Free Step Dodge

MasterHavik
MasterHavik
Christie is perfect then.
Force_of_Nature
Camel with 2 thumbs
Camel with 2 thumbs
Christie is balanced, strong strike game, weak throw game. She does have some throws that can lead to sum nasty stuff but they are either slow as hell and can be reacted to or she needs the wall to make her throw game scary. So yeah, I like whay they did with her in this game
MasterHavik
MasterHavik
Would Zack be unbalanced?
Camel with 2 thumbs
Camel with 2 thumbs
Zack is balanced, all he gets off his 6t is 5pp, you can block everything afterwards, and yeah he has his ducking/sway grab which can lead to guaranteed 9k, but this is fine with this because the grab comes from stance with a huge tell so you can be ready for it and also there's a break point so even if you get hit with the initial grab, you still have a chance to escape
Goarmagon
Goarmagon
They took away her 4T. What else do you want.
Brute
Brute
Honestly, I'm just kind of tired of i9/i11 characters to being with. It used to feel like i10/i13 was average while i9/i11 was fast. Now i9/i11 & i10/i12 is average and i10/i13 is slow. TN just gave up on making characters that aren't button-happy YOLO girls.
DestructionBomb
DestructionBomb
Would be pretty interesting if the entire cast were converted to i10/i12/i13, though TN isn't that smart.
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Brute
Brute
i10/i12 Nyotengu ( ͡° ͜ʖ ͡°)
Camel with 2 thumbs
Camel with 2 thumbs
i don't mind characters being fast, as long as they don't also kill you for blocking in a game with no throw break, Kula i personlly believe is one of the better designed i9/i11 characters because yeah she has the priority for days but the utility on her throws are non existent, so there's no real reason outside of HiC for her to go for throw, and if she does, boom, her pressure is over
Camel with 2 thumbs
Camel with 2 thumbs
it's certainly a better case than "oh i got you to block cause i have the best priority in the game, and now i just killed you for blocking, ggs my dude"

also @DestructionBomb your the 3rd person i've seen suggest them make the whole cast i10/i12 and call it a day, while that would be balanced as fck i think it'd be boring af, presonally i'd like for TN to be more creative with viable CQC options
DestructionBomb
DestructionBomb
To be fair, VF and Tekken have majority of the characters within the same neutral start speed and both of those series have diverse cast except Tekken's clones. Boring is really out of the situation when it really depends on the effort put on the cast to make them more unique. If they all were i10/i12/i13 "while playing exactly the same or too similar", i'd probably agree too yeah.
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Camel with 2 thumbs
Camel with 2 thumbs
is that so? i didn;t realize that, guess i gotta go check up on that frame data lol

but even so, id like to see more creativity than just making characters i9/i11 to make them good upclose. cause even a character like Nyo at i14/i15/i15 has tools to deal with close quarters i9/i11 , she has crushes and hellstab, and with these she can keep up with the best of them, something like that knowwutimean?
DestructionBomb
DestructionBomb
There is only a very small select few in Tekken with things like an i11 jab (literally only like 2 characters I think). Heck, Steve had an i8 frame jab in Tekken 4 but was later changed in future installments because that's just silly.

Though 90% of the rest of the cast had roughly the same neutral startup speed and mids. Basically the majority with just a very rare few.
Camel with 2 thumbs
Camel with 2 thumbs
Sumo guy had an 11 frame jab, i forget his name, and i can't think of anyone else with a slow jab in Tekken, hmmm...
Brute
Brute
Personally, I'd like to see three base poke speeds. i9/i11, i10/i12 and i11/i13, with almost everyone in the middle category.
There can be moves that skirt around these rules a bit, but in general, streamlining poke speed options would allow for much tighter and more methodical frame traps.
Of course, that assumes that block frames were re-examined across the board to be more sensible and less arbitrary.
Chaos
Chaos
I personally like that most characters have the same neutral start speed on Tekken 7.
DestructionBomb
DestructionBomb
Agreed. That way you won't have R1F speed disadvantages, and some characters (especially heavies) cannot escape R1F trades because they are too slow to even avoid that situation when they are trying to get away. At R1F, if every character was the same type speed, it would be clear on who truly wins a trade rather than knowing that speed won the trade or something similar.
Force_of_Nature
Force_of_Nature
Honestly, the R1F shenanigans occur because of the ability to move at the start of round (which is stupid). SC doesn't have this problem and its "neutral speeds" are all over the place. Even more than DOA.
DestructionBomb
DestructionBomb
@Force_of_Nature But yet TN seems to not like that idea. DOA is massively heavy on the yomi with lack of universal throw breaks, speed disadvantages killing momentum is an actual thing because the moment you get stunned you lose momentum which I have to agree with Rikuto. An i9 character can actually win by doing CH trades without any sorts of neutral in play because CH raises damage output.
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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