Okay so: Tekken resources seem to be all aimed at people who either know nothing about fighting games, or people who already understand how tekken works. There's very little for people who get fg fundamentals but don't understand the specific flow of a tekken match. I'm going to attempt over the next couple days to demystify exactly what is going on to hopefully increase your enjoyment playing and watching the absolute most greatest and best 3d digital bear and robot karate simulator ever made
Archetypes: at a glance it seems like all tekken characters are doing the same things. In 2d games you have clear character roles like rushdown, zoner, grappler, etc. In tekken the lines are blurrier. Instead, there are a variety of elements that compose a complete tk gameplan, and each character is suited or unsuited to each one individually.
Poking: a character who excels at poking is the turtle of tekken. They have long ranged safe buttons with good tracking and are a nightmare to approach. They chop the tree down by inches. It is very hard to force a defensive poking character to move if they don't want to. Consider them to be the zoning characters. Alisa, Jack, and Miguel are all poking monsters.
Rushdown: a rushdown character wants to be in your face at range 0 all the time. Once they're inside, it is extremely difficult to get them back out. They have fast attacks with good advantage and generally can force 50/50s all day. Note that rushdown and poking are not mutually exclusive. Some characters have the tools for both. Some characters are crap at both. There are a lot of other areas to excel in. Nina is the undisputed Queen of Rushdown. Heihachi and Paul like it, too.
Block punishment: The ability to maximize damage from your opponent's mistakes. Each character has optimal punishes for every punishable situation. Some characters punish harder than others. You can hopkick Gigas all day and not be too worried about his retaliation. You have to think real hard before hopkicking Kazuya, because if he blocks, your ass just died twice. Kazuya Mishima is undisputed lord of punishment, getting full launches from blocking shit that other characters may struggle to get even a knockdown off.
Whiff punishing: some characters have better tools for handling whiffs than others. You can sit back and do silly shit in front of King or Nina all day. King has to be fairly close to tag you with b+1,2 and even if he gets it, its not the end of the world. Other characters are uniquely suited to fucking up your christmas if you're sloppy with your buttons. Asuka f+2 is the shining star here. Heihachi demon paw, all ewgfs, and like half of Jack's movelist are all also way up there.
Counterhitting: A character with a strong CH game aims to make you constantly second guess when it is your turn to push a button. They have tools to create natural frame traps and huge payoff from getting counterhits. Throw a dumb crouch jab against Shaheen? Not the end of the world. Got a little antsy against Steve? Welcome to the dumpster. Steve Fox and Asuka get most of their mileage from fishing for counterhits.
Wall carry: Some characters strengths lie in their ability to take you all the way to the wall from nearly anywhere on the stage. Having your back to the wall is extremely bad. Hitting the wall midcombo is extremely bad. Lee and Nina have legendary wall carry ability.
Movement: some characters just plain move better than others. Big characters arent neccesarily slow, but their bulk means they arent creating as much safe space with a sidestep or backdash. Small characters create more distance as there is less of them to hit. Unique evasive stances could also be included in this category. Xiaoyu and Lili are extremely hard to pin down while Jack, Bob, and Gigas have to take more pressure due to having poor mobility. Eddy is a special case, having the very evasive RLX stance but an awful neutral stance and terrible sidestep.
Okizeme: getting off the ground in tekken is a generally scary prospect, but some characters will fuck you up harder than others. You can kinda just do whatever you want against Lucky Chloe and it'll probably work out. Get knocked down against King or Xiaoyu? RIP. Your ass is now in a blender.
So when discussing how a tekken character works, they'll generally excel at a couple of those categories while being deficient in others, or occasionally being adequate at everything without being phenomenal, like Jin.
Kazuya has shit poking, mediocre rushdown, outstanding block and whiff punishment, decent CH, fair wall carry, and great movement and oki. He is a decensive character designed to force and capitalize on mistakes.
Alisa is the other side of the defense coin, with has outstanding poking, below average rushdown, shit block and whiff punishment, average CH game, good carry, and amazing movement. She sets her position on screen at will and defends it with an array of amazing coverage. She's O.Sagat or Deadshot. You lose 80% of your lifebar trying to touch her.
Those are extreme examples with most characters being a blend of the above qualities and very few examples of stark archetypes.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
And is there anyone that does combos like Marduk's VTS cancel combos from T6?
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
O.Bob is pure, unadulterated offense. Insane pressure, insane 50/50s, insane damage, insane wall game. His punishment is mediocre, he doesnt have great counterpoking tools or reliable crushes so approaching is tricky, but once he's in that's your ass. Also extremely technical because of how his stances work. If you like pushing buttons and difficult execution, him or Nina are your mans.
