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TEKKEN 7 |OT| How I killed your mother

For the juggles thats when the dial-a-combo really comes into effect. The purpose is as the Director Harada says (I'm paraphrasing here: "In our test when a player does a juggle their enjoyment of the game is at it's peak, so we want to have juggles that are accessible to all players")

I disagree with Harada, juggles are not my "peak level of enjoyment" with Tekken, it is sneaking into the opponent's range and punishing whiffs. Everything after that is just sprinkles on top.
 
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Aw great help. Think I'm playing some of the green dot characters all night. Lol but seriously... :)
 

Vazra

irresponsible vagina leak
PC being the superior version for online is a surprise.

Not really that surprising. Tekken 7 arcade version is basically running on a computer.

Steve Fox is really advanced? I've enjoyed playing as him thus far.
Keep playing him and learn the tools. If he clicks for you then he clicks. There is some difficulty to figure some stuff out but its not really impossible.
 

Ascenion

Member
Giving up on online until a patch. Tried to do a ranked and player match for about two hours while washing my clothes. Not a single connection.
 

Kadey

Mrs. Harvey
You hear about the Katarina cheat in treasure mode?

If you have a turbo pad. Sticky her hard kick button and go watch a movie. Come back and reap the benefits. Apparently it's impossible to lose doing this. Heard this from a popular streamer.
 

cordy

Banned
Yeah, putting aside the questionable mechanics of the fights, the parts with Heihachi were great. I didn't enjoy that ending much simply because I wanted Kazuya to die instead, but it was certainly a spectacle. The best scene of the story for me was Heihachi sitting in the chair with the samurai armor behind him, it looked great.

Kazumi felt very underused; I was expecting her to come back as some demon spirit to finish off the Mishimas. But they pushed her aside to force Akuma into the plot. I wanted to know much more about her, but we got almost nothing.
It was a twist to have her already be dead. I thought she survived or was a ghost and would pop up in the volcano especially with how they were promoting this game but I guessed wrong. Heihachi was done amazingly from a character perspective throughout the game. You could really understand the kind of character he was and the different sides to that and honestly there was an undertone towards him respecting and wanting Kazuya to rise up throughout Story Mode. Even though he didn't say it, you could tell deep down the guy was proud of his son and he wanted Kazuya to rise up and kill him. Even in the fight vs young Kazuya the look on Heihachi's face, the fact he sort of hesitated a little bit before throwing him down the cliff. It might not have been all the time but there were times where he was looking at Kazuya like "this is my son, ok." and honestly I doubt he'd wanna die any other way. After he killed Kazumi he knew what how life was going to change for him, Kazuya and the Zaibatsu in general. Wild.

Akuma will be in T8, he'll probably give us the last of the Kazumi stuff so I wouldn't doubt her being in due to a flashback or something like now but yeah man. They somehow gave us a story that cleaned up a lot of stuff while also setting up the next game.

And oh yeah, DEFINITELY better than T6's horrible story with Roman Reigns beating everyone.
 

SAB CA

Sketchbook Picasso
The quick answer is yes it's done on purpose.

The long answer:

Tekken is not best played by dialing the combos, you can do it, but your going to just be a mediocre player at best.

Tekken is best played with out spacing (better position) your opponent, making them whiff so you can punish their bad spacing choice. Poking your opponent (Street fighter calls these footsies). And using that poking to set-up your launchers, and or use poking for better spacing or guard advantages.

I just find it doesn't feel like even the Tekken I'm used to. It feels more like Injustice, in that I'm not deciding to continue along with the 2 or 3 parts after a confirm with a string due to seeing it hit, and wanting to move on with it. I'm needing to do the particular string fully, let it's animations play out, and then move again.

I guess it's because of Tekken's newer juggles since 2 and 5. It's making it feel clunky, because I'm not getting to confirm the blow and then press the rest, I'm having to dial the whole thing in before I even see if I timed the first hits right.

As I said you can dial a combo...

But then you're not maximizing your effectiveness. As some combos you should only do the first part, so you can cancel the next part into a different move or into another different Combo. It all depends how quick the recovery is in the combo for you to mix and match and be creative to play the way you want to play.

Some of the faster recovery Combos are ment for poking. And you'll know what is fast recovery versus slow recovery just by doing the combo. And stop in the middle of a combo, the ones that recover fast in the middle, are the one's to use for poking and mixing things up. For the juggles thats when the dial-a-combo really comes into effect. The purpose is as the Director Harada says (I'm paraphrasing here: "In our test when a player does a juggle their enjoyment of the game is at it's peak, so we want to have juggles that are accessible to all players")

Most of the slow recovery combos are more designed for juggles. So these combos are ment to be easy, for player enjoyment, however if you just doing the combo without thinking about how the opponent lands, where they land, are they face up when they land or face down etc. then your missing the important nuance and the higher levels of play in the juggle system.

Or juggles where you could try and do that maximum damage, but decide instead to do an easy juggle because you know you can land the easier juggle 99% of the time as opposed to the harder juggle 70% of the time.

Or juggles that purposely stop early landing the opponent at your feet, so now the opponent has to decide how to get up, and if they get up wrong you get another juggle this time for even more damage.

For the fast recovery combos that recover in the middle of the combo, use those as pokes. And explore such as "Brocken Rhythm" that is making combos Rhythum slower or stopped completely to go into a different string-of-combos. This Brocken Rhythum makes opponents want to interrupt, but its a risk for them to do it. (And a risk for you too, but a reward for who ever executes better, better reflexes, or set-ups you have developed, and who plays the better mind games etc.)

See. that's the thing. I love breaking / adjusting Rhythm in VF5-ish combos, because the buttons have enough of a delay built in either from holds or the final blow, of even in mid-combo. It feels organic, because I can do this with almost any combo, and make the change around the point of impact.

Right now in Tekken, it feels like there's, say, 3 combos per character that allow this. But the rest are pre-programed full strings that only let me do the combo 1 way. Josie has a few feint combos where she can delay the final blow, and that's cool. But I wish I could do this more freely. It just feels odd here, because I swear earlier Tekken games,,, Soul Calibur series... and VF, didn't feel this stiff, in that regard.

That, or Virtua Fighter 5 FS is so loose with it, that I expect Tekken to do the same. It's one or the other!

You're suggesting that Tekken's way of modifying strings is not by timing the presses within the strings differently (my preference), but stopping them early entirely, at different points. This feels kinda limiting to me, but at the same time, I can see it being easier to digest for some players than the alternative.

I know the answer is a bit long and I could add a little more information, but I hope this answers your question.

Yeah, it's appreciated! I'm a lapsed fan of Tekken, and I never liked the ugly movement shuffle many players do in it, lol. So whenever I come back to it, even though a LOT of it looks and controls the same, the changes in the underlying core always feel off.

Just more reason for Eliza to force me to stick with her, lol. Her "1,1" literally being a pair of special move-cancellable POKES just works, and makes sense.
 
It was a twist to have her already be dead. I thought she survived or was a ghost and would pop up in the volcano especially with how they were promoting this game but I guessed wrong. Heihachi was done amazingly from a character perspective throughout the game. You could really understand the kind of character he was and the different sides to that and honestly there was an undertone towards him respecting and wanting Kazuya to rise up throughout Story Mode. Even though he didn't say it, you could tell deep down the guy was proud of his son and he wanted Kazuya to rise up and kill him. Even in the fight vs young Kazuya the look on Heihachi's face, the fact he sort of hesitated a little bit before throwing him down the cliff. It might not have been all the time but there were times where he was looking at Kazuya like "this is my son, ok." and honestly I doubt he'd wanna die any other way. After he killed Kazumi he knew what how life was going to change for him, Kazuya and the Zaibatsu in general. Wild.

Akuma will be in T8, he'll probably give us the last of the Kazumi stuff so I wouldn't doubt her being in due to a flashback or something like now but yeah man. They somehow gave us a story that cleaned up a lot of stuff while also setting up the next game.

And oh yeah, DEFINITELY better than T6's horrible story with Roman Reigns beating everyone.

I was very impressed with how they took a two line plot from the original games and fleshed out Heihachi into a human, tragic character. As much as the rest of the story mode was a dumpster fire, that part of it was really well done. And yeah I do think he had some love for his son, and Kazuya was the last part of the Kazumi that he loved. That probably kept him from making sure he finished the job when he was a kid.

But man if there's even a hint that Akuma is back in another Tekken game I'll be writing Harada some strongly-worded letters. Best case scenario, they finish up Akuma's story in SxT.
 

cordy

Banned
I just find it doesn't feel like even the Tekken I'm used to. It feels more like Injustice, in that I'm not deciding to continue along with the 2 or 3 parts after a confirm with a string due to seeing it hit, and wanting to move on with it. I'm needing to do the particular string fully, let it's animations play out, and then move again.

I guess it's because of Tekken's newer juggles since 2 and 5. It's making it feel clunky, because I'm not getting to confirm the blow and then press the rest, I'm having to dial the whole thing in before I even see if I timed the first hits right.

