Tekken

KasumiLover

SovereignKnight_
Premium Donor
Hi everyone, so recently tekken 7 was at canada cup and ended up playing a lot of games from it. I'll give you all a very quick run down.
While there was a huge nerf to sidestep the game is actually quite fluid. They made the animations a lot better and less choppy. The stages are actually gorgeous and a lot of will appreciate the forgotten world stage(floor breaks that increase combos so t7 does have some environmental stuff).Floor oki still exists in the game as I was doing a lot of df+3 with lili and it was working. The restrict kick, d+3/4 is a lot better because now you roll back immediately to safety and it feels like you're 0 after the whole animation is done besides -3 like before.

Lili is who i play mostly feels very strong in this iteration especially with all her buffs and now the ss nerf. You also can't side walk her for days due to ff+1+2 and they fixed all her major problems. Shaneen is going to need some nerfs, he feels as brain dead as bob at the moment and i hated dealing with him due to the 4,1 spam. If i didn't play a character with a good high crush i'd feel aggravated. Claudio has the most terrifying mixup in the entire game with starburst d+2. Ling as i suspected is s-tier again due to foxstep being buffed, we're going back to the days where it's hard to just hit her. Katarina/kazumi feels extremely solid. Think of kazumi as a fair jinpachi. Lucky chloe is a gimmicky piece of shit but you already knew that and you can hopkick her rage art on reaction(ty super flash).

Josie is still an extremely good character i faced a lot of her. I didn't play much against gigas or really see yoshi in action. Steve and asuka feel really similar to fight against except now asuka has a triple mid string. Also rage arts aren't as good as people think.

The main issue is when you use your rage art(which all characters rage arts due different damage) is that you lose rage and that's not necessary a good thing because you do get a damage buff from that. All rage arts that are not highs are launch punishable. Armored attacks aren't that game changing. They're a decent yolo move but should not be relied on way too much, I managed to hit someone with lili's ff+2 a few a times (and drop the combo cause i suck on stick).

Overall this game still feels like tekken but a bit fresher. If you guys have any questions just ask.
A fellow Lili player I see? That's good to hear :) I do like her new homing attack, but does it only come out when fully charged?
 

petopia

Active Member
Hi everyone, so recently tekken 7 was at canada cup and ended up playing a lot of games from it. I'll give you all a very quick run down.
While there was a huge nerf to sidestep the game is actually quite fluid. They made the animations a lot better and less choppy. The stages are actually gorgeous and a lot of will appreciate the forgotten world stage(floor breaks that increase combos so t7 does have some environmental stuff).Floor oki still exists in the game as I was doing a lot of df+3 with lili and it was working. The restrict kick, d+3/4 is a lot better because now you roll back immediately to safety and it feels like you're 0 after the whole animation is done besides -3 like before.

Lili is who i play mostly feels very strong in this iteration especially with all her buffs and now the ss nerf. You also can't side walk her for days due to ff+1+2 and they fixed all her major problems. Shaneen is going to need some nerfs, he feels as brain dead as bob at the moment and i hated dealing with him due to the 4,1 spam. If i didn't play a character with a good high crush i'd feel aggravated. Claudio has the most terrifying mixup in the entire game with starburst d+2. Ling as i suspected is s-tier again due to foxstep being buffed, we're going back to the days where it's hard to just hit her. Katarina/kazumi feels extremely solid. Think of kazumi as a fair jinpachi. Lucky chloe is a gimmicky piece of shit but you already knew that and you can hopkick her rage art on reaction(ty super flash).

Josie is still an extremely good character i faced a lot of her. I didn't play much against gigas or really see yoshi in action. Steve and asuka feel really similar to fight against except now asuka has a triple mid string. Also rage arts aren't as good as people think.

The main issue is when you use your rage art(which all characters rage arts due different damage) is that you lose rage and that's not necessary a good thing because you do get a damage buff from that. All rage arts that are not highs are launch punishable. Armored attacks aren't that game changing. They're a decent yolo move but should not be relied on way too much, I managed to hit someone with lili's ff+2 a few a times (and drop the combo cause i suck on stick).

Overall this game still feels like tekken but a bit fresher. If you guys have any questions just ask.

Information already known. Lili's still garbo despite her changes. Naps will win Kane every time.
 

