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Reminder that this game will have sexy hot netcode:quote:Famitsu: So how does Tekken 7 solve these problems? https://www.eventhubs.com/news/2015...ques-explained/
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# ? May 19, 2017 19:48 |
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# ? Jun 9, 2024 16:08 |
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I hope goofy poo poo like that happens often because that is hilarious.
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# ? May 19, 2017 21:40 |
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even if its exactly the same as tag 2's netcode it'd still be very, very good
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# ? May 19, 2017 21:44 |
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as pretty casual tekken player something I've never really understood is why the movelists of each character are full of canned strings that don't fully combo even on counterhit and don't have some kind of built in mixup are these just scrub traps to look cool and not something pro players ever consider, or is there some arcane use for this stuff that my scrub eyes can't comprehend?
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# ? May 19, 2017 22:13 |
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variety is the spice of life
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# ? May 19, 2017 22:30 |
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Can't wait to play new and improved edgemaster Bryan also Miguel.
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# ? May 19, 2017 22:33 |
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darealkooky posted:as pretty casual tekken player something I've never really understood is why the movelists of each character are full of canned strings that don't fully combo even on counterhit and don't have some kind of built in mixup some stuff is useful as a frame trap, some stuff is combo filler, some stuff is just there to look cool, so i guess it depends on what move youre referring to
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# ? May 19, 2017 22:36 |
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# ? May 19, 2017 22:57 |
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darealkooky posted:as pretty casual tekken player something I've never really understood is why the movelists of each character are full of canned strings that don't fully combo even on counterhit and don't have some kind of built in mixup Juggles, walls, or they look cool.
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# ? May 19, 2017 23:24 |
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Re: tekken 7 netcode: adding input lag is technically what SFV claimed to do. However it will work for T7 because: (a) T7 appears to add the lag intentionally; (b) Tekken move startups are generally slower than SF, which means that under input lag, players can still react in time; (c) T7 will have network lag eat up the input lag first, which means that if network lag is less than input lag, there will be no technical difference in feel; (d) no garbage asymmetrical rollback system (did TTT do rollback or input delay?) Is this reasoning correct?
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# ? May 20, 2017 01:36 |
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It's delay based, otherwise yes. Your move comes out slower because they normalize the input delay so that no matter what, there's always built in input lag. Online, when there's network latency, they have the built in input lag mask some of the network delay, so unless the connection is really poor, it'll feel pretty close to offline because you're already used to input delay. This works well because i10 is the slowest move so it's a lot easier to hide compared to a 3f jab. Also SF5 hosed up the netcode so that it's additive to the input delay because lol capcom. Either that or it's intentional because ???? Also rollback for 3D games is pretty tough and I've never seen a really good implementation.
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# ? May 20, 2017 06:36 |
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darealkooky posted:as pretty casual tekken player something I've never really understood is why the movelists of each character are full of canned strings that don't fully combo even on counterhit and don't have some kind of built in mixup Your question has mostly been answered but if I can offer some more detail, a lot of those types of things are strings meant for use in juggles or to pick up a combo from specific knockdowns (it's a good idea to know which string you need to use to "scrape" an opponent off the ground for weird collapsing knockdowns and such). As has been discussed earlier in the thread, sometimes the strings are meant only to combo in specific situations such as hitting the opponent when they're backturned, or after they splat on a wall. As I go through a char's movelist in a 3d game I tend to categorize everything as combo starter, combo filler, combo ender, or pokes. Sometimes strings count as pokes (anything with multiple mids that's safe on block, and stuff with built in canned mix-ups comes to mind). It's usually pretty obvious when a move doesn't really fit into one of those categories and is hence a hella specific edge case thing (like 95% of unblockables in the game). At the end of the day you can boil down even a gigantic movelist like King's to 10 - 12 moves you should be using during neutral, and everything else is a follow up after that in some fashion.
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# ? May 20, 2017 07:58 |
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darealkooky posted:as pretty casual tekken player something I've never really understood is why the movelists of each character are full of canned strings that don't fully combo even on counterhit and don't have some kind of built in mixup A lot of those are combo filler, some are plus on block. And some are just bad
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# ? May 20, 2017 08:32 |
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interrodactyl posted:This works well because i10 is the slowest move so it's a lot easier to hide compared to a 3f jab. Also SF5 hosed up the netcode so that it's additive to the input delay because lol capcom. Either that or it's intentional because ???? Definitely lol capcom, they add extra fixed delay online to mask rollback.
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# ? May 20, 2017 11:07 |
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I'm one of those guys who always enjoyed Tekken in my friend circle, but never played online. How hardware intensive do you recon this game will be? I have a 970 mx. I don't really feel like buying a new controller just for this game. Will the Switch pro controller do the trick?
