Tekken 7 in pre-production

Discussion in 'General' started by EmpNovA, May 27, 2010.

  1. TheWorstPlayer

    TheWorstPlayer Well-Known Member

    You know back in the day guys used to find out shit like this
    for themselves. I miss those days, all this spoon fed buggery irritates me. No offense VFDC.
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    TZ isnt the most reliable site..
     
  3. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    Agreed!

    Having said that speaking to people who try out VF always praise how well the site is organised. Too bad they don't stay with the game!
     
  4. Plague

    Plague Well-Known Member

    PSN:
    plague-cwa
    XBL:
    HowBoutSmPLAGUE
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">spoon fed</div></div>

    I detest this phrase way more than the attitude it describes. I agree it's annoying when someone won't search for answers themselves. Still - this posture: "I'm not gonna spoon-feed you, dude," is just counter-productive in my mind. How many people are really so fucking annoying as to warrant this phrase?

    It leads to "I'm not even gonna fucking look at you till you know your combos," rather than "Hey, work on your combos, first. You'll get more out of the game if you have solid mechanicals while trying to learn concepts."

    Shit grates on me.
     
  5. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    There seems to be more data published for VF than Tekken. A guide released in Japan only gave frame data for about 10 moves per character, for instance. That might be the guide from Softbank that noodalls mentioned. I haven't checked in a long time, but the only completed frame data on TZ might be for 5.0.
     
  6. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Sega didnt release frame info for VF either afaik. Its all from a site called 1/60f who apparently researched it with programmable controllers. I dont really know for sure cause I cant read japanese.
     
  7. Libertine

    Libertine Well-Known Member Content Manager Brad Silver Supporter Content Coordinator

    I think it's less important to know frame data in Tekken because it's harder to apply frame advantage with pushback and the system the way it is. That's not to say that learning frame data isn't essential, because it is.

    In terms of the strings people are complaining about, I agree that it's a lot to learn. But you don't have to learn a lot about Tekken to have fun with it. You don't have to be proficient with ETEG, fuzzy guarding, etc. to have fun with VF either. It's more manageable if you have consistent offline competition to learn with both games, but if you try to learn by yourself, I believe that Tekken has the better training mode this time around. You can set the CPU to perform moves of your choosing at random. You can practice reacting to them and learn some of their properties. It's not a record mode, but it's more than what VF's training mode currently has.
     
  8. jinxhand

    jinxhand Well-Known Member

    http://iamtekken.com/

    This site is an attempt to answer all those questions that were posted earlier, and other questions people may have about Tekken. There are videos being made and are on youtube.

    Tekken Tutorial part 1 of 5

    Now as far as harder to apply frame advantage goes, I can easily use Paul as an example of how easily frame advantage can be applied.

    If I use either 3,2 or ff+1:2, and my opponent tries to attack, I can stop his attack with d+1+2. With 3,2, the distance is even greater, so I can do qcb+2, qcb+1 and combo, ss+1 and combo if its a ch, etc. There are so many options from doing those moves, even doing df+1~b, which if this is done near a wall gives you more options like doing ff+1+2 and comboing off of that.

    Frame data is equally important in T6 as it is in VF because honestly, there are more setups in T6 than in VF, especially since in Tekken you can consistently hit your opponent on the ground if they lay there- you're not limited to a certain number of hits (the only exception being if the move pushes the opponent far enough). There is a hit analysis option in practice mode after all.

    Sidestepping is garbage, but there's also side walking, which I rarely see people use online except for some really dope cats that I battle on occasion. I'm starting to think that sidestepping is frame reliant versus certain moves, only due to the inconsistency factor... I haven't had time to try this theory out.

    As far
     
  9. gl0ry

    gl0ry Well-Known Member

    Throw breaking consistently is a retarded feat. Anyone I see who can break throws well I give them ultimate respect because it's VERY difficult imo.
     
  10. jinxhand

    jinxhand Well-Known Member

    Just hit 2 and buffer in the 1 for the 1+2 break... Barely anyone does 1 throws unless its in a setup... 2 throws provide the best setups most of the time....