And is there anyone that does combos like Marduk's VTS cancel combos from T6?
King is an oki monster. His punishment leaves a lot to be desired and his 50/50s are very high risk high reward. Hes very all in. His lows are all shit, because of his excellent throwing game, but keep in mind that throws are only as good as your opponent is since they're breakable on reaction.
If King is the offensive grappler, Gigas is the defensive one. No lows, best throws, great suite of punch normals, awful kicks. The space control of Jack with King's throw game. Horrible horrible movement and block punishing. Good opponents will outrun him all over the stage and break all of his throws, leaving you with a vaguely Jack shaped watery turd.
If Alisa is the defensive poking character, Dragunov is the offensive one. Running 2 and d+2 is a 50/50 from range 1-2 that lets him get inside nearly at will. He has the best tools to mount an offense of anyone in the game, an extremely easy to understand playstyle, high damage, maybe the best wall game, good panic buttons, great evasion. Downsides: ??? He's fucking great.
Okay so: Tekken resources seem to be all aimed at people who either know nothing about fighting games, or people who already understand how tekken works. There's very little for people who get fg fundamentals but don't understand the specific flow of a tekken match. I'm going to attempt over the next couple days to demystify exactly what is going on to hopefully increase your enjoyment playing and watching the absolute most greatest and best 3d digital bear and robot karate simulator ever made
Archetypes: at a glance it seems like all tekken characters are doing the same things. In 2d games you have clear character roles like rushdown, zoner, grappler, etc. In tekken the lines are blurrier. Instead, there are a variety of elements that compose a complete tk gameplan, and each character is suited or unsuited to each one individually.
Poking: a character who excels at poking is the turtle of tekken. They have long ranged safe buttons with good tracking and are a nightmare to approach. They chop the tree down by inches. It is very hard to force a defensive poking character to move if they don't want to. Consider them to be the zoning characters. Alisa, Jack, and Miguel are all poking monsters.
Rushdown: a rushdown character wants to be in your face at range 0 all the time. Once they're inside, it is extremely difficult to get them back out. They have fast attacks with good advantage and generally can force 50/50s all day. Note that rushdown and poking are not mutually exclusive. Some characters have the tools for both. Some characters are crap at both. There are a lot of other areas to excel in. Nina is the undisputed Queen of Rushdown. Heihachi and Paul like it, too.
Block punishment: The ability to maximize damage from your opponent's mistakes. Each character has optimal punishes for every punishable situation. Some characters punish harder than others. You can hopkick Gigas all day and not be too worried about his retaliation. You have to think real hard before hopkicking Kazuya, because if he blocks, your ass just died twice. Kazuya Mishima is undisputed lord of punishment, getting full launches from blocking shit that other characters may struggle to get even a knockdown off.
Whiff punishing: some characters have better tools for handling whiffs than others. You can sit back and do silly shit in front of King or Nina all day. King has to be fairly close to tag you with b+1,2 and even if he gets it, its not the end of the world. Other characters are uniquely suited to fucking up your christmas if you're sloppy with your buttons. Asuka f+2 is the shining star here. Heihachi demon paw, all ewgfs, and like half of Jack's movelist are all also way up there.
Counterhitting: A character with a strong CH game aims to make you constantly second guess when it is your turn to push a button. They have tools to create natural frame traps and huge payoff from getting counterhits. Throw a dumb crouch jab against Shaheen? Not the end of the world. Got a little antsy against Steve? Welcome to the dumpster. Steve Fox and Asuka get most of their mileage from fishing for counterhits.
Wall carry: Some characters strengths lie in their ability to take you all the way to the wall from nearly anywhere on the stage. Having your back to the wall is extremely bad. Hitting the wall midcombo is extremely bad. Lee and Nina have legendary wall carry ability.
Movement: some characters just plain move better than others. Big characters arent neccesarily slow, but their bulk means they arent creating as much safe space with a sidestep or backdash. Small characters create more distance as there is less of them to hit. Unique evasive stances could also be included in this category. Xiaoyu and Lili are extremely hard to pin down while Jack, Bob, and Gigas have to take more pressure due to having poor mobility. Eddy is a special case, having the very evasive RLX stance but an awful neutral stance and terrible sidestep.
Okizeme: getting off the ground in tekken is a generally scary prospect, but some characters will fuck you up harder than others. You can kinda just do whatever you want against Lucky Chloe and it'll probably work out. Get knocked down against King or Xiaoyu? RIP. Your ass is now in a blender.