Who do you play?

Usually if you try to an entire dial-a-combo before you even see if the first hit connects then it'll fail.
 

otapnam

Member
Oh man played my first tourney while also holding my son and almost made it back from the loser's bracket. So hype. Having some problems uploading to youtube right now though.
 

Negaduck

Member
If you can't connect to people on ps4, you can open up the search list, while that list is open people can send you challenges (I've been able to connect to all the people that have sent me challenges). It might take a little to get a match but right now that was the only thing that worked for me.
 
I just find it doesn't feel like even the Tekken I'm used to. It feels more like Injustice, in that I'm not deciding to continue along with the 2 or 3 parts after a confirm with a string due to seeing it hit, and wanting to move on with it. I'm needing to do the particular string fully, let it's animations play out, and then move again.

I guess it's because of Tekken's newer juggles since 2 and 5. It's making it feel clunky, because I'm not getting to confirm the blow and then press the rest, I'm having to dial the whole thing in before I even see if I timed the first hits right.

Tekken combos have always had big delays between input and animation, I think you're just remembering wrong. I remember learning Paul's 10-hit in Tekken 2 and feeling equally frustrated. It's just something your brain has to get used to.
 
I literally would have the platinum trophy right now if they could fix their damn online play. Every trophy but win 1 ranked and 1 player. Unbelievable
 

cordy

Banned
I was very impressed with how they took a two line plot from the original games and fleshed out Heihachi into a human, tragic character. As much as the rest of the story mode was a dumpster fire, that part of it was really well done. And yeah I do think he had some love for his son, and Kazuya was the last part of the Kazumi that he loved. That probably kept him from making sure he finished the job when he was a kid.

But man if there's even a hint that Akuma is back in another Tekken game I'll be writing Harada some strongly-worded letters. Best case scenario, they finish up Akuma's story in SxT.
That's one thing people were skeptical towards, Heihachi being humanized and honestly given all he took, showing his heart even in that final battle they lived up to it. Kazuya's a tragic character too but at the same time you have to wonder how much of his own actions is due to his mother dying and how much of it is due to the fact that he's generally a worse asshole than Heihachi. Even that bullshit he did between 1-2 proves that. Sure, some parts of Kazuya were salvageable earlier on but he's gone past that even with his character endings. Jun couldn't help him even.

I'm 99% sure Akuma will be in the next one due to how popular he is and due to the fact that they didn't flesh his story out yet. He said she saved his life but they didn't say how so I wouldn't doubt in the next game them showing that again. Besides that, if Jin's the one to save the world and Akuma wants to kill Kazuya, I think we'll see Jin and Akuma meet up, they fight, Akuma says Jin reminds him of "someone" and then he'll let Jin take care of things.
 

Zackat

Member
I am still completely lost with this game lol

There isn't any kind of training/tutorial that I can find. Am I just being dense?

Where should I be looking to help out a noob to 3d fighters?
 

Menitta

Member
The finisher looking thing. The Rage Arts.

It's a specific command for each character. Once your health is below a certain point, you can do one. In the match preview, it shows the command for both characters. It's also on the top of the move list.

For Steve Fox, it's both punches together.
 

King326

Member
It's a specific command for each character. Once your health is below a certain point, you can do one. In the match preview, it shows the command for both characters. It's also on the top of the move list.

For Steve Fox, it's both punches together.

That's cool. Kind of like a street fighter finisher. A new welcomed edition? Are you a fan of it?
 

robotrock

Banned
is there a good recap of the tekken story to this point? i didn't really think i'd care but the game's opening kind of sold me on tekken lore
 

Crayon

Member
First impression is that the graphics on my pspoor look more or less sharp in gameplay. The odd resolution works well enough. I was expecting worse.
 
You guys were way too harsh on the character episodes. Most of them are good/funny!

I learned through them that Yoshimitsu has genitals and finds Leo attractive. These are the most important lore developments he's gotten in years tbh.
 
I guess it's because of Tekken's newer juggles since 2 and 5. It's making it feel clunky, because I'm not getting to confirm the blow and then press the rest, I'm having to dial the whole thing in before I even see if I timed the first hits right.

Yes some combos will be this way, these are sometimes juggle combos. And other times they are just risk reward combos. For example if you complete the combo it might be safe. But not completing you might be safe, but risk loosing out on additional damage. If you have a specific combo detail it and I can give you my thoughts on it. And sometimes a combo just isn't worth it because there are better other combos.

Hmmm... now that I think about it, it could also be a combo where IF you hit counter hit the first hit, then the entire string hits. So players should be paying attention if it's counter hit or not.

Also some moves/combos on counter hit changes properties drastcally. (I'm sure you know this just thinking out loud.)



See. that's the thing. I love breaking / adjusting Rhythm in VF5-ish combos, because the buttons have enough of a delay built in either from holds or the final blow, of even in mid-combo. It feels organic, because I can do this with almost any combo, and make the change around the point of impact.

Right now in Tekken, it feels like there's, say, 3 combos per character that allow this. But the rest are pre-programed full strings that only let me do the combo 1 way. Josie has a few feint combos where she can delay the final blow, and that's cool. But I wish I could do this more freely. It just feels odd here, because I swear earlier Tekken games,,, Soul Calibur series... and VF, didn't feel this stiff, in that regard.

So that Josie combo you speaking about, yes you can delay it, but also try not doing the final-delayed-attack. Mix it up from that branch point. If she goes deep enough you can throw. Or if recovery is good from the mid combo, back dash to bait a whiff. Or mix in a low, or mix in another combo, or bait an attack and reverse it. Those delayed attacks are many times good to get people use to thy Brocken Rhythum, but then just mix it up to something totally different.


That, or Virtua Fighter 5 FS is so loose with it, that I expect Tekken to do the same. It's one or the other!

You're suggesting that Tekken's way of modifying strings is not by timing the presses within the strings differently (my preference), but stopping them early entirely, at different points. This feels kinda limiting to me, but at the same time, I can see it being easier to digest for some players than the alternative.

Yea you get it. It's just different, some characters like Eliza have the properties your looking for, but it is a different system. Hopefully you'll find a character that matches the play style you like.

Now I'm off of work finally! time to get some games yea!
 
Finished the main story and character episodes. Overall I'm pretty disappointed with it.

The main story had some cool visual elements, like the flashbacks during fights, and a few of the scenes were well done, mainly the final two battles, but it wasn't a great experience overall. Way too few characters featured, and Akuma was a waste of time. His presence was a flash in the pan bunch of nothingness. Not a fan.

The character episodes were an afterthought. Everything was rushed and under baked. They felt like they were the rough drafts for a proper Arcade mode that never got off the ground.
 

SAB CA

Sketchbook Picasso
Who do you play?

Usually if you try to an entire dial-a-combo before you even see if the first hit connects then it'll fail.

Used to play Jun, Asuka, Wang, Michelle, etc. Now playing Eliza, Josie, Kazumi.

I think I might feel more like old Tekken if I just go back to Asuka. Most of who I have to compare to doesn't exist in this iteration yet, unfortunately. I still really loved the way much of the Tekken crew felt in SFxT... I wonder if that's messing up what I think "Tekken" timing is, too...

Tekken combos have always had big delays between input and animation, I think you're just remembering wrong. I remember learning Paul's 10-hit in Tekken 2 and feeling equally frustrated. It's just something your brain has to get used to.

I don't remember it being as prevalent outside of those 10 hits / combo throws. It could very well because I was playing characters that feel different than those now, too.

I guess this is the bad feeling of not being able to play a new iteration with an old favorite. I don't usually lose this many favorite characters between game releases.
 

Hex

Banned
Yeah time to put this game on the shelf for a while.
Online attempts are just frustrating as hell.
"Play tournaments" People said.
Well I have now tried 3 and they range from one bar to 3 bars, with massive spikes right in the middle.
I know it is not me because I have done trace routes pretty much everywhere I can think of to check my connection.
You would think when a game was sitting on ice for three years or so, they would have this shit taken care of.
Fuck you Harada, even Street Fighter V's netcode shits all over this.
 

MrCarter

Member
I'm 99% sure Akuma will be in the next one due to how popular he is and due to the fact that they didn't flesh his story out yet.

If Capcom gives permission for Akuma (after all he is thier intellectual property) to be used by Bamco again then yes that's possible, but otherwise it's a no regardless of how popular he seems.
 

Hooks

Member
There will be paid DLC with the Season Pass content.

There will be free DLC and updates coming along the way too although we're not sure what that is yet.

So you just gotta wait and see. Since they've started Tekken DLC they've been pretty good.

Yeah I'll probably pick up the season pass once they announce some of the DLC
 
After playing really only ASW games online...its interesting playing a game with fighting game noobies actually online


Also said noobies seem to have no idea how to block a divekick

I'm probably building a lot of bad habits I'll need to break...
 
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