    RIP (one of the guys at iamtekken.com) made a web-based game to help people break throws better. It kinda works. They tell you to take a look at the arms, but that crap doesn't always work... Plus you have to take in consideration the throws that have a really small window (like Heihachi's 2 throw). So I just hit 2, and buffer the 1 and call it a day... If I break it, yay. If not, then oh well. You can fuzzy to avoid the throw also.
     
  11. gl0ry

    gl0ry Well-Known Member

    you can't do buffer tricks with throw breaks. Every top player i've talked to says its pure reaction
     
  12. jinxhand

    jinxhand Well-Known Member

    It works for me. I input the 2 fast enough. I was told you can input a single and a double break if you buffer. Namco also added late throw break animations also (I can't remember at which Tekken though)...
     
  13. gl0ry

    gl0ry Well-Known Member

    The rip trainer thing is kind of broken. do it in the real game and see if it works. Buffering two throw breaks has never worked in game for me. You literally only get one input guess during throw animation.

    Also, 1 throws are used a lot. Giant swing is one of the best throws in the game man.

    Good luck trying to fuzzy in tekken. You eat a mid you lose half life.
     
  14. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    All throw break windows are the same. There is a few that start 1 frame earlier but the break window remains at 14 frames I think.

    Noodalls tested it I'm sure he can correct me.
     
  15. gl0ry

    gl0ry Well-Known Member

    You definitely can't break more than one throw by using some kind of buffering technique.

    I guarantee it, I just tried it on t6 again to make sure. Try setting 2 throw and 1+2. Doing 2,1 will only break 2 throws.

    Looking at the arms is the only way to break throws. It might seem unbelievable to you, but it's the hardcore truth. This is why I said I respect anyone who can do it.

    There are no tricks. That's one of the reasons tekken can never be played on HDTV's. You literally have about 20 frames to break the throw aka 1/3 of a second... (maybe less?)

    1 and 2 throws are right around 20 frames, where as 1+2 throws are probably more like 15 frames to break.

    Edit: 14 frames sounds about right too, I'm not really sure I just know it's really difficult to break throws in tekken. You have to stare hard at the screen
     
  16. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
  17. noodalls

    noodalls Well-Known Member Bronze Supporter

    http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=117503&perpage=25&pagenumber=2

    I decided to take on the challenge and work through sidestepping frame data for about half the cast. The results are there. What is surprising is how on the money some of the posters were. And, like was said, it really does seem to come down to hitboxes, there's nothing particularly consistent there (the fact that mokujin's sidesteps are the same regardless of who she is impesonating illustrates this.)

    As for low crushes, arcadia ran an article with a 2P spread of different moves and what frame they low crush from. It hasn't been translated yet.

    Arcadia had frame data for VF5R. My personal belief is that it came quite late, but appeared after Sega implemented the frame data display in replay.
     
  18. gl0ry

    gl0ry Well-Known Member

    14 frames, man that's .23 seconds to break a throw, even less than 1/4.

    Shit is hardcore.
     
  19. TheWorstPlayer

    TheWorstPlayer Well-Known Member

    I detest this phrase way more than the attitude it describes. I agree it's annoying when someone won't search for answers themselves. Still - this posture: "I'm not gonna spoon-feed you, dude," is just counter-productive in my mind. How many people are really so fucking annoying as to warrant this phrase?

    It leads to "I'm not even gonna fucking look at you till you know your combos," rather than "Hey, work on your combos, first. You'll get more out of the game if you have solid mechanicals while trying to learn concepts."

    Shit grates on me. </div></div>

    My bad. I was more referring to the non information days or what I like to refer to as the "age of discovery." Where people learned by trail and error instead of "conveniently" looking it up. Granted it's better to know how things should
    work I guess but I kind of miss it. It's part of what the arcade scene so unique as well.

    Haha I still remember when the first in depth faqs started coming out and people would see someone walk in with a print out it was like liquid gold.

    Granted if I had to play constantly to understand games like back in the day I'd never be able to pick up a game as easily.
     
  20. noodalls

    noodalls Well-Known Member Bronze Supporter

    15 frames. Generic throws are 14-28F window inclusive. Early breaks are earlier, same window.
     

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