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TEKKEN 7 |OT| How I killed your mother

Can anyone help me figure out an Asuka string? I'm pretty sure it's 1, f+1 and then the low sweep like when you roll 3+4 (dunno what the notation for that rolling piano motion is). Several people have used it against me but I can't figure it out for the life of me. It leads into a whole combo and I'd like to be able to use it in my own game plan.

edit: never mind I'm a scrub, figured it out.
 
Can anyone help me figure out an Asuka string? I'm pretty sure it's 1, f+1 and then the low sweep like when you roll 3+4 (dunno what the notation for that rolling piano motion is). Several people have used it against me but I can't figure it out for the life of me. It leads into a whole combo and I'd like to be able to use it in my own game plan.

edit: never mind I'm a scrub, figured it out.

Was it b+2, 1, d+4 or f+1, d+4?

MEGA PUNISHABLE ON BLOCK!!!
 
It was just 1, 1, d+4 and yeah that shit is apparently launch punishable lol. I can usually get away with it once or twice before they download it though, and then you can mix it up with 1, 1, 3 100% guaranteed when they block low.

The d+4 is more visible than 3~4 though. Good players can block on reaction to seeing Asuka spinning.

I usually rush them right into 3~4. If they catch on and block RIP, but at least then, I know I can hit 1+2.


I don't know if the PC patch made the netcode worse or it was just the people I was playing (hopefully the latter) but I could not connect any of my Raven combos. Note even simple b+1,2,1 chains. It was bad. Hopefully that was just a fluke.

Also, played against this Beginner-level Paul who low parried my d+4 after 4,1 with Raven. ****ing smurf.
 

Dereck

Member
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A few somewhat basic questions.

(i) How punishable is King's hopkick exactly?

(ii) As Lars, what mid-hitting buttons should I be going for in a situation where I basically have to guess whether they're stand blocking or crouch blocking? I've been using b+4 and it's great because it leaves me highly advantageous oH and it's an amazing CH button but maybe something that does less damage but is also "safer" oB?

(iii) I'm having a bit of trouble differentiating between Drag's moves. His strings all just seem to blend together, it's a problem I've had since day 1. Which is why I have trouble identifying that punch + punch into low sweep/crouch grab string and I don't react until it's too late. Is this something that will get better with time or should I devote time to actually playing Drag or something to get more acquainted?
 
I have been that Jack more often than I have been the Jin.

(iii) I'm having a bit of trouble differentiating between Drag's moves. His strings all just seem to blend together, it's a problem I've had since day 1. Which is why I have trouble identifying that punch + punch into low sweep/crouch grab string and I don't react until it's too late. Is this something that will get better with time or should I devote time to actually playing Drag or something to get more acquainted?

Drag is popular for this reason. I recommend teaching yourself to hopkick when you see him duck/turning after the jabs. That way, you crush the sweep and avoid the throw.
 

GrayFoxPL

Member
A few somewhat basic questions.

(i) How punishable is King's hopkick exactly?

(ii) As Lars, what mid-hitting buttons should I be going for in a situation where I basically have to guess whether they're stand blocking or crouch blocking? I've been using b+4 and it's great because it leaves me highly advantageous oH and it's an amazing CH button but maybe something that does less damage but is also "safer" oB?

(iii) I'm having a bit of trouble differentiating between Drag's moves. His strings all just seem to blend together, it's a problem I've had since day 1. Which is why I have trouble identifying that punch + punch into low sweep/crouch grab string and I don't react until it's too late. Is this something that will get better with time or should I devote time to actually playing Drag or something to get more acquainted?

1) -13 like all hopkicks. Use 10 frame jab punish for reliability and frame advantage. Use 11, 12 frame punishes when you get used to the timing online. Lars has f+2,4 very solid hopkick punish.

2) Lars basically needs to poke with df+1. You basically do stuff like switch between df+1, standing 1, crouching 1, 2,1, db+1,3 ect. Stuff like that.

3) The stuff you're talking about is b+2,1,3 and b+2,1,3~1+2. The second one fake outs sweep and instead grabs crouching opponents and only crouching. You don't really have to guess, it's a matter of timing blocking with holding DB and releasing it. If you notice the string hold db and release it when the sweep is suppose to hit. This way you'll block the sweep option and at the same time you'll get up if Dragunov choose the throw instead. You just need to get that timing down. In Practice mode chose those 2 strings for Cpu Drag to do, it'll do it randomly so you can practice the timing.
 

Doomshine

Member
A few somewhat basic questions.

(i) How punishable is King's hopkick exactly?

(ii) As Lars, what mid-hitting buttons should I be going for in a situation where I basically have to guess whether they're stand blocking or crouch blocking? I've been using b+4 and it's great because it leaves me highly advantageous oH and it's an amazing CH button but maybe something that does less damage but is also "safer" oB?

(iii) I'm having a bit of trouble differentiating between Drag's moves. His strings all just seem to blend together, it's a problem I've had since day 1. Which is why I have trouble identifying that punch + punch into low sweep/crouch grab string and I don't react until it's too late. Is this something that will get better with time or should I devote time to actually playing Drag or something to get more acquainted?
(i) Same as other standard hopkicks, -13.

(ii) d+2, ss+2 and ff+3 seem like decent options. d+2 is 0 on block, forces crouch and KND on CH. ss+2 KND on normal hit, slightly safer on block than b+4 and forced crouch. FF+3 is kind of like ss+2, but it wallsplats. Regular running kick is also an option that is really + on block.

(iii) That string is quite distinct to me because of the way he crouches down for the first hit and then back up again, but I've also seen it a million times. Learning a character you have trouