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Throws have been simplified in Tekken 7.
Standard throws involving the 1+3 and 2+4 commands can BOTH be broken with either left punch (1) or right punch (2).
Most throws are normally broken by watching the lead arm the opponent uses to grab you. If the opponent grabs with a left leading arm, you break with the same limb (1). If they reach with a right leading arm, it breaks with right punch (2). If the grapple is started and both arms are out-stretched equally, then you break with 1+2.
There are also specific characters and specific circumstances where a throw may be considered "ambiguous". This means that the animation of the arms DOES NOT match the break. Examples include some King command throws, some backturned throw attempts from specific characters and some special stance or command throws. Those require some labbing and study to remember the breaks correctly.
Chain throws normally have multiple break windows and again comes down to memorization and rote training to help defend against them. Many times, newer players will mash chain throws by assigning a single button to 1+2+3+4. This allows them to "mash" and get chain throws after the initial grab is landed. These can normally be broken with 1.
Tackles can be broken or reversed at differing times. Tackles are normally broken with 1+2. The tackle can be reversed with 1+2 with correct timing. This rolls the tackling opponent over and allows you a mounted attack. Some characters can reverse other options after the first two tackle breaks/reversals are missed as follows:
-mounted punches (broken with the opposite punch that the opponent is hitting you with at punch #1 or punch #3)
- arm bar (1+2, 222222) leg breaker (1+2, 111111)
-or some character-specific combinations or command throw options (Ex. Pauls and some other grapplers can heavy reverse a first right punch, or roll and choke command throws with 1,1,2)
Only a handful of characters have access to command tackle. There are also a small number of characters that can do more than simple mounted punches.
Let me know if you need more info.
Nicely explained but when it comes to chain throws i usaly mash one button and if it doesnt work i use another button if i get grabed again by chainthrow :D
Yoshimitsu's Dragonfly Stance throw
Nina's initial backsway throw
King's wall splat throw
King, Armor King & Marduk's aerial throws.
Backside throws from any character
Edit: This helped get me to purple ranks.
It used to be that king and Jack could break back throw attempts. You might want to test that..
Congrats.
The hell??? I thought back throws are one of the more consistent things in this game for years? I mean, it's always been stated that back throws are inescapable.
Which ones, by the way? Generic ones or those fancy ones with movement input involved?
I may be wrong about the old back throws. But all of the other info. Is on point.
***As an example of some of the insanity you could get away with back in the day, here is a fun little read about the old "chicken backthrow" glitch in Tekken 3.
https://gamefaqs.gamespot.com/ps/198900-tekken-3/faqs/4265
So am I. Every copy of the game I had during those days came with a handbook & one of the things I can say for sure that were stated every single time were back throws are inescapable. It's one of those small, fun fact details or trivias that you'd remember when you're younger & have stuck with you as you grow older.
And since that's a glitch, it doesn't count because it was never fully intentional to make back throws escapable. I labbed like hell back in the day to imprint muscle memory on my fingers for chain throw inputs on 2 different characters & used them on the hardest AI setting but even then, the AI itself in both King & Jack never performed a single back throw break... in any entry.