I definitely do not recall Tekken Revolution having some of the wakeup features that are in Tekken 7. For instance, the
backward sway getup and the
instant getup and the toekick rollback.
Utility wise, the backsway is the same as in Revolution in the fact that you can't be floated. It's just that the animation is different that prevents backturned strings. Something far too situational and character specific to be a legitimate change from Revolution. Maybe the distance covering less will play some role but we haven't seen any difference from the match videos yet. The players still have a window to get a free standard launch just like in Revolution.
About the T6 bound get-up: it's not universal. There are still plenty of moves in the game that characters can use to spike their opponents. For example, Steve used to use FLK 1,d+1 or iWS+1,2. Now instead he uses u/f+1 since the others enable the quick get-up. It's still in the game. But alas, should those T6-bound moves ever come into play then yes, the game is different in the fact that you can get back to neutral faster.
And for the toe-kick. It's basically a buff and not a new mechanic. It simply makes toe-kicks safer on hit and harder to punish on block. It's not a brand new mechanic.
Overall, my point being: The standard of a Tekken sequel was always wondrous. The competition never stood a chance. And with Tekken being a game already having people spend 10's of dollars every week on arcades alone, skimping out on that ambition they were known for gives me a laziness vibe. Even the new tail-spin mechanic itself feels like the developers thought "this is good enough" and moved on. At least in Tekken 6 when bound was introduced they would acknowledge that the players will have combo's when the opponent is facing up or facing down and so they created bound properties for both situations. Right now in T7 if the opponent is launched backturned the tail-spin animation is exactly the same as in a standard launch. We never got this lack of comprehensive polish in previous games.
The game will be fun and I'll still play it...but it's only because the foundation set by the previous games is just that damn good, and T7 isn't trying to push the envelope like its predecessors did.
And as I already mentioned to you, lower number of hits = greater or equal damage plus more creative ways to get combo damage in, which means combos are not the same as Tekken 6.
I agree that it's not the same, but what I was referring to was the goals of the combo. In T6 (and T5) you had to choose between 3 goals: Wall carry, Max Damage, or set-up for Okizeme. In TTT2, they added another 2 possible goals which was to find a way to safely tag out, or make a setup to bait a tag crash. Now that Tag is gone, we're back to that same tri-goal game-plan from Tekken 6. I wish they'd innovate to create something new we can achieve towards with the combo's rather than just make the combo's look different.