

Cyanity

Banned
if you mean hit confirms from counter hit then here.
https://www.youtube.com/watch?v=EqdkveBtbJI

A really important facet of counter hitting in any fighting game is recognizing it. Set counter hits to random, that would vary it between a normal hit and a counter hit. If it counter hits, continue the combo, if it is a normal hit, do what you are suppose to do (do something safe or stop the string since it might not be a natural combo). Once you got counter hit confirming down, then set random guard on, that way you also have can practice what happens if the block happens first. And of course always set the 2nd cpu option to all guard, that way it blocks all "unnatural" combos.

You can also test frame traps to bait out counter hits. Set the 2nd cpu action to the training dummy to a jab or whatever their fastest move which should be 10 frames as. Then whether you are testing from block or hit set the first action to stand or guard all. You can test something like Josie's 1,1,2 on hit which is +9, then she can do f+3 to knee them and beat their jabs with a counterhit.

edit: Well someone posted a video, might be easier than reading.

Good info here, thanks!
 

synce

Member
Why is movement in Tekken still so arbitrarily difficult after 20 years? I've spent hours trying to learn something as basic as spacing when it could easily be just a press or two of the dpad. Instead players are still expected to wear out their left arm with ridiculous wavedash inputs if they want to do anything other than sit there and take every hit. I get the appeal of execution, but this is BASIC shit. Might as well change the jab input to a dragon punch motion. I'm not recommending this game to anyone.
 

fatalexe

Member
Why is movement in Tekken still so arbitrarily difficult after 20 years? I've spent hours trying to learn something as basic as spacing when it could easily be just a press or two of the dpad. Instead players are still expected to wear out their left arm with ridiculous wavedash inputs if they want to do anything other than sit there and take every hit. I get the appeal of execution, but this is BASIC shit. Might as well change the jab input to a dragon punch motion. I'm not recommending this game to anyone.

It's not that hard once you get used to it. I could never do 1-frame links in SF but you don't see me complaining about it. It's part of the game and in T7 they buffed back walking anyways.
 
Why is movement in Tekken still so arbitrarily difficult after 20 years? I've spent hours trying to learn something as basic as spacing when it could easily be just a press or two of the dpad. Instead players are still expected to wear out their left arm with ridiculous wavedash inputs if they want to do anything other than sit there and take every hit. I get the appeal of execution, but this is BASIC shit. Might as well change the jab input to a dragon punch motion. I'm not recommending this game to anyone.

Try Back Back Down. This way is not as fast as the pros but it actually is less frustrating. Don't mash it or go too fast, let your character get some length out of the backdash (if you do it too fast, you move very little distance because you basically crouch before your character moves anywhere), then cancel it into a crouch, you can then backdash again right after it. You'll notice a huge difference compared to trying to mash only Back Back when try to backdash away.
 

CSX

Member
Need some Miguel help...

So far with his hopkick and SAV df4 as launcher i got :

launcher ; db2 ; df1 ; df41 ; df22 !S ; fF22

however with his df21 launcher, db2 doesnt connect so i do his Tag 2 combo lol

df21 ; df1~f ; uf3 ; df41~f ; 1,1 !S ; fF22

Are there better staple juggles than those? Since db2 is one of his big new moves, i've been trying to use it in his juggles since it does a good chunk of damage.

And what are his juggles with his WS launchers? I have a hard time trying to incorporate db2 to any of them. And which is the better launcher? ws22 or his ws24 that immediately causes screw?
 

karasu

Member
I have one minor beef with tekken at the moment. I wish I could turn off other people's customs. There's to much bright distracting glowing shit flapping around. Some of these Auras man. Distracting as fuck. Especially in certain stages and during rain.


Uhh, focus?
 

Hyun Sai

Member
Just finished the story, those fights were epic as fuck, nothing compared to the blandness of SFV.

Good shit.

I don't understand the complaint about
Akuma, it's not like they could make him the hero of this story. He had a much more better rôle than Necalli, for sure
 

decisions

Member
Anyone have any Lee tips? I've put more time into him than my other main Hwoarang at this point, but I feel like I lose way more often.
 
Need some Miguel help...

So far with his hopkick and SAV df4 as launcher i got :

launcher ; db2 ; df1 ; df41 ; df22 !S ; fF22

however with his df21 launcher, db2 doesnt connect so i do his Tag 2 combo lol

df21 ; df1~f ; uf3 ; df41~f ; 1,1 !S ; fF22

Are there better staple juggles than those? Since db2 is one of his big new moves, i've been trying to use it in his juggles since it does a good chunk of damage.

And what are his juggles with his WS launchers? I have a hard time trying to incorporate db2 to any of them. And which is the better launcher? ws22 or his ws24 that immediately causes screw?

Off hopkick and df2,1 the best balance of damage and ease of execution I cobbbled together is:

launch, d/f+1, d/b+2, d/f+1, d/f+2,2 !S d/f+1, f,f+2,1

You can be extra baller and replace the d/f+1 after Screw with SAV u/f+3 which adds loads of damage and loads of difficulty, or you could sacrifice 3 dmg and not do the d/f+1, finishing with f,f+2,1 which is even easier.

For WS, I'm still working on a solution that I feel comfortable with, but generally WS2,2 will be the option for ease and WS2,4 will be the option for damage.

WS2,4 !S ssr d/b+2, d/f+1~f, SAV u/f+3, f,f+2,1 gets you really good damage.

WS2,2, d/b+2, d/f+1, d/f+2,2 !S d/f+1, f,f+2,1 is easier.
 

Exr

Member
Why is movement in Tekken still so arbitrarily difficult after 20 years? I've spent hours trying to learn something as basic as spacing when it could easily be just a press or two of the dpad. Instead players are still expected to wear out their left arm with ridiculous wavedash inputs if they want to do anything other than sit there and take every hit. I get the appeal of execution, but this is BASIC shit. Might as well change the jab input to a dragon punch motion. I'm not recommending this game to anyone.
Theres a ghetto version of the korean backdash that most including myself use, its easier. But youre right, the movement in Tekken isnt nearly as accessible or simple as Virtua Fighter.
 

fatalexe

Member
After playing 10 hours of PC and coming back to the Ps4 version, I can't help but notice inputs on the ps4 version has a sluggish feeling to it, causing me to drop combos and even fail to block sweeps on reaction.

Then it daunted on me that my TV might not be achieving 60fps even on game mode... Which is why I'm dropping combos and everything feels sluggish. I've heard that the PS4 version has more input delay compared to PC so I'm not sure if it's because of my TV or the input delay...

The net code also seems better on PC. With +3 bars I get 4 bar connections on PC yet with same settings I get matched with 3 bars and lower. Setting it to 4 bars matches me with 3 bar players. Weird.

Also I'm getting tired of fighting Xiaoyu that works entirely different compared to the rest of the cast. Sick of blocking her moves and lows and trying to do a mid punishment launcher when I got the frames right but it just whiffs all over the place with her crush everything stances.
 

Jinfash

needs 2 extra inches
Does anyone have a GIF of Lili's
slapping Asuka for no reason beside being herself?
. So good.
 

1upsuper

Member
Try Back Back Down. This way is not as fast as the pros but it actually is less frustrating. Don't mash it or go too fast, let your character get some length out of the backdash (if you do it too fast, you move very little distance because you basically crouch before your character moves anywhere), then cancel it into a crouch, you can then backdash again right after it. You'll notice a huge difference compared to trying to mash only Back Back when try to backdash away.

When you say "back back down" are you returning to neutral after the second back and then pressing down? Or are you doing like a diagonal motion from the second back to a neutral crouch? Or a third option, are you going from back immediately to down-back?
 

CSX

Member
Off hopkick and df2,1 the best balance of damage and ease of execution I cobbbled together is:

launch, d/f+1, d/b+2, d/f+1, d/f+2,2 !S d/f+1, f,f+2,1

You can be extra baller and replace the d/f+1 after Screw with SAV u/f+3 which adds loads of damage and loads of difficulty, or you could sacrifice 3 dmg and not do the d/f+1, finishing with f,f+2,1 which is even easier.

For WS, I'm still working on a solution that I feel comfortable with, but generally WS2,2 will be the option for ease and WS2,4 will be the option for damage.

WS2,4 !S ssr d/b+2, d/f+1~f, SAV u/f+3, f,f+2,1 gets you really good damage.

WS2,2, d/b+2, d/f+1, d/f+2,2 !S d/f+1, f,f+2,1 is easier.

I did some testing. If you replace my ff22 enders in my previous post with your ff21 enders, the combos do either more or the same damage assuming im not going for SAV uf3 after screw.

For the life of me i cant land your ws24 juggle but your ws22 juggle is easy and does more damage than the one i made up for it. Thanks :)
 
When you say "back back down" are you returning to neutral after the second back and then pressing down? Or are you doing like a diagonal motion from the second back to a neutral crouch? Or a third option, are you going from back immediately to down-back?

The ghetto backdash is back back neutral down, it basically looks like a backdash into a sidestep. It's not as safe as a true korean backdash but the sidestep could help with positioning and if they throw out a move that doesn't track well. Ideally you want downback instead of down, but this is just a starting point, then you work on getting better from then on.
 

1upsuper

Member
The ghetto backdash is back back neutral down, it basically looks like a backdash into a sidestep. It's not as safe as a true korean backdash but the sidestep could help with positioning and if they throw out a move that doesn't track well. Ideally you want downback instead of down, but this is just a starting point, then you work on getting better from then on.

I see, thanks!
 
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