TEKKEN 7

TEKKEN 7

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rogermorse Jun 3, 2017 @ 2:58pm
Is there really a 'combo' system?
Sorry guys, I keep thinking like a street fighter player. I am practicing in tekken, in practice I can see the damage points and the hit quantity. I am training a 10 hit combo with my character....but are there combos in this game? Or you can guard and counter hit in every moment possible? If I get to start my 10 hit combo properly, it is not sure at all that it will keep hitting till the last move? The opponent can guard after it started even if I execute it flawlessly?
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Showing 1-5 of 5 comments
Henry Swanson Jun 3, 2017 @ 3:00pm 
Yes, combos in TEKKEN are not actually true combos, which can be kinda confusing for newcomers. Focus on good juggles for your character, because the 10-hit strings can be interrupted.
LockM Jun 3, 2017 @ 3:08pm 
In practice go to "action settings"

1. set CPU action 1 to "stand"
2. set CPU action 2 to "guard all"

Everything the cpu blocks after the first hit is not a true combo.

Eventhough it's called a 10 hit combo in the movelist, it's really a 10 hit string that's not guarenteed full of highs, lows and mids.

That is why you go for Juggles as they are guarenteed.
Last edited by LockM; Jun 3, 2017 @ 3:09pm
rogermorse Jun 3, 2017 @ 3:46pm 
Actually when I set that in practice (I did always the same in street fighter, block from second hit non combo), the opponent was guarding ALL. Even the first hit, he was still guarding. I will check again next time anyway.
end_nina Jun 3, 2017 @ 3:57pm 
Originally posted by rogermorse:
Actually when I set that in practice (I did always the same in street fighter, block from second hit non combo), the opponent was guarding ALL. Even the first hit, he was still guarding. I will check again next time anyway.
Make sure the 2nd action is set to guard all, not the 1st action. That may be what the problem was.
thusvoid Jun 3, 2017 @ 4:10pm 
Originally posted by AngelAbove:
Yes, combos in TEKKEN are not actually true combos, which can be kinda confusing for newcomers. Focus on good juggles for your character, because the 10-hit strings can be interrupted.

Good post!

Yeah the 10hit strings are deceptive... Learning those is a waste of time if you want to beat real people online.

Holding back is typically enough to put an end to the 10-hit combo even if the first hit lands, unless it has strong mix-up potential (rare).

Like the others have said; best thing to do is go into training mode and set the second dummy option to guard.
If you read the tooltip(bottom of the menu) when highlighting each menu option it will explain the first dummy option is BEFORE hit, and the second dummy option is AFTER first-hit. So you want the dummy to guard after the first hit, this way you get to figure out what is a true combo and what is not.

some short blockable strings can be (instead) used on an airborne(juggle state) opponent for guaranteed damage. i dont know of any 10string can be used on a juggled opponent.
Last edited by thusvoid; Jun 3, 2017 @ 4:11pm
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Date Posted: Jun 3, 2017 @ 2:58pm
Posts: 5