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stringfellow
post Jun 10 2017, 11:40 AM

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There's a considerable amount of input lag for the PS4 version versus the PC version, but beyond that, the perceived "input lag" is Tekken's way of buffering moves in. Try do a 10 hit string for any character, you basically have quickly tap through the first three or 4 hits and then you can see how the game reads your second last button tap executed before the animation of the move comes on-screen. That's how Tekken has been since Tekken 1.

What's disconcerting is how Akuma's timing has changed. I can literally do the half circle roll back for EX fireball so slowly that it's inconceivable to adapt to this unless you start playing long and hard. Built-in timing familiarity with him through numerous SF games needs to be thrown out of the window for this.
stringfellow
post Jun 10 2017, 04:45 PM

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Go into Treasure Battle mode. Best to use a character that hasn't reach high rank yet. Special Matches are matches that usually happens when you move up a specific rank tier (Kyu to Dan, Dan to Initiate, etc) that involves powered up opponents like Devil Kazuya, Jin, Story Mode Heihachi, Special Chapter Akuma and Devil Kazumi. If you're using high ranked characters, your chances of seeing Special Matches are greatly reduced compared to when rising in rank from lower ranks.

And of course, you need to win these. There are no specific procedure to get these matches but you're less likely to see these characters in Special Matches if you're higher ranked, Special Matches are designed to test how you deal with overpowered opponents (Special Chapter Akuma in Treasure Battles for example, have constant white aura around him indicating that normal attacks usuallay are absorbed when hit on him ala Power Crush).

And if you lose a Special Match, starting over will reset those chances back and only appears before a significant tier promotion appears. Refer to tiers based on the Tekken Tank system image I posted earlier.
stringfellow
post Jun 10 2017, 09:04 PM

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QUOTE(-PuPu^ZaPruD3r- @ Jun 10 2017, 08:17 PM)
Ok done. Just defeated Devil Kazuya and plat the game smile.gif
*
EXCERRENT! rclxms.gif

user posted image

Now, 2000 battles grind to unlock everything? tongue.gif


stringfellow
post Jun 11 2017, 01:27 AM

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Leaving this running overnight. The game autogrinds to 2000 battles as long as you have a controller or fight stick with turbo function.



Button map the "Confirm" button (A for Xbox or PC, X for PS4" as RK(Right Kick). Set RK (Right Kick) to run on Turbo once pressed and held in. Tape it down. Choose Katarina, enter Treasure Battle Mode. Taped Down RK will execute Katarina's RK combos. Completed matches with a win or loss will progress to the next battle via "Start Over" or "Next Battle" option, as RK (mapped as A or X on Xbox/PC and PS4 respectively) will work as "Confirm" button as well. Leave game running overnight. Wake up to 2000 matches, which will unlock everything except Eliza's customization.

P/S: Does not matter if you win or lose, as long as the game tallies your fight counts as being more than 2000 battles, the game will unlock all customizations automatically. (sans Eliza's customizations).

This post has been edited by stringfellow: Jun 11 2017, 01:28 AM
stringfellow
post Jun 11 2017, 09:59 PM

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Parries and Punishments. God.... I need to get better at this. He's seriously good at this. #FightingGameGoals

This post has been edited by stringfellow: Jun 11 2017, 10:02 PM
stringfellow
post Jun 12 2017, 07:51 AM

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Done.

» Click to show Spoiler - click again to hide... «


2000 matches unlocks all customisations minus Eliza's.

This post has been edited by stringfellow: Jun 12 2017, 08:23 AM
stringfellow
post Jun 13 2017, 10:13 AM

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QUOTE(Poodlepaddly @ Jun 13 2017, 08:10 AM)
Wow 65 hours total play time?

You hardcore bruh.  thumbsup.gif
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And more. Since I've been playing both platforms, PS4 and PC.

Also did a few customisations on characters, took me three hours just to siphon through all of them making new costumes.