So when discussing how a tekken character works, they'll generally excel at a couple of those categories while being deficient in others, or occasionally being adequate at everything without being phenomenal, like Jin.
Kazuya has shit poking, mediocre rushdown, outstanding block and whiff punishment, decent CH, fair wall carry, and great movement and oki. He is a decensive character designed to force and capitalize on mistakes.
Alisa is the other side of the defense coin, with has outstanding poking, below average rushdown, shit block and whiff punishment, average CH game, good carry, and amazing movement. She sets her position on screen at will and defends it with an array of amazing coverage. She's O.Sagat or Deadshot. You lose 80% of your lifebar trying to touch her.
Those are extreme examples with most characters being a blend of the above qualities and very few examples of stark archetypes.
I do want to tack ONE thing on to this.
All of Knob's comparisons are spot on picture perfect, with on caveat.
Most of these charater differences are not as evident as say, an NRS game.
Aliza is Deadshot, but to the naked eye she won't LOOK like Deadshot. She is not going to be standing full screen shooting bullets(arms?) at you, keeping you out.
Aliza operates in limb range, as in, her pokes and sidestep checks reach relatively farther than most of the cast, so once you enter a certain range, 9/10 her jabs and pokes are going to catch whatever you're trying to do, keeping you from getting IN, ala Deadshot.
Likewise, while Nina is the queen of rushdown, her rushdown is going to look significantly different than what you may be accustomed to from other fighting games. She's not going to use one/multiple big combo string and you have to guess 50/50, she's going to use alot of two hit moves that keep her+ on block until she feels like she's opened you up enough to go for the home run.
It's going to look, "samey". The differences in characters aren't as blatently pronounced like other games. Just because you've gotten past Aliza's limbs, doesn't mean you're at a massive advantage like say, getting in on Dhalsim. Just like you shouldn't be surprise if an Aliza just decides to fuckin rush you down, and it be powerful.
+1
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fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
I keep hearing that dictator is really doing well tier wise, so i started using him mainly on HDR. Are any of his moves reversal now, or is he still "wait for your opponent to do something stupid, then take half his health"?
Whatever the case, i cant wait to see head stomps in HD. Whats that? Cant shout Shoryuken when I'M STANDING ON YOUR FACE.
Tons, but the core gameplan is the same. Induce whiffs and punish with demon paw or ewgf, make them terrified to duck with your array of insane mids, then go all in with hellsweep or create massive advantage with ewgf and hell axle. Be a big baller shot caller and do unmatched damage with otgf combos. Knocc 'em down, run it, then wavedash in their face and watch them pee their pants.
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fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
Another thing, tekken is an extremely monstrously deep game. Exploiting your opponent's lack of knowledge is a big part of it. You'll catch people deep in a bracket who dont know how to low parry Law's junkyard combo, who let Paul get away with f,f+2 'mixups', who have no fucking clue what to do about a bear, who low parry snake edge instead of blocking and who block leg breaker instead of low parrying, etc. Finding things your opponent can't answer correctly and riding them to the W is a big part of low/mid level play, as is quickly understanding when you need to tighten your belt and play 'right'
Just like Dragunov, he's amazing at both poking and rushdown. He's got safe launchers, great whiff punishing, big damage, great lows. He can play keepout until you're scared to advance then come in with low risk, high reward mixups. His offense is a little hard to sustain since he's not great at creating + frames, but he doesnt need to smother you like hwoarang or nina. 1 opening is generally enough. His main fault is his linearity. Good lateral movement shuts down many of his options.
And that's without The Dumb Shit. Bryan has a taunt. It is unblockable. It does no damage, but causes enough hitstun for him to launch you for a full combo. It is insanely hard to do, and T7 has really toned down the opportunities for him to set it up, but its definitely a thing.
He also has Snake Edge. It's a low launcher that is insanely punishable and very easy to react to...unless you're on the internet. Prepare for a million Online Bryan Furys who have no deeper plan than to spam snake edge until you start preemptively ducking, at which point they will spam Orbital Heel.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Do any of the characters in T7 have a counter? As in Dudley/Gouken/Baiken/Kolin style counters.
Yes. Paul for example has high/mid counters. King has high/mid kick counters.
Everyone can parry lows.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Do any of the characters in T7 have a counter? As in Dudley/Gouken/Baiken/Kolin style counters.
