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https://www.youtube.com/watch?v=04Pp_aJs5c4
If you are talking about timing that you needed in games like USFIV, then no, it's not that precise for most combos, but some of them are really challenging (Especially when it comes to Electric Wind God Fist combos which you'll encounter soon enough.)
It seem that T7 will seem a little slower than T6 because it's really going to be smooth, so yeah, it's a good way to understand the basics.
http://steamcommunity.com/app/389730/discussions/0/1291816880498270435/
https://www.youtube.com/watch?v=hJEJ8PJXoaM
Timing might not be as tight as SF, but some stuff requires precise input ( electricts and other stuff).
Since you come from Street Fighter, maybe practice with Akuma a bit to help you ease in the game a little? Ya know, transitioning, then swap to another character if you wish.
Your typical combo is just dialed in. Just mash them ASAP. No need for timing or different amounts of delay inbetween presses, like in SF or GG or w/e.
The 3D nature changes how the combat is a lil' bit.
- Your jump isn't as effective as in something like GG. You only have a single jump, it's fast, it's low, you can barely aerial attack during it. It usually isn't a good idea to jump as it leaves you without blocking. Could jump over some lows though
- Instead, you can sidestep. This lets you avoid certain type of moves altogether, even without blocking, letting you punish after. I think people take more damage from the sides and the back so flanking has its rewards.
- Attacks can hit High, Med, or Low. High and Med attacks need to be blocked standing. This is different from SF where you can block Mids with a crouching block. This makes it harder to just hunker down, blocking low, and only stand up if there's a jump-in attack or overhead. Blocking low only blocks Low attacks. There's another hit type, Special Mid, which hits Mid but can be blocked either standing or crouching.
Then there are three main move properties, like in Soul Calibur (also 3D):
- Moves that are good horizontally because they move you forward a lot. They could be sidestepped, blocked, or ducked though
- Moves that are good vertically. These catch people in the air or jumping but they're usually highly punishable and don't move you far
- Moves with homing traits or good width, like a spinning kick. These are good vs sidestepping people. Could still be ducked or blocked though (some)
Throws are pretty strong and can have a lot of corner carry. Your throws can differ depending on the command you put in or the way you approach your opponent. Can be from the front, sides, or back. I don't know of any air-throws. Some chars like King can chain throws.
Lows can be parried in Tekken 7 by inputting forward-low during the time of the attack.
Which moves come out can also depend on your character's state. You gotta get used to it. There's some flow to it after a while. For example, some moves say 'while rising'. This means you could crouch then as you're standing up, input the move and if you timed it right you'd get the move. However, it can also be done if you're rising from a crouching state that you got into indirectly as a result of another move, for example.
Juggling is a huge part of getting in damage. Catch them with a launcher then juggle them. The game is pretty liberal about keeping chars afloat. Can be harder than it first sounds.
Usually people try to combine these moves to open their opponents up and get in some damage.