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# ? May 20, 2017 11:26 |
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GET INTO DA CHOPPA posted:I'm one of those guys who always enjoyed Tekken in my friend circle, but never played online. The arcade version runs on a fairly cheap PC from around 3 years ago, hopefully you should be fine. I don't know how much of a step down the mx is from a regular 970 though. The PC version supports dinput so you should be able to use whatever you want. All that matters with your controller choice is that you are able to use it comfortably and accurately.
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# ? May 20, 2017 11:53 |
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GET INTO DA CHOPPA posted:I'm one of those guys who always enjoyed Tekken in my friend circle, but never played online. You should be fine. Controller requirements for Tekken are basically "has a d-pad that's better than the 360 controller; has 4 face buttons." T7 is on the Unreal Engine, so it'll hopefully be pretty well optimized in terms of performance.
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# ? May 20, 2017 18:54 |
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I wasn't really interested in this game because I'm not really a fan of how the series went heavy into juggling but after seeing that there's a unique skin for King that gives him the loving RAINMAKER as a finisher, I gotta throw this on my steam wishlist.
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# ? May 20, 2017 20:47 |
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Greetings, friend. http://i.imgur.com/0zsNirB.gifv
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# ? May 20, 2017 20:54 |
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Policenaut posted:Greetings, friend. I just realized they even do the camera zoom out as well.
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# ? May 20, 2017 20:56 |
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Policenaut posted:Greetings, friend. I need that (I knock em down)
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# ? May 20, 2017 21:11 |
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Game looks good. This will be my first Tekken game and my first 3d fighter since Soul Calibur on the Dreamcast; but I'll trust the developers here well enough to have a detailed tutorial and working story mode. Incidentally, I wonder when the early copies will start being sold by the small shops.
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# ? May 21, 2017 06:51 |
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I love Feng and have been practicing with him in TTT2 the last days (turns out I had TTT2 on my WiiU even though I've never played it), does he get any noticeable changes to how he plays in T7? Also, since I'm a complete beginner... anyone got any good, easy tips for him?
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# ? May 22, 2017 13:37 |
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I'm assuming it's fairly rare to see Really Good Yoshimitsu play so I thought I should share some vids that GreenTekken's been uploading: https://www.youtube.com/watch?v=y2IJGAMF4l0 https://www.youtube.com/watch?v=gttlRJdMGSs If you're not familiar, LowHigh is a pretty strong player that is basically gettin styled upon by this Yoshi, dude's p good.
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# ? May 22, 2017 21:35 |
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Here is a more official beginners guide that Namco put together for the game: http://tk7.tekken.com/guides
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# ? May 22, 2017 22:20 |
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Get them drivers ready boizzzz
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# ? May 23, 2017 04:04 |
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Is this game good for 2 people to just play each other casually? I'm thinking of buying this but I don't know if I want to get good at Tekken and play online yet. So whether I get it depends on how good it is to just play my brother like we used to in Tekken 3 as kids. If we ever feel the need to go into training mode or get bored of the poo poo we can do without going to training mode then that's a problem because he won't train.
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# ? May 23, 2017 04:22 |
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Eddie Gordo is in T7, so yes.
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# ? May 23, 2017 04:25 |
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if youg liked playing tekken 3, just grab it and mash on some buttons with the coolest looking character or pick paul and deathfist for days
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# ? May 23, 2017 04:26 |
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Deathfist For Days was also the most painless way to drop Azazel's annoying rear end
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# ? May 23, 2017 04:39 |
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Your Computer posted:I love Feng and have been practicing with him in TTT2 the last days (turns out I had TTT2 on my WiiU even though I've never played it), does he get any noticeable changes to how he plays in T7? Lei didn't make it in the base roster, so I'm giving Feng a try. From what I've learned, he keeps a lot of good pokes that he has from past games, but his combos are different due to the universal changes in Tekken 7, such as the new tail spin/screw attack stuff. ATP has an old article that tries to translate "Nobi's Beginner's Guide" video for the characters, including Feng. It seems worth a watch even if you don't understand the language, and it shows a bit of what you'll be aiming for when devising up a viable combo. Unfortunately I haven't come across a very detailed or complete video on how to handle Feng, but I'm fairly sure such character videos will emerge once the world gets their hands on the game. It's also worth watching some matches with Feng players going at it to see what gets used. TakTak's (now BattleFinger) channel is good for such things.