Yurlungur

Well-Known Member
Information already known. Lili's still garbo despite her changes. Naps will win Kane every time.

she's really not, that's the thing I can literally say this one of her best iterations
The only issue she has now is that you can walk out of her sweep

Damn, that's pretty funny then for Lili...
Who is apparently top dog in Tekken 7 atm? Is it a Mishima like I always heard or is it someone with the easiness of Bob?

shaneen is pretty busted
 

petopia

Active Member
she's really not, that's the thing I can literally say this one of her best iterations
The only issue she has now is that you can walk out of her sweep



shaneen is pretty busted
Aint it Shaheen and Claudio, but they keep on nerfing shaheen since that 11f is safe and abusable.
 

KasumiLover

SovereignKnight_
Premium Donor
she's really not, that's the thing I can literally say this one of her best iterations
The only issue she has now is that you can walk out of her sweep



shaneen is pretty busted
I kinda wish she could still have her TTT2 sweep as well, as it kept the opponent standing for additional damage. They should make it chargeable so you can hold for the eldeweiss that launches and just press the command so you can keep the opponent up
 

petopia

Active Member
I kinda wish she could still have her TTT2 sweep as well, as it kept the opponent standing for additional damage. They should make it chargeable so you can hold for the eldeweiss that launches and just press the command so you can keep the opponent up
Hey hey lili already has enough crushing tools as it is so lets just say it is a buff and not nerf since it launches.
 

KasumiLover

SovereignKnight_
Premium Donor
Hey hey lili already has enough crushing tools as it is so lets just say it is a buff and not nerf since it launches.
True, sorry if I was going too far into the OP realm. She has a lot of attacks that I miss, like her DR 6K move Ivory revolver. Why they decided to replace it with Belier Attaque I will never know...~_~
 

Yurlungur

Well-Known Member
True, sorry if I was going too far into the OP realm. She has a lot of attacks that I miss, like her DR 6K move Ivory revolver. Why they decided to replace it with Belier Attaque I will never know...~_~

that move was legit garbage

Hey hey lili already has enough crushing tools as it is so lets just say it is a buff and not nerf since it launches.

you can walk out of her sweep, it was nerfed
 

petopia

Active Member
that move was legit garbage



you can walk out of her sweep, it was nerfed
Yeah but if your a tekken player you're either only to crush it or hop kick the shit out if you see it. If you're korean about you can do what you just mention look lilis weakness is her left side ok she wasnt a really good character since T5 DR and now with T7. Im agreeing with kane here shes not that good of a character.
 

Nameless Sama

Well-Known Member
I think I am at the right place to ask my questions. I love fighting games and here I hope I can get neutral answers without making DOA or Tekken sides worse. I am tired of that.

1. I have thought to buy Tekken 6 and Tekken Tag Tournament 2 (PS3) but ONLY If I can get all trophies from that game -> Online relating trophies of course. So my first question is does people still play this game ? There is a bundle with Soul Calibur V , Tekken 6 , Tekken Tag 2 for 20$. This got my attention and honestly I really wanted to play a tekken game to have my personally opinion for that game.

2. How is the Online Connection ? A mate told me that Tekken in general lags pretty much but I dont listen only by one guy. I love to hear/read others opinion. The point is maybe it is a bad excuse from him you know like DSP does. I played very little ( 3 matches ) Tekken Revolution by a friend and it wasnt laggy.

I hope you can help me to answer these questions and maybe we can play together sometime, who knows. :hayabusa:

have a nice day dear fighters

-> Nameless <-
 

KasumiLover

SovereignKnight_
Premium Donor
I think I am at the right place to ask my questions. I love fighting games and here I hope I can get neutral answers without making DOA or Tekken sides worse. I am tired of that.

1. I have thought to buy Tekken 6 and Tekken Tag Tournament 2 (PS3) but ONLY If I can get all trophies from that game -> Online relating trophies of course. So my first question is does people still play this game ? There is a bundle with Soul Calibur V , Tekken 6 , Tekken Tag 2 for 20$. This got my attention and honestly I really wanted to play a tekken game to have my personally opinion for that game.

2. How is the Online Connection ? A mate told me that Tekken in general lags pretty much but I dont listen only by one guy. I love to hear/read others opinion. The point is maybe it is a bad excuse from him you know like DSP does. I played very little ( 3 matches ) Tekken Revolution by a friend and it wasnt laggy.

