TEKKEN 7
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Ultimate Tekken guide
Bởi Discane
That thing is long, but mostly because I have tried to explain everything in simple terms. Also, most of the things here are relevant to every fighting game, so basically you will learn, how to be good in any of those.
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Try to learn not to win
If you are new to Tekken, you must understand that there are people, who were playing this series literally for 20 years.
Others played for 10 years, 5 years, 2 years and even ones, that played for half a year will be very tough opponents for a beginner. So, basically, don't expect to win a lot just on a second day after you installed a game. Instead, concentrate on your achievements during the match.

You blocked something - good.

You recognized enemy move and you know what it does - good.

You remembered that opponent have Rage Art available at 25% HP and you stopped spamming buttons – even better.

Those small wins will help you get a win in a round and in the whole match eventually. So, during a match, concentrate on making small plays. Try to learn something in each match despite you lose or win in the end.

Beard man also thinks so
https://www.youtube.com/watch?v=6r_NJGRlvqQ&feature=youtu.be

And BTW that is pro players mentality - they not looking for wins, they looking for game knowledge and wins will come as a result of using that knowledge. So learn the game, that's how you will get wins.
Character select
Don’t think about it too hard, pick who you like. It probably will take several weeks to understand character gameplaywise. So pick someone, learn his moves, then think if you like this character or not.

People often asking about tier list. But first of all tiers only relevant to pro players, who can use characters on about 100% of these characters potential. New players do use characters on 100% potential, so tiers are nonimportant for them.

Other question - which character is most simple. The problem is "simple" character often mean spam 1 gimmick move to defeat players. If you will pick that "simple" character, you will soon meet players, who can beat that gimmick move and you will be helpless against them, till you learn all moves of that character.

So since you need to know many moves of your character, it does not matter if he has some noob destroyer move or not. You not going to beat only new players, you going to beat experienced players also right?

So pick wherever you want and put some time (at least 20 min per day maybe) to learn this character little by little, that would be your best character.

Also, check steam neighbor guide http://steamcommunity.com/sharedfiles/filedetails/?id=937894717

But if you just looking for a character which gives you lots of easy wins and his appearance or playstyle does not important to you - just pick a less used character. People on low-mid ranks often don't remember many moves of some rarely used characters that will give you advantage. And that characters probably would be Youshi, Jack, Gigas, Bob, Kuma, Panda.

But the choice is 100% yours, they all good.
Movement
Don’t forget, it’s a 3d fighting, you can sidestep, backstep crouch, jump. Movements allow you to dodge even very powerful and unpunishable on block attacks and punish them.

Many moves in this game may be sidestepped, but there are moves which marked blue symbol in the move list, they can not be sidestepped. Use them if your opponent does sidestep often.
dfbu1234
In every Tekken guide, you will see same names for most used buttons
d = down
f = forward
b = back

d/f = down+forward e.t.c.

qcf = quarter circle forward
qcb = quarter circle back
hcf/hcb = half circle forward/back

1 = square (on PS4 controller)
2 = triangle
3 = X
4 = O

5 = don't used in Tekken 7 (it TTT2 button, just ignore it)
Attack levels
There are 3 of them – high, mid and low. High attacks usually fast, long and/or do lots of damage, but if character stands in a block, he will block a high attack, if he sits, a high attack will miss, so they hard to land. Mid attacks usually a bit slower and shorter than high, but there are a lot of launchers among them, and they penetrate sitting block. Launchers can lead to powerful juggle combos, so the main block in Tekken is standing block, which protects from mid attacks. Low attacks often use as poke – they can deal damage to a standing opponent and make him want to do something besides standing and blocking.

