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The video doesn't have any commentary but is dubbed in Korean, I know some of you doesn't know how to read this but I'm pretty sure you'll still recieve knowledge from this video.
https://www.youtube.com/watch?v=aoGzxkokiL4
Big shout-out to Knee for this complete guide.
Knowledge is power, and as Jin like to say, power is everything.
VIDEO EXPLANATION : I'll be explaining this video as if all of us would be using a controller.
NOTES : Tapping (input) means pressing (input) once, Holding means keeping your finger on the (input)
0:00-0:10 You can either walk back or forward by holding the directionnal arrows
0:10-0:17 By double tapping those directionnal arrows, you either perform a "Backdash" or start running.
0:17-0:40 Tekken is a 3D fighting game, by tapping either up or down, you perform a sidestep, sidestep are used to avoid certain types of attacks instead of blocking them, by tapping twice and holding, you start sidewalking.
0:40-0:50 You can also jump, this isn't really commun but can help during certain situations, you can jump backward, forward, and perform a neutral jump (you remain at the same spot)
0:50-1:02 There is 3 types of attacks, high moves, mid moves and low moves.
1:02-1:10 There a special kind of move called "Unblockable" as seen in the video those are marked with a (!) and goes through the opponent's guard.
1:10-1:20 Tekken also has a "Grabbing" system, it's another way of going through the opponent's guard.
1:20-1:32 Some moves react differently depending on the nature of the hit, if your opponent tries to attack but your move reaches first, you get a counter hit (CH), some moves staggers the opponent when a CH is performed, which usually leads into a combo.
1:32-1:40 A move does more damage on counter hit.
1:40-1:45 At some point in the game, if you reach below 30% of health, you enter the rage mode.
1:45-2:10 The Rage status enable two moves, the Rage Drive and the Rage Art, in this sequence he shows that the rage drives can be used in different ways, some of them give a combo extension, others give a guaranted combo at the wall, some even change your apparence and gives you more options to fight with
2:10-2:30 The second move is the Rage Art, it's an armored move that can "absord" a certain ammount of damage until you die, if you manage to hit with it, you unleash a terrible attack that deals huge damage, an amazing comeback mechanic.
2:30-3:05 Armor moves : Another new feature of Tekken 7, those work the same as rage arts, they absorb damage to let you have a guaranted hit
You need to be carefull when using it since compared to the Rage Art, those move doesn't block lows and grabs.
3:05-3:25 Homming moves, Tekken 7 changed the effect of homming moves, some of them are now CorkScrew moves (see on combo section later), these kind of moves are good to prevent your opponent from sidesteping. If your opponent gets hit with it without being launched first, he'll spin around.
3:25-3:55 Knee there is showing how those moves react when the opponent is in the air, tekken used to have a "bound" system before and characters would react differently depending on their face orientation, here he shows that when performed correctly, you'll always perform a combo using the corkscrew mechanic.
3:55-4:08 Tekken introduces a lot of new maps with different properties, we see that the map called Arctic Snowfall has a blue icon, which means this is a stage that doesn't have wall (unlimited space)
4:08-4:13 The mishima dojo on the other hand, has a red icon, which means it has walls
4:13-4:15 Some stages are more specific, the G Corp Helipad has both red and green icon, which means this stage has walls, but some of them are breakable, which can lead to a combo extension.
4:15-4:18 The brown icon means you can break a wall which will lead you to an inferior part of the map (Just like a balcony)
4:18-4:21 Finally, the yellow icon mean that the floor is breakable, once again when broke you'll both go on an inferior part of the stage.
4:26-4:52 On the map select screen, you can see how the map is shaped, and see how it'll become if you break a wall or if the situation changed during the match ( just like the lava map that breaks during the final round)
4:52-5:47 Knee is showing how the ground break works, depending on the hit you break the ground with, your opponent with either have his face facing you or his foot, in Tekken, combos are easiers to perform if your opponent has his feet facing you, so he's giving multiple situations where you could either perform a low damage combo, or make sure your opponent has his feet facing you.
5:47-6:26 During a ground break or a wall break, your damage will significally be reduce, so the best decision is to maximise your damage before breaking a part of the map to add extra damage
Some moves are able to break walls and some doesn't, you'll have to learn which one are appropriate
When performing a ground/wall break, your opponent will bounce which will grant you some time to perform your extra attacks.
6:26-6:51 When doing a combo, you uses your corkscrew move to extend your combo, but even if you don't see the animation, the game will register it. Therefor it's better to use it after a wallbreak instead of during, to get that extra damage.
6:51-7:02 Knee is showing his chart to explain which input he will associate to a number, tekken uses a specific language which can be found here
http://www.tekkenzaibatsu.com/legend.php
(in this video he uses his own language)
7:02:-7:25 Very explicit, each limb has a button to press.
7:25-7:40 AP (All Punches) is obtained by pressing both punches buttons (LP+RP)
AK (All kicks) is obtained by pressing both kicks buttons (LK+RK)
7:40-7:43 N means a neutral stance (no buttons pressed) some characters uses this "move" which is listed with a STAR on the character's move list
7:43-8:00 Knee is showing some examples, the numbers are the one he listed previously.
8:00-8:20 The left grab (LP+LK) is the most common one, you perform a grab on your opponent and you stay at the same side of the screen
On the other hand, the right grab (RP+RK) will switch you and your opponent's side.
8:20-8:30 Some characters have specific (grabs) throws, here he is showing that Kazuya has a throw that is similar to the Left Grab but with different input (double tapping forward + AP(LP+RP))
8:30-8:40 Back throws : By catching your opponent of guard, you can perform a throws that deals way more damage.
8:40-9:00 A sidestep is faster on a short distance, but a sidewalk is faster on the long run.
9:00-9:12 By blocking your some of your opponent's move, you will be able to attack right afterwards, moves takes frames to be performed, you have the hit's frame and its status when it's blocked, those are called recovery frames, if you use a move that is faster than its recovery, you'll hit first even if your opponent tries to guard. This move is called a Punish.
The same goes if your opponent hits the air, if you hit him while he's recovering it's also a punish.
9:12-9:25 Knee there is displaying technical terms which I am currently not able to translate, I'm sorry.
9:25-9:30 By crouching, you automatically avoid every HIGH attacks.
9:30-9:40 Some moves triggers this crouching status, making it avoid high moves in the process.
9:40-10:08 While crouching avoid high attacks, jumping allows you to avoid LOW attacks, here again, certains moves enable that "mid-air" status which makes you go past those attacks
The correct term is "Crushing".
10:08-10:44 Low Parry : In this game you can either block LOW attacks by crouching, but you can also perform a Low Parry, to do so you need to slightly go forward while crouching.
This is a very good asset that gives you the opportunity to do a combo (with reduced damage)
You need to be carefull though, performing a low parry isn't easy, you need to go forward as soon as the hit is about to hit you, otherwise not only you'll fail to parry but you will also get hit.
And write "tekken 7 frame data" in youtube and you will find information about those +10 +12 etc.Some of them arent explaining well so u can check others if u dont understand.
- means you are at a disadvantage, you recover from your attack later than what your opponent recovers from block stun, meaning he is free to attack before you can. Anything more than -9 is unsafe. -10 can be punished by a 10 frame punisher, -12 by 12 frame etc.
Another frame related jargon you need to know is 'i' if someone says a move is i14 it means the move takes 14 frames to wind up, meaning if someone hits you an i10 move it will interupt the i14 move.
A string is a series of moves that leads into each other, in other games it would be called a target combo, but in tekken it is called a string because not all hits are garunteed. In most cases the first two are garunteed but the third can be blocked.