I hope you can help me to answer these questions and maybe we can play together sometime, who knows. :hayabusa:

have a nice day dear fighters

-> Nameless <-
You're in luck, alot of people still play TTT2, and the netcode isn't perfect. but it's decent. I play online and lag was never a major issue
 

KasumiLover

SovereignKnight_
Premium Donor
But it does have that 1 frame lag issue so that fucks the game up alot.
Yeah, and moving equipment like wings, and that aura actually slows the game down somewhat if you're near corners with a lot of activity or movement from the AI NPCs.
 

oMASTER LEGENDo

Well-Known Member
Standard Donor
Great Read
Bandai Namco Entertainment's Tekken series has routinely featured some of the best online play experiences in fighting games ever. In terms of latency management, the implementation in Tekken titles is quite possibly the best-in-class.

But what's the secret to that buttery-smooth, online play experience in the latest Tekken titles? What kind of ancient ritual did the Tekken Project development team have to perform in order to achieve that level of low-lag performance? And how many cute little kittens were sacrificed in the process?

The answer to that last question? None. (Tekken Project lead Katsuhiro Harada is an animal lover, and owns a pet dog which he calls Heihachi-kun; he'd jump in to save the kittens before anything untimely could happen to them).

Latency management in fighting games is a science, Harada tells Famitsu in an interview the Japanese games publication recently conducted.

It's not something that developers can bring about through ancient sorcery or by writing "really good netcode" -- something Harada akin to voodoo magic.

Read on to find out why.
Famitsu: With regards to the online play in Tekken 7, we're wondering if you could tell us more about the techniques or methods the development team utilized in order to keep latency low.

It's often said that lag is often the result of badly-written netcode (the part of the game program that deals with Internet communications), or so we hear...

Katsuhiro Harada: Nope, nope, latency issues aren't something you can resolve simply by changing the way the netcode is written.

Tekken titles contain some of the highest amounts of key input data, when you compare it to other fighting games, sure. But with that said there's still no such code that automatically makes latency issues go away, like magic.

On a very superficial level it's easy to attribute all of the latency issues to "netcode" because it's a buzzword that's easy to understand. But really the term is just something that people like to use because they don't know understand the latency issues very well.

Rather than "write a better netcode", what's truly important here is that the developer has to design the entire fighting game with the notion that it will eventually be played online.

For instance, imagine if the developer were to implement some moves in the fighting game that have a start-up animation of 1F (1/60th of a second in the case of recent Tekken games) after the player hits a button.

If a developer were to do that, then when the game is played online, you'd definitely run into latency issues where these moves would lag behind by numerous frames.

Famitsu: Well, yes, that's true. It takes time for the data to travel through the Internet pipes over a long distance.

Harada: And that's why 1-frame start-up moves would definitely be heavily affected by lag in online matches. This is a bit of an extreme example, but basically when a fighting game supports online play, what it means is that the game has to be designed with that premise in mind.

This is a topic that other fighting game developers have been discussing quite a lot about recently too. Like I thought, everyone's facing pretty much the same kind of problems and challenges when making their games playable online.

Famitsu: So how does Tekken 7 solve these problems?

Harada: For instance when the player hits the punch button or perform other actions, we put in a brief buffer period between the button press and when the punch move or action actually starts happening on-screen, as a measure to reduce the perception of lag.

Subsequently, if there is lag online, what the game can do in theory is to skip over certain frames or parts of the move's animation. In other words, in order to keep the amount of time elapsed -- between when the player hits a button and when the move actually hits -- consistent, the game makes adjustments to the move animations accordingly.

But that's not all. That's just one example. There's a bunch of other game system measures like this we've put in place.

By the way, for Tekken Tag Tournament 2 and Tekken 7 we've actually put in place pretty much the exact same system measures to reduce the perception of lag. So in terms of response times [between when a player hits a button and the move taking place on-screen], nothing has been changed from TTT2 to Tekken 7.

And yet every time we release a new title, there are always people complaining that the new game "has gotten sluggish" compared to the previous release. Unfortunately, they're mistaken. We can even show you the data. If anything, we've actually made improvements in many areas.

Shorten move animations to account for the lag? The manner in which Tekken games tackle latency issues is certainly quite fascinating.

I wonder if similar methods are implemented for Super Smash Bros. for Wii U/Nintendo 3DS, which was developed with Bandai Namco Entertainment's aid.
 
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