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# ? May 23, 2017 09:13 |
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Your Computer posted:I love Feng and have been practicing with him in TTT2 the last days (turns out I had TTT2 on my WiiU even though I've never played it), does he get any noticeable changes to how he plays in T7? He's pretty similar, he got a great new move in f+1+2 thats a homing mid with great range and gets use in combos as well. He's viable at all range, has some great lows and pokes in general, although his hopkick is kinda stubby, so he's not always the best at whiff punishment. I'd link to some useful guides but TZ is down right now, though if you want something to watch Aris from avoiding the puddle did a great youtube series on the character thats super in depth.
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# ? May 23, 2017 09:58 |
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Lothire posted:Lei didn't make it in the base roster, so I'm giving Feng a try. From what I've learned, he keeps a lot of good pokes that he has from past games, but his combos are different due to the universal changes in Tekken 7, such as the new tail spin/screw attack stuff. Spuckuk posted:He's pretty similar, he got a great new move in f+1+2 thats a homing mid with great range and gets use in combos as well. I've watched the Avoiding the Puddle videos, but they're pretty hard to digest for a complete beginner. It's almost 4 hours long! In the part about "key moves" he goes through literally the entire movelist, so it's also hard to pick up which moves I should try to focus on to begin with.
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# ? May 23, 2017 12:43 |
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B+1+2 is one of the best punishes in the game for that, long range and good damage at like i13. He doesn't really get launch punishes without whiffs or close range
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# ? May 23, 2017 14:24 |
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Ixiggle posted:B+1+2 is one of the best punishes in the game for that, long range and good damage at like i13. He doesn't really get launch punishes without whiffs or close range F+3, 4 is a really good whiff punishing launcher as well
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# ? May 23, 2017 14:33 |
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Your Computer posted:I've watched the Avoiding the Puddle videos, but they're pretty hard to digest for a complete beginner. It's almost 4 hours long! In the part about "key moves" he goes through literally the entire movelist, so it's also hard to pick up which moves I should try to focus on to begin with. You may want to check out this video if you haven't already: https://www.youtube.com/watch?v=hJEJ8PJXoaM It's practically a direct answer to the issue you're having. Knowing which moves to focus on can come from a variety of places (internet discussions, match videos, frame data numbers, experimenting in training mode, etc.) but the information is out there you just have to ask. BattleHamster fucked around with this message at 17:50 on May 23, 2017 |
# ? May 23, 2017 16:28 |
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BattleHamster posted:You may want to check out this video if you haven't already: https://www.youtube.com/watch?v=hJEJ8PJXoaM You're totally right, that was a good video. A lot of the guides and stuff I've found (even aimed at beginners) just lists glossaries, frame data and movelists, like he mentions in that video. Makes it hard to get started, and I think Tekken already has a steep learning curve. The rest of the "Basics of Tekken" videos look pretty good too, and basically what I've been looking for so thanks! I guess the OP wasn't wrong about his videos being helpful
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# ? May 23, 2017 17:08 |
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That's good information but I never knew that he sounds like daxflame.
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# ? May 23, 2017 18:07 |
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There's also the T7 top 15 moves google doc: https://docs.google.com/document/d/14QszwNxYv5VpTq2BY9jAN972SeZRbbw-oqj2dONWINI/edit
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# ? May 23, 2017 18:25 |
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# ? Jun 9, 2024 16:08 |
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Your Computer posted:You're totally right, that was a good video. A lot of the guides and stuff I've found (even aimed at beginners) just lists glossaries, frame data and movelists, like he mentions in that video. Makes it hard to get started, and I think Tekken already has a steep learning curve. The rest of the "Basics of Tekken" videos look pretty good too, and basically what I've been looking for so thanks! I guess the OP wasn't wrong about his videos being helpful Yeah, I'll admit for my part that it's really hard to just teach people how neutral is supposed to work (really in any fighting game, not just Tekken). If I try to translate what I'm doing during neutral, it's a lot of jockeying for position (making sure that their back is to a wall instead of mine, moving in and out of poke range to see if anything gets baited out), mixed with throwing out pokes of my own or trying to read when they're going to try something so I can get a counterhit or block it. If it's against someone who's less likely to know how to escape pressure, I can focus less on movement and whiff baiting and more on constant mixups. That means using quick mid pokes to keep them stand blocking so I can sneak in free low hits or throw attempts, or tying them up in strings that give me good high/low options and that they won't know how to get out of. The neutral game shifts a lot as the skill level of both players goes up, which is why people say it seems like people only use a few moves at high level; they have to play a lot safer if they think the other guy knows how to sidestep certain strings or will otherwise blow up their pressure, and it becomes much more about movement and whiff punishment instead of mixup pressure.
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# ? May 23, 2017 19:01 |