A lot of the cool ones were already featured by ghost data players who were already at the "Tekken God Prime" rank, when you fight them in Treasure Battle mode. Hell, there's even a tribute to Skullomania in Tekken 7!


stringfellow
post Jun 14 2017, 03:24 PM

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Come to PC, we can play online every night. I prefer the PC version over the PS4 version, there's built-in input lag into the game on the PS4 that in turns foils execution without readjusting to its timing everytime. I'm already used to the relatively lagless timing on the PC version, and have built move execution muscle memory while playing on that platform.

» Click to show Spoiler - click again to hide... «


I look at the PC game as the benchmark while doing this particular combo in the spoiler above. That combo is difficult to do (particularly the final section of the combo, on the Jin's fall into Rage Art connect), on the same fight stick (SFV TE2+ stick), on the PS4 compared to the PC. Even when I moved the PS4 from the TV (my TV have Game Mode on that reduces input lag) to a fast monitor (G-Sync monitor, but disable since it's running a PS4 game), there are still time when move executed will whiff. I need consistency, and PC gives the best result for me for this game.

This post has been edited by stringfellow: Jun 14 2017, 03:33 PM
stringfellow
post Jun 14 2017, 05:44 PM

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QUOTE(cablesguy @ Jun 14 2017, 04:56 PM)
Nice combo, Im using Hwaorang and still having trouble trying to master the longer combos ..still wondering what is the turbo and 5,12 and 20 slider buttons in the Hori Tekken 7 fightsticks are for?
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5,12,20 refers to the frequency of the button is simulated being pressed when turbo function is on. I generally don't touch these, on my other Razer Atrox fight stick, the frequency is in the multiple of 4 (4, 8 etc), and I only use these to autogrind 2000 battles using Katarina's RK combos while I go to sleep.
stringfellow
post Jun 14 2017, 08:16 PM

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QUOTE(Ji3MOON @ Jun 14 2017, 07:58 PM)
My PC graphic card sudah burn..no money buy new 1..
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Time like these I wish Sony's isn't so stubborn about cross-platform Cross Play. See what happens with Minecraft Cross Play situation. Haih.....
stringfellow
post Jun 17 2017, 08:41 PM

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Watch until the end: the 30th and final challenger of CEO Royal Rumble,....the final boss is Harada-san himself. The creator of Tekken.

This is why Tekken is special: all tiers of the game playing community are engaged, from the smallest of little kid (Lil Ray), to the gentler gender (Swagmaster), from the pros (Speed Kicks) to the commentators themselves (Rip, Markman Tasty Steve), right up to the the game designer (Michael Murray), the documentarist (Esteban), ...... to the Man himself, Harada-san.
stringfellow
post Jun 19 2017, 04:16 AM

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Calling it a night. A night to remember though....advanced to "Initiate" rank after a single night of online Tekken 7 on PC. Pretty smooth connection (despite me being pessimistic), just that fights are far and few in between because the game is filtering against laggy connection and matches.

» Click to show Spoiler - click again to hide... «


Quick Matches means little to me, fooled around much on that mode, Ranked is where it's at. Plus, more idiotic plays in Quick Matches than in Ranked, usually when that happens I just stayed still and let the joker on the other side win. Don't give them the satisfaction of a proper interesting match. Like trolls, they feed on your frustration, don't let them have that. One match with a stupid Kuma player using low head butt lunges infinitely comes to mind. I just let him win and ignored all fight requests from that asshole.

Now watching CEO2017 Top 8 Grand Finals live on Twitch. First leg of Tekken World Tour 2017.
https://www.twitch.tv/tekken

This post has been edited by stringfellow: Jun 19 2017, 04:28 AM
stringfellow
post Jun 19 2017, 05:12 AM

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A USD100 worth of a combo. Thankfully, I don't play Jin. And Aris is a Tekken Tour finalist caliber of a player.
stringfellow
post Jun 20 2017, 12:38 PM

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Naisu. Last night was a bit slower than earlier night. The few matches I had were jokers spamming bullshit moves, so I spammed my moves back.....no point playing with patience when all I get are rushdowns with spammed buttons. Lost even with those spammed so I just went with Stagger Kicks until they die.