Lots. Asuka, Paul, Nina, King, Jin, Law kinda, Feng kinda, Heihachi kinda. Probably tons more i am forgetting.
Tekken has a system called Chickening, however. If you expect one of your pokes to get countered, you can input a command to reverse their counter. The game will yell CHICKEN due to a hilarious tekken 3 glitch that became a running joke, and you will feel bad for using a counter against a good player.
E: actually i dont know if t7 has chickening. I'm assuming so because its been a staple since tekken 3, but i havent seen anyone do it in t7
Just like Dragunov, he's amazing at both poking and rushdown. He's got safe launchers, great whiff punishing, big damage, great lows. He can play keepout until you're scared to advance then come in with low risk, high reward mixups. His offense is a little hard to sustain since he's not great at creating + frames, but he doesnt need to smother you like hwoarang or nina. 1 opening is generally enough. His main fault is his linearity. Good lateral movement shuts down many of his options.
And that's without The Dumb Shit. Bryan has a taunt. It is unblockable. It does no damage, but causes enough hitstun for him to launch you for a full combo. It is insanely hard to do, and T7 has really toned down the opportunities for him to set it up, but its definitely a thing.
He also has Snake Edge. It's a low launcher that is insanely punishable and very easy to react to...unless you're on the internet. Prepare for a million Online Bryan Furys who have no deeper plan than to spam snake edge until you start preemptively ducking, at which point they will spam Orbital Heel.
My favorite thing to do to bad Bryan's was hopkick "punishing" bad blatent Snake Edge spam and watching their whole world fall apart.
+1
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Johnny ChopsockyScootaloo! We have to cook!Grillin' HaysenburgersRegistered Userregular
I haven't played a Tekken since 5. I've been missing it recently, especially after trying some Guilty Gear and Skullgirls and realising that, even though I adore the art styles, I miss 3D fighting. So I've been jonesing to be joyfully shitty at a fighting game, and Tekken 7 is gonna be that game.
So basically what I'm saying is that you're doing the lord's work here, @Knob. Thank you for breaking stuff down for returning scrubs like me.
Yeah, but the window is a lot looser. You can be a little sloppy and get plain demoman or be frame perfect and get blue spark demoman for very slightly more damage. This was the case in TTT2, almost positive its the same in t7
Goddamn it I do not have enough HD space to play this.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
I actually dont know much about Kazumi! I rarely see her played or discussed, and she didnt interest me much so I didnt dig hard. She's apparently pretty easy to pick up, hits you with a tiger, and is mid/low tier. Thats about the long and short of my knowledge
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Johnny ChopsockyScootaloo! We have to cook!Grillin' HaysenburgersRegistered Userregular
Any tips for someone who'd like to Lee better?
Man, remembering who I used to play the most as (Eddy, Lee, Hworang) is just reminding me that I like my graceless offense mash spam to a self-crippling degree. Maybe I should branch out and git gud at Asuka or Xiaoyu...
Posts
Yeah, midnight CEST = a little under six hours from now.
Archetypes: at a glance it seems like all tekken characters are doing the same things. In 2d games you have clear character roles like rushdown, zoner, grappler, etc. In tekken the lines are blurrier. Instead, there are a variety of elements that compose a complete tk gameplan, and each character is suited or unsuited to each one individually.
Poking: a character who excels at poking is the turtle of tekken. They have long ranged safe buttons with good tracking and are a nightmare to approach. They chop the tree down by inches. It is very hard to force a defensive poking character to move if they don't want to. Consider them to be the zoning characters. Alisa, Jack, and Miguel are all poking monsters.
Rushdown: a rushdown character wants to be in your face at range 0 all the time. Once they're inside, it is extremely difficult to get them back out. They have fast attacks with good advantage and generally can force 50/50s all day. Note that rushdown and poking are not mutually exclusive. Some characters have the tools for both. Some characters are crap at both. There are a lot of other areas to excel in. Nina is the undisputed Queen of Rushdown. Heihachi and Paul like it, too.
Block punishment: The ability to maximize damage from your opponent's mistakes. Each character has optimal punishes for every punishable situation. Some characters punish harder than others. You can hopkick Gigas all day and not be too worried about his retaliation. You have to think real hard before hopkicking Kazuya, because if he blocks, your ass just died twice. Kazuya Mishima is undisputed lord of punishment, getting full launches from blocking shit that other characters may struggle to get even a knockdown off.
