TEKKEN 7

TEKKEN 7

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tcg_99 Jun 15, 2017 @ 3:32am
NEED OPTION TO TURN OFF BOUNCE JUGGLES!
Ok, this isn't a complaint about juggles - the whole "git gud" and learn how to juggle isn't the issue. I can consistently do 60+ damage wall carry juggles ... and i FKNG hate doing it.\

I've stopped doing it and started chosing poke characters.... I carefully chip away 10+ times then with just 1 launcher up kick i'm against the wall with no health...
I'm having a much harder time but flat out refuse to do pick up juggles that carry the opponent as it's simply not a fight.

ONE HIT shouldn't determine the freaking game

A few air hits from a launcher is ok... but picking someone back up with a couple of lows and carrying all the way to the wall means one hit determines the match.
Currently any noob can up kick and learn a 10 string juggle to win...

NAMCO - Create a freaking breaker system or have an option to remove pickup juggles.
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Showing 16-19 of 19 comments
tcg_99 Jun 16, 2017 @ 7:13pm 
Seriously0serious. In all honesty I do appreciate your explanations here - I think many here would benefit from them but I'm honestly a very competent Tekken player and know about the rolling mechanics (and believe they are the best they've ever been in T7).

My point is that the elongated juggles force the opponent into the corner from a move that's very easily connectable. eg) MASSIVE reward for quite low risk. eg) Bryan's sweep.

Watch the BEGINNER'S GUIDE for Bryan here 29secs in is a VERY common low launcher combo... at 33 seconds is where it gets f**king stupid. I hate how the character lays on their back with their feet high in the air just waiting to be relaunched.

In real time this sweep is easy to counter to the floor but any connection slightly weak it becomes very hard against a good fighter who know's their mixups, crushers, etc.

https://www.youtube.com/watch?v=OhgQe8GflpY


My overall statement:
If the combo at 29 seconds ended at 33 seconds it might allow for another exchange of standup-mind game in the fight.... This adds depth.... this adds mind games.... this adds strategy...

A match won with juggles is largely the same every time.

You tell me which has more depth. I'm not against juggles - just less without compromising position and the fact there is nothing but bordum for the one recieving.

The UF+4 is ALL anyone uses online these days.
Froz7y Jun 16, 2017 @ 8:09pm 
my whole area is dominated by dumb Paul players... nobody even wants to play anymore. cant find any players to play with except the dumb ass Paul players
sirius Jun 18, 2017 @ 6:04am 
Originally posted by tcg_99:
Seriously0serious. In all honesty I do appreciate your explanations here - I think many here would benefit from them but I'm honestly a very competent Tekken player and know about the rolling mechanics (and believe they are the best they've ever been in T7).

My point is that the elongated juggles force the opponent into the corner from a move that's very easily connectable. eg) MASSIVE reward for quite low risk. eg) Bryan's sweep.

Watch the BEGINNER'S GUIDE for Bryan here 29secs in is a VERY common low launcher combo... at 33 seconds is where it gets f**king stupid. I hate how the character lays on their back with their feet high in the air just waiting to be relaunched.

In real time this sweep is easy to counter to the floor but any connection slightly weak it becomes very hard against a good fighter who know's their mixups, crushers, etc.

https://www.youtube.com/watch?v=OhgQe8GflpY


My overall statement:
If the combo at 29 seconds ended at 33 seconds it might allow for another exchange of standup-mind game in the fight.... This adds depth.... this adds mind games.... this adds strategy...

A match won with juggles is largely the same every time.

You tell me which has more depth. I'm not against juggles - just less without compromising position and the fact there is nothing but bordum for the one recieving.

The UF+4 is ALL anyone uses online these days.
Now I get what you are talking about. You basically want combos to be like they were in T5. The "second" bounce was introduced in T6.

The introduction of this mechanic would have been a disaster in T6 but this was compensated with the increase in health of the characters(or the damage things do relative to their full health bar). I can say that the characters' health is higher than ever in Tekken 7.

There are no air combos(rare exeptions) that take more than half of your health without the help of walls. Also you must have noticed while doing some of these combos that the opponent starts to fly away from your faster with each move that you hit them with. The most apparent example is when the ending of an air combo ends on a wall and then you break the wall with a powerful move. Now that the oppenent is still stunned, even a jab will send them flying off into the air because you have already hit them with a 9-10 hit air combo beforehand.

This mechanic stops everybody from taking away full health bars of their opponents.

But this is also the fun factor of the game. This makes the opponent more vigilant of launchers. Most launchers are slow in this game, except the generic ones.

So my conclusion is either you can make the game more fun or make it more fair(and also less fun). Namco went with the former.
Last edited by sirius; Jun 18, 2017 @ 6:07am
tcg_99 Jun 21, 2017 @ 4:16am 
That's correct - it's just lame as fk watch you're character about to hit the ground... yet one toe touches them and they bounce back up. This isn't even 'impactful epic combos'
Anyone watching the game for the first time will screw up their face thinking "really? you barely touched him and he launched."

These are the combos that take the MOST time are the easiest to pull off and most forgiving for any noob. Please give the second bounce option "Off!"
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Date Posted: Jun 15, 2017 @ 3:32am
Posts: 19