Also, check this guide http://web.tekken-net.org/tk7/images_lang/english/common/pdf/torikore.pdf
Throws
Another way to prevent your opponent from standing and blocking is to throw him. You can find all throws your character have in a move list.Every character has at least 3 of them with 1+3 and 2+4 - they do 35 damage and can have extended range by pressing forward, also they do more damage if you catch enemy from side or back. They may be interrupted by pressing 1 and 2 accordingly. Also, each character has 1+2 (and some direction) throw, it deals 40 damage from a front and more from sides or back, can not be extended and can be interrupted with 1+2.
King throw break
Attack range
It is important to know the exact range of your attacks. Don’t use long range attack when an opponent is close to you. Also think, how opponent moves, if he moves away, he tries to make you whiff your attack. If he comes to you, you may use your attack even if opponent not yet in range, he will come in range by himself.

If you don't know your attack range

https://www.youtube.com/watch?v=hyGoTLy5qw4

And BTW - top 15 moves to every character
https://drunkardshade.com/2017/05/27/tekken-7-top-15-moves-for-all-characters/
Frame data
If you don't know what on Earth frame data is, watch this video. https://www.youtube.com/watch?v=45Iqxq9svZQ watch it either way, it's good.
and this
https://www.youtube.com/watch?v=JwQ8J8iAOLs

You can check frame data here
http://rbnorway.org/t7-frame-data/
and here
http://poorvin.com/t7.txt
and here on steam
http://steamcommunity.com/sharedfiles/filedetails/?id=938186839

It is important to know how fast or slow each of your attack is. Don’t use slow attack when an enemy can beat it with his fast attack. Also, you must know how much – frames each of your attack is on a block. Don’t spam attack which has a lot if – frames on block or whiff. Also, you may use an attack which + on block more often. Almost any attack have + frames on hit. So if you received damage, no matter, how small, you probably on frame disadvantage and it may be wise not to attack after you receive damage, wait a bit, to block or dodge something and get frame advantage, then it’s your turn to attack. Also, learn your punishers – which attack you can use to punish opponent
Your hitbox during attacks
Many attacks in Tekken makes your character crouch, jump or deviate back. These attack may allow you to dodge enemy attack (jump vs low attack, crouch vs high, deviate may help vs mid). So attacks which make your character reduce his hitbox somehow definitely good for attacking an opponent.



https://www.youtube.com/watch?v=jwzOqBvvgaE
Launchers
Launchers – attacks which make your opponent fly, or stun him. After that attacks you can do juggle combo.

You may find them in frame data http://rbnorway.org/t7-frame-data/
they marked as "Launch" in "Hit frame" section.

"Hidden" launchers - some attacks of your character become launchers on counter hit. Which is definitely good since there are more options to do juggle combo for you.

You may find them in frame data http://rbnorway.org/t7-frame-data/
they marked as "Launch" in "Counter hit frame" section.

Counter hit launchers are often easier to land so make sure you know which attack of your character launches on counter hit and learn, how to follow up it with a combo.

The game has screw attacks (marked green in a move list and "Tail spin" in frame data list), they allow you to extend juggle combo by landing another attack after you land a screw attack.

Simple juggle combo may look like this:

Launcher - screw attack - combo finisher

a bit more complicated version

launcher - some attack - screw attack - dash forward - combo finisher
for example https://www.youtube.com/watch?v=uAYrM2wYp7U&index=1&t=301s&list=LLXz3JIFJwNZSKXvx7WuQmlw

Combo finisher may be almost any attack your character have and even Rage Art. Doing Rage Art as combo finisher is a good way to deal huge damage without big risk, so learn, how to do it in a practice mode.

Launcher - screw attack - Rage Art example

https://gaming.youtube.com/watch?v=VSO8BwNn-P4&feature=share

You may invent your own juggle combos or find it in move list or in character guides. Just create some easy sequence which you personally like to do, it may be even just 2 same move strings. If it deals something about 50 damage, it's great for a start. Later you may want to extend this combo when you get familiar with juggle concept.

Simple combos ideas are here https://www.youtube.com/playlist?list=PLeEk_GDSnydYwPax0IATKf_x5WXYKTwBc

Landing a launcher may be a tricky task because many of them are punishable if blocked (but some not launcher punishable). Usually, you want to make opponent whiff (by back step or side step) to land a launcher. Some launchers are also made your character jump, or crouch, which can be used if you expect a low or high attack from an opponent. Fast launchers can be used as punishers.