Whiff punishing: some characters have better tools for handling whiffs than others. You can sit back and do silly shit in front of King or Nina all day. King has to be fairly close to tag you with b+1,2 and even if he gets it, its not the end of the world. Other characters are uniquely suited to fucking up your christmas if you're sloppy with your buttons. Asuka f+2 is the shining star here. Heihachi demon paw, all ewgfs, and like half of Jack's movelist are all also way up there.
Counterhitting: A character with a strong CH game aims to make you constantly second guess when it is your turn to push a button. They have tools to create natural frame traps and huge payoff from getting counterhits. Throw a dumb crouch jab against Shaheen? Not the end of the world. Got a little antsy against Steve? Welcome to the dumpster. Steve Fox and Asuka get most of their mileage from fishing for counterhits.
Wall carry: Some characters strengths lie in their ability to take you all the way to the wall from nearly anywhere on the stage. Having your back to the wall is extremely bad. Hitting the wall midcombo is extremely bad. Lee and Nina have legendary wall carry ability.
Movement: some characters just plain move better than others. Big characters arent neccesarily slow, but their bulk means they arent creating as much safe space with a sidestep or backdash. Small characters create more distance as there is less of them to hit. Unique evasive stances could also be included in this category. Xiaoyu and Lili are extremely hard to pin down while Jack, Bob, and Gigas have to take more pressure due to having poor mobility. Eddy is a special case, having the very evasive RLX stance but an awful neutral stance and terrible sidestep.
Okizeme: getting off the ground in tekken is a generally scary prospect, but some characters will fuck you up harder than others. You can kinda just do whatever you want against Lucky Chloe and it'll probably work out. Get knocked down against King or Xiaoyu? RIP. Your ass is now in a blender.
So when discussing how a tekken character works, they'll generally excel at a couple of those categories while being deficient in others, or occasionally being adequate at everything without being phenomenal, like Jin.
Kazuya has shit poking, mediocre rushdown, outstanding block and whiff punishment, decent CH, fair wall carry, and great movement and oki. He is a decensive character designed to force and capitalize on mistakes.
Alisa is the other side of the defense coin, with has outstanding poking, below average rushdown, shit block and whiff punishment, average CH game, good carry, and amazing movement. She sets her position on screen at will and defends it with an array of amazing coverage. She's O.Sagat or Deadshot. You lose 80% of your lifebar trying to touch her.
Those are extreme examples with most characters being a blend of the above qualities and very few examples of stark archetypes.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
There's no Bison.
I'm confused. How does one play a game with no Bison?
All joking aside, I do find it hilarious how Jacky Bryant had an amazing front kick as did Bison in IV. So basically, I need someone with an OP kick.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
@Knob
What archetypes are:
King
Jin
Gigas
Dragunov
And is there anyone that does combos like Marduk's VTS cancel combos from T6?
O.Bob is pure, unadulterated offense. Insane pressure, insane 50/50s, insane damage, insane wall game. His punishment is mediocre, he doesnt have great counterpoking tools or reliable crushes so approaching is tricky, but once he's in that's your ass. Also extremely technical because of how his stances work. If you like pushing buttons and difficult execution, him or Nina are your mans.
Jin is pretty average in just about everything.
King is an oki monster. His punishment leaves a lot to be desired and his 50/50s are very high risk high reward. Hes very all in. His lows are all shit, because of his excellent throwing game, but keep in mind that throws are only as good as your opponent is since they're breakable on reaction.
If King is the offensive grappler, Gigas is the defensive one. No lows, best throws, great suite of punch normals, awful kicks. The space control of Jack with King's throw game. Horrible horrible movement and block punishing. Good opponents will outrun him all over the stage and break all of his throws, leaving you with a vaguely Jack shaped watery turd.
If Alisa is the defensive poking character, Dragunov is the offensive one. Running 2 and d+2 is a 50/50 from range 1-2 that lets him get inside nearly at will. He has the best tools to mount an offense of anyone in the game, an extremely easy to understand playstyle, high damage, maybe the best wall game, good panic buttons, great evasion. Downsides: ??? He's fucking great.
Id say mostly 4-6s with a couple 3-7s. Not hopeless, but shes a lot of work. Especially if an opponent knows the universal answers to her dirt.
I do want to tack ONE thing on to this.
All of Knob's comparisons are spot on picture perfect, with on caveat.
Most of these charater differences are not as evident as say, an NRS game.
Aliza is Deadshot, but to the naked eye she won't LOOK like Deadshot. She is not going to be standing full screen shooting bullets(arms?) at you, keeping you out.
Aliza operates in limb range, as in, her pokes and sidestep checks reach relatively farther than most of the cast, so once you enter a certain range, 9/10 her jabs and pokes are going to catch whatever you're trying to do, keeping you from getting IN, ala Deadshot.
Likewise, while Nina is the queen of rushdown, her rushdown is going to look significantly different than what you may be accustomed to from other fighting games. She's not going to use one/multiple big combo string and you have to guess 50/50, she's going to use alot of two hit moves that keep her+ on block until she feels like she's opened you up enough to go for the home run.
It's going to look, "samey". The differences in characters aren't as blatently pronounced like other games. Just because you've gotten past Aliza's limbs, doesn't mean you're at a massive advantage like say, getting in on Dhalsim. Just like you shouldn't be surprise if an Aliza just decides to fuckin rush you down, and it be powerful.
my first post in a fgc thread
https://forums.penny-arcade.com/discussion/comment/8601809#Comment_8601809
about a month before sf4 dropped on console in NA
Tons, but the core gameplan is the same. Induce whiffs and punish with demon paw or ewgf, make them terrified to duck with your array of insane mids, then go all in with hellsweep or create massive advantage with ewgf and hell axle. Be a big baller shot caller and do unmatched damage with otgf combos. Knocc 'em down, run it, then wavedash in their face and watch them pee their pants.
Hworang 4 Life, even if he gets some of the worst outfits.
Just like Dragunov, he's amazing at both poking and rushdown. He's got safe launchers, great whiff punishing, big damage, great lows. He can play keepout until you're scared to advance then come in with low risk, high reward mixups. His offense is a little hard to sustain since he's not great at creating + frames, but he doesnt need to smother you like hwoarang or nina. 1 opening is generally enough. His main fault is his linearity. Good lateral movement shuts down many of his options.
And that's without The Dumb Shit. Bryan has a taunt. It is unblockable. It does no damage, but causes enough hitstun for him to launch you for a full combo. It is insanely hard to do, and T7 has really toned down the opportunities for him to set it up, but its definitely a thing.
He also has Snake Edge. It's a low launcher that is insanely punishable and very easy to react to...unless you're on the internet. Prepare for a million Online Bryan Furys who have no deeper plan than to spam snake edge until you start preemptively ducking, at which point they will spam Orbital Heel.
SO many characters have counters.
Off the top of my head:
Asuka(The Godking of counters), Lili, Nina, Paul, Master Raven.
There's a bunch I'm leaving off right now cause I'm not 200% sure of the T7 situation.
Yes. Paul for example has high/mid counters. King has high/mid kick counters.
Everyone can parry lows.
Lots. Asuka, Paul, Nina, King, Jin, Law kinda, Feng kinda, Heihachi kinda. Probably tons more i am forgetting.
Tekken has a system called Chickening, however. If you expect one of your pokes to get countered, you can input a command to reverse their counter. The game will yell CHICKEN due to a hilarious tekken 3 glitch that became a running joke, and you will feel bad for using a counter against a good player.
E: actually i dont know if t7 has chickening. I'm assuming so because its been a staple since tekken 3, but i havent seen anyone do it in t7
My favorite thing to do to bad Bryan's was hopkick "punishing" bad blatent Snake Edge spam and watching their whole world fall apart.
So basically what I'm saying is that you're doing the lord's work here, @Knob. Thank you for breaking stuff down for returning scrubs like me.
Steam ID XBL: JohnnyChopsocky PSN:Stud_Beefpile WiiU:JohnnyChopsocky
Yeah, but the window is a lot looser. You can be a little sloppy and get plain demoman or be frame perfect and get blue spark demoman for very slightly more damage. This was the case in TTT2, almost positive its the same in t7
Not much in life brings me joy
A new tekken game is on the short list of things that don't make me want to vomit fists of blood and hate from my eyes
I actually dont know much about Kazumi! I rarely see her played or discussed, and she didnt interest me much so I didnt dig hard. She's apparently pretty easy to pick up, hits you with a tiger, and is mid/low tier. Thats about the long and short of my knowledge
Man, remembering who I used to play the most as (Eddy, Lee, Hworang) is just reminding me that I like my graceless offense mash spam to a self-crippling degree. Maybe I should branch out and git gud at Asuka or Xiaoyu...
Steam ID XBL: JohnnyChopsocky PSN:Stud_Beefpile WiiU:JohnnyChopsocky
Actually, I've just been off fighting games for a while and on the puzzle game grind. But Knob's enthusiasm for Tekken makes me want to Tekken.
It's just Too Much for my tiny baby fight game brain.
the music is amazing