Sorry if that's the impression you got of me, after a while matching up with spammers, the habit stuck. Sometimes the connection on the other side failed so badly at crucial moments, it throws all the close-combat launcher timing out of the window, making it no point to do all those complex launcher combos I've practiced in Warm-Up mode. King isn't the fastest of a character, and the game is more forgiving to fast characters like Kazuya, Jin, Josie, Steve and Xiaoyu, even when you mistimed your combos, the window of which the combo hits is still open with faster characters.

Will only get back to Heihachi once my Korean fight stick with Myoungshin Fanta lever arrives.
stringfellow
post Jun 21 2017, 06:42 AM

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Bad play sessions tonight/early morning. Game froze on me when match is about to start, forcing a hard reset. Coming back into online multiplayer after PC rebooted, got a notification stating penalty imposed for quitting matches. Was in danger of demotion twice (which I assume is because of that penalty), but managed to pull through with wins against spamming Gigas and Asuka. Still a Mentor Rank on King.
stringfellow
post Jun 23 2017, 10:19 AM

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QUOTE(Amy09 @ Jun 23 2017, 10:07 AM)
any sifu here wanna play with me? or can teach me kazumi? i play for 6 days so far and never play tekken before lol

btw online matches those tag as "beginner" with 0 w those are fake beginner....get destroy by them by combos
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No they're not fake. It's just that the character your opponent chose hasn't been used a lot, hence the rank "beginner".

Once he has one character at rank "Initiate" and above, the game will automatically upgrade ALL character ranks under his name as "1st Dan".

It just means that he mainly plays other character primarily, but does not mean he doesn't know the fundamentals of the character he chose to fight you with.

I play King as my main, once my King gets beyond "Initiate", all my other characters upgraded to "1st Dan". Does not mean that I'm good at using Gigas because the game upgrades his rank automatically to "1st Dan", but the game assumes my fundamentals is competent enough to upgrade all other characters in the roster to "1st Dan".
stringfellow
post Jun 23 2017, 07:55 PM

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LOL at MvCI and its auto-combos. That was the first thing the game tells you to do in the demo. I call it the "whack-a-mole" game coz it's just like that baby's toy: press one button continuously to get combos. tongue.gif

That said, Tekken does have characters that is a "whack-a-mole" herself, Katarina and to some extent.....Lucky Chloe. After all, I did that "Katarina spam RK using turbo function and go to sleep" trick to auto-grind for 2000 battles all-customization unlock. tongue.gif But that's more of to pull newbies in. Once they realize that the move is "duckable", can be countered or parried, can be sidestepped, or punishable by quicker low attacks and WS moves by frame data, they will either learn Katarina's more varied altitude attacks (low and mid/high combined) or gave up the game altogether.

I guess it's not really fair if you're just getting into the game now, while the rest have 8 games worth of experiences behind them. Which is why most SF-trained players I played with, starts with Akuma. They're familiar with his movesets from SF, but unwilling to try out the other 37 characters that makes up the core of Tekken. It's all about move timing (turn on Recovery Frame indicator in Practice to learn this), moves buffering (doing moves early while preceding moves are still in animation and padding button taps and presses), and footsies (weave in and out of range to entice your opponent to whiff his attacks and punish them). Hell, even your first move is important, after the announcer says "Round 1, Fight!". A faster move and longer reach as a poke will serve as a hint to what your opponent's game plan is. More often than not, new players would rush into their attacks and HOPE it'll land, but dont know about how "fast" their attacks are, which altitude it hits (high, mid, low), and if their attack range is long enough to hit. Experienced vets would usually wait and see what their opponents would do, and punish accordingly. Or poke a single fast attack that is safe on block and see how their opponents react.

I usually condition my opponent into blocking low. You see, since the majority of moves attack mid and high in a string combo, a lot of players neglected to block low. As a King player, I'd make the opponent conditioned into blocking low with King's Stagger Kicks, and once he's in that frame of mind (in his mind, more Stagger Kicks are coming so I better block low), it's the juiciest time to hit him with u/f+4 launcher and wall-carry combo him. Even Stagger Kicks has 50-50s in them: A single Stagger kick and a 2, three Stagger kicks and a 2, or spam all 5 Stagger kicks. Keep him guessing. wink.gif

Mostly these days I got fed up with newbies spamming rushdown attacks hoping one of the attacks would hit or just for pressure, and I use Stagger kicks on them to teach them a lesson: vary your attacks and stop spamming buttons. Stop for a second, coordinate your attacks, and do your moves with a purpose, not just for quick kills. Makes the game more enjoyable that way, and both of us learn something new from each other, even if I lose in that way, I'm happy. Not when you're spamming a single move over and over again. Some of them never learn and continue spamming the same move, even after being punished over and over again. And some use the stuttery lag nature of online play (either because of their shitty connection or a lag switch) to their advantage to win, which isn't the kind of "win" I'd want to win. When that happens I usually just let him win: I just stand there and let him "win" by hitting me over and over again without me doing anything, even when I'm lying on my back on the floor. If he feels that is a "win", I know what kind of player he is (a scrub) and never accept his fight request again. Coz to me, winning THAT way is a shitty way of winning, and a crappy feeling to win it that way too. I'd rather win by the slightest margin, in a very technical and strategized match, in a match that drags on to the final round, and in that final round, both players are in Rage, and the fight ends up in the most hyped slow-mo action of it all. That is how you really play Tekken, ladies and gents.

This post has been edited by stringfellow: Jun 23 2017, 07:59 PM
stringfellow
post Jun 23 2017, 09:23 PM

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This app is a great companion for you to learn about frame data in Tekken 7 while you hone your skills in timing and execution. Same named app is also in Android device.

user posted image

Learn which moves executes faster than your opponent's. Which WS moves is ideal to use as a punish. Use those moves as frame advantage and frame traps.
stringfellow
post Jun 23 2017, 09:29 PM

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QUOTE(Deathhunter @ Jun 23 2017, 09:23 PM)
Now another level of sarcasm I am facing :\
a guy whose ID is "suplexcityf599 or something like this,
I get 3 bars with him & match connection remains decent, when he gets a damage of almost 60% it starts to lag & during lag he starts to spam Lucky Chloe's some sort of med & low mixup which is a in a form of dance or something, he keep doing that as during lag its almost impossible to parry the low one,
I wonder how he actually makes the game laggy like this? :\
*
Lag switch. There's hardware version and software version of a lag switch. That Lucky Chloe move is most probably d/b+4, 4, 4 and continue spamming 4 until vomit. Tekken 7's new version of Eddy Gordo. She will count "1,2.."and then launch into another string of 4,4 that sweeps low and then alternates to high overhead. A spamming noob would be just do d/b+4, 4, 4 forever, but a learning Chloe player would add into the mixup with d/f+2,4,3,1 and a combo ender for wall carry.

How to beat this? Power Crush move. Block low on the first two and then use your power crush move. If you got caught in the low spin kicks, or the first two standing "dance kicks", simply tech roll to the side. A spamming noob will most probably never know who to extend floor bounce into a wall carry so quickly tech roll to the side and block low, then power crush her. Or if you wanna risk it, low parry. but it's tough to low parry when cheaters use lag switch. timing all out of the window.

This post has been edited by stringfellow: Jun 23 2017, 09:36 PM
stringfellow
post Jun 24 2017, 03:21 AM

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Kazumi has the simplest and smallest move list among all the characters in the Tekken roster.

6 hits: d/f+2, b+2, f,f, 1+ 2 = 54 damage

d/f+2 for the tiger uppercut, then you land, b+2 for backhand slap that puts your opponent into a tailspin, then 1+2 for the quick left right punch ending with the tiger dashing attack.

A flashier variation would be d/f+2, b+2, u/f+3,4,3 or u/f+3,4,1. Combo that ends in Heihachi's familiar air juggle kick or Hwoarang's Hunting Hawk.

Combo extenders are the moves that is marked with the tailspin icon in the movelist in the game. That'll be once you're familiar with how combo extenders, wall splats and floor bounce works.

Kazumi's d/f+1 is among the fastest move in the game, comes out quick and an effective poke. But easily countered if blocked.

This post has been edited by stringfellow: Jun 24 2017, 03:28 AM

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