Doing launchers and juggle combos definitely will help you to win more matches. Learn, how you can land each of your launchers, and follow them with combo each time.

Chain attacks
Often what you may find in character's move list is not a true combo. Mean opponent may block last attack even if first and second hits. These move sequences are good for tricking your opponent, instead of finishing that chain attack, you may stop and do something else – throw, or some another move. Next time you may finish that attack and surprise your opponent by that.

To determine which move is true combo and what is not, in practice mode set opponent on "CPU action 2 guard all". Many of move strings become true combo on counter. You can also check this in practice by choosing "counter" option in settings.
https://www.youtube.com/watch?v=KbtwQxNQfxY&t=521s
Punishment
When you block or dodge (duck, sidestep, backstep e.t.c) opponent's attack you often can punish him with your attack.


Punishers a reliable source of damage, sometimes you can beat opponents only by doing punishers, so it better understand, how to do it properly.

First of all, you must understand which attacks can be used as punishers. They should be fast and they should be true combos or launchers.

Just check your move list and find all 10 frames attacks which of 10 frames attacks deals most unblockable damage will be your fastest punisher.

Do the same thing for 12 and 14 frame attacks. You may also watch some pro player's gameplay to determine what best punishers in each situation.

Learn which fastest launcher your character have. Many characters have 15 frame launchers (for example up/forward+3). A launcher is always a great punisher (if you do juggle combo after it of course). So learn your second fastest punisher, maybe you even can use it.

So let's review situation from worst to best

1) Opponent hit you with an attack which is plus frames on block. He can not be punished because he will start acting faster than you. Gladly each character has very few attacks like this. Most Attacks are minus frames on block and give you an opportunity to start acting faster. If you tried to punish opponent with your 10 frames punisher and still got hit - that attack you blocked was + on block.

2) Opponent hit you with an attack which has a small minus (-1 to -9) on block. You still can not punish him even with your fastest 10 frames punisher. But he lost initiative and probably will block. So you may try to throw him. That is not 100% reliable punisher, because your opponent may duck or jumb and beat your throw. So if throw works do it again (but another one) if it not, do something else, maybe some safe attack string.

3) Opponent hit you with an attack which has a big minus (-10 and more) on block. Time to punish him with punisher moves you found earlier. But how to determine which exactly punisher to use 10 frames, 12 or, 14 or, launcher. I recommend you try to use your fastest 10 frames punisher, if it works that mean this attack you blocked has a big minus on block. Next time try your fastest launcher. Remember which attacks can be punished and always punish them.

4) Some attacks can put you in crouch state, even if you block them. Learn your fastest while rising attacks to punish that.

5) Some attacks can push you far away (with Rage Art for example), or your opponent whiff attack far away from you. Learn your fastest long range attack to punish that.

6) Your opponent whiffs something while he was close to you (you sidestepped or ducked for example). It usually best situation for you, try to launch punish.

https://www.youtube.com/watch?v=hMo10Enhojw
Footsies
Footsies is what you probably will do most of the match, so let's discuss them in details.

First of all, there is a specific mindset of beginner players who want to run to an opponent and attack him as fast as possible. That is the wrongest thing you can ever do in Tekken. Your opponent can easily start some slow long range attack and you run into it. And even if you came close to an opponent, what next? He can counter every attack you may use just by chance.

You decide to use a fast high attack, and opponent just by chance decide to duck, and you will miss. Or you going to use mid attack and opponent randomly may use faster high attach and you loose that clash again. Any your attack can be countered just by pure opponent's luck. Or maybe you get lucky and your attack will win.

Good players will not leave everything to luck, so they never attempt to get close to an enemy if only their character is not much stronger that opponent's in close range. Good players will play footsies by staying at some range away from an opponent and try to bait or punish him on skill.

Another very common behavior pattern of a beginner (and even some of experienced) players is constant backing up. By doing that, players trying to provoke an opponent to run into them to do that slow long range attack.

That simple strategy can work sometimes, but it has its own big weaknesses. First of all, if there are walls in an arena, player, who constantly backing up will soon come to that wall and become a very easy target since he can not even do simple back dash anymore. Other problem if an opponent of that retreating player can walk into attack range and that walk back, the retreating player probably whiff his attack and get punished for that.

So in simple terms, footsies is a combination of attacking and retreating strategy, when players not just attack and not just retreat, but switching between attack and retreat very fast many times per round.

This strategy is so effective so every pro player in the world use it. And if you can do footsies even on a very simple level, you will be able to defeat much more players, than without that strategy.

Watch this video, it about another game, but concept is the same https://www.youtube.com/watch?v=FQQCan5oo90

Let's watch some high-level gameplay

https://www.youtube.com/watch?v=ZB0I9E0aFI8

You may see, how opponents are often staying on big distance from each other, they sometimes come closer and then come further way again.

You may do footsies to

1) make opponent use some attack and whiff, then punish him.
2) use safe long range mid or low attack to deal some damage from a safe distance (it called "poke").
3) use some long range launcher (or attack which launches on counter hit) and do a combo if it lands, and block or back dash if it's not (it called "fishing").
4) attack in an unpredictable moment by suddenly dashing forward or use a move which moves you forward. Even if you love to rush down to opponent's face it will have much better results, if you do that in an unexpected moment after some footsies.

There are many things you may do during footsies - bait attacks by going in and out opponent's attack range, throw your long pokes, attack suddenly e.t.c. Your options depend on which character do you playing, so just watch some pro gameplay and try to figure out which good options do you have during footsies.



Spammers (Practice mode)
People often ask, how to deal with spammers.

Most simple way - go in training mode, make CPU do that attack with which you have a problem and find a way how your character can deal with it.

First of all, if there is a high attack, just duck and punish.

If there is low, also duck and punish or do low counter (down+forward) and punish.

Try to sidestep and punish.

Also, try to block and punish.

Another option - do some long attack to prevent opponent come in close range to do his spam move.

Anyway, defensive training looks like this

https://www.youtube.com/watch?v=4n9NBQAP6rA
https://www.youtube.com/watch?v=5ziXRFVH5w8
https://www.youtube.com/watch?v=-uqly_PGILs
Button mapping
Tekken have 4 buttons called 1, 2, 3, 4 = square, triangle, X. O on PS4 controller. I recommend to mapp 1+2 and 3+4 combination on R1 and R2. These combinations are very important and can be used in many ways, so they deserve separate buttons. You not only can do 1+2 moves with 1 button but also combination like down 1, 2, forward 3,4 by just down R1, R1, forward R2, R2. Test yourselves which move chains can be done with these mapped buttons, you will find a lot of them.
Remember every move of your character
So now you may more or less figure out in what situation every attack of your character can be used. Now time to remember all these attacks, so you can use them in battle freely. I recommend you take several pieces of paper and write down all attack your character have, so you can have them before your eyes all time. Divide pieces of paper on several categories like - low attacks, launchers, attacks which make your character jump/crouch/deviate, strong attacks. Also, you may write down all stances, how to enter them and which attacks can be performed from these stances. Write down fast attacks wich can be used as punishers, pokes, juggle combos and any attack you found interesting. In the end, your writing may look like this (that is for ttt2)
Wake up
When your opponent on a floor you still can attack him. You may do some mid/low attacks, jump over his low attack, back dash to make him whiff some wake-up attack, punish his back rolls and so on.

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

If you on a ground make sure, you know all actions which your character have. There are a lot of them, check them on youtube or forums, here, for example, http://www.tekkenzaibatsu.com/tekkentag/system_gettingup.php http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=128969

Also, watch https://www.youtube.com/watch?v=n4tt1bFxzNk https://www.youtube.com/watch?v=aYP9DRTBw38
General strategy.
You may want to watch guides about a character you choose and watch some replays.
Look for general strategy guides, not just combo guides (if you already know decent combo)
like this
https://www.youtube.com/watch?v=-04mjrLeFTQ

Even old TTT2 and T6 guides are fine if you yes can't find T7 strategy guide to your character.

First of all don't run too close to your opponent if your character is not very good in close range, play footsies with your opponent and wait for a good chance to attack.

Find some “big damage attack” which your character have. It may be a launcher or some land combo or command grab. Think what opponent must do so you can land this attack. For example that your big attack is mid – you need to make opponent whiff or crouch. To make him whiff use backstep, sidestep, crouch or jump. To make him crouch, use low attacks. Or sequences which end with low attack, but don’t do that low attack, if opponent crouched, use your “bid mid attack”. You can think of some setup for any attack in the game.

If you going to attack first don't run straight to opponent, stay far away from him so he can not know when exactly you going to attack. During attack use move, which make your character crouch, jump or sidestep, that will reduce chance you will get hit during your attack. Or use long range attack, which hard to punish.

If you blocked something, try to punish.

If opponent standing in block, use low attacks or throws.

Don’t attack just after you took damage, wait a bit. Try to create frame advantage by using fast attacks which hard to punish and plus on block attacks. Use unfinished attack chains to confuse an enemy. Try to land your big damage attack (launcher, counter hit launcher attack, or true combo string) by making setups or baiting whiffs during footsies.
Play online and learn, what works and what don’t in different matchups. Learn to read opponent’s habits and strategy. Remember, when you receive damage and try to avoid these situations. Notice when you deal damage you may want to these actions again, but be ready that opponent will adjust his gameplay. Have fun.
Some random stuff
http://www.tekkenzaibatsu.com/wiki/Tekken_Tag_Tournament_2/System/Forward_Dash_and_Running

Forward Dash
Forward Dashing, done by doing f~n~F (tap and holding forward, abbreviated as ff), lets you do a quick dash toward your opponent. It covers a pretty large space for its speed, and depending on how long you hold the F, you can go for a short dash, or a forward dash's maximum length. Not only is it quick, it also has a different set of attacks available to each character. Most of them are pretty damaging.

However, a problem can arise, especially with new players, that when they discover forward dashing and its attacks, they tend to do them every time, even when they are up-close. Then they usually end up eating jabs or even slower, damaging attacks. Remember that when you are forward dashing, you cannot block, so usually, it's ill-advised to dash if you are too close to your opponent. In forward dashing, it's important to always gauge your range. Remember, it's used to get close to your opponent, so why do it when you're already close? As long as you are using forward dash in the right place at the right time, there should be no problem.

Running
On the other hand, when you are far away from your opponent (out of forward dash's range), inputting ff will make your character run instead. This is called While Running status (abbreviated as WR). When running, you obviously are approaching your opponent at a fast rate. In the same way, you can't block attacks when your character is running, but holding B will cancel WR quickly, making your character stop and block. But what makes WR essential is the attacks you can use from it, as usually, they are pretty damaging and have special properties with it. Many characters, like Dragunov, and the Kings have special moves coming out of WR, and the moves were so good that they became an essential part of their arsenal.

The problem is that you won't always have the right amount of space to go to WR in a ff input. Many times, the distance between you and your opponent is only a forward dash range. For this, the game has allowed us to go to instant while running status (iWR) by triple-tapping foward (f~n~f~n~F, abbreviated as fff). Doing fff will let you do WR moves on a forward dash, even when you're in a small space. For characters such as those mentioned before, being able to do these moves forward dash range will be essential for them. The only problem is you need to quickly input the fff within a relatively small timeframe, or it won't work. So, it's a good idea to train your fingers to execute iWR as consistently as you can.

WR Attacks (While Running)
There are several attacks every character shares when they are in a WR state, and many of them can only be done after a specific number of steps your character runs. So, the farther you are running, the more options you have available. To summarize, these are the usual options you are presented with when in WR status.

--During 3 steps of the run, you will be able to do:
WR 3 slash kick (hits mid, KND's, blockstun)
and your character specific iWR moves.

--After 3 steps of the run, you will be able to do:
WR 1+2 cross dive (hits mid, long range, KND's, safe)
WR 4 low slide (hits low, KND's, recovers grounded)
A takedown tackle for standing and crouching opponents, and a trample stomp when you don't stop running

--After 4 steps of the run, instead of the takedown tackle, you will be able to do a unblockable shoulder ram on standing and crouching opponents.

http://www.tekkenzaibatsu.com/wiki/Tekken_Tag_Tournament_2/System/Backflips_and_Wall_Jumps

Backflips (every character except for Akuma and Elisa)
Just like crouchdashes and sways, the Backflip, inputted by ub~b, is a special movement that dodges certain attacks. It makes your character dodge low attacks while moving backward, giving you that needed space. It isn't technically invulnerable to high and mid attacks, but since it goes backwards, many short-ranged attacks will miss. This move can be as valuable as a backdash, 'cause even though you can't block, the evasive properties of this movement and distance it covers makes it worthwhile to do often. You can do backflips especially when your opponent is a bit close to you and pressuring you with pokes, as most of the time, backflips can evade them, and even if you get hit, you won't get floated for a big juggle, making it a low to medium-risk move. Sadly, just like crouchdashes, this isn't available to every single character.
Wall Jumps
Have you ever been in situations where you're between your opponent and a wall? More often than not, you're gonna be. Having a wall to your back can be disadvantageous to you, since there is no way you can back away from your opponent. In addition to this, everything your opponent can do may be doubly rewarded because walls often allow for more nastier combos. Fortunately, there are ways to turn this from disadvantage to advantage. Depending on your character, there are moves that capitalize on having a wall to your back. One of those moves are wall jumps.

Wall Jumps, accessed by doing b~b~UB, makes your character (every character except for Akuma and Elisa) climb quickly to the wall (and evade attacks) then do a specific attack when falling.

These attacks depend on which character you're using. Most of the time, the attack can either be a:
overhead punch (gives blockstun on block, juggles on hit)
leap kick (pushback on block, knockdown on hit)
front kick (force crouch on block, knockdowns on hit)
backflips (knockdowns on hit and can jump over opponent, putting you on his/her/its back)
or some character specific wall jump attack.
When climbing, you are immune to attacks, but when falling you are in a vulnerable "jump status", which can get you floated for a juggle if your opponent anticipates this. So there is some sort of risk. But even then, wall jumps can be a nasty surprise move that's worth doing from time to time, especially for players who rely on evasion and trickery, as usually, you can turn the tide of battle with it.

https://www.youtube.com/watch?v=WTf7eIwP4wg&feature=youtu.be
20 bình luận
John Yakuza 5 Thg07, 2022 @ 4:14pm 
Wow, I read through this whole thing and I haven't even bought TEKKEN 7 yet!
MK_Demagog 19 Thg01, 2021 @ 10:38am 
Good job!
Gidi 25 Thg11, 2020 @ 5:49pm 
Nice bought no.7 half an hour ago this was an interesting read I already knew some stuff since I played a psp version the one where paul ends with the aliens Dark resurrection I think I will definitely try practicing some of the stuff in this guide
Woori 12 Thg06, 2018 @ 12:25pm 
nice
Discane  [tác giả] 15 Thg06, 2017 @ 3:45pm 
fixed)
mimizukari 14 Thg06, 2017 @ 6:36pm 
ur ultimate guide should include the basic acronyms like dfbu1234 etc
Specter 11 Thg06, 2017 @ 10:37am 
I have nearly mastered Hwoarang. I only need to practice sidestepping and air combos.
Specter 11 Thg06, 2017 @ 10:36am 
yeah
Specter 11 Thg06, 2017 @ 10:26am 
I see, I side stepped once but i hopped as I did it.
Discane  [tác giả] 11 Thg06, 2017 @ 10:24am 
I don't have XBox controller, but it should be Up 2times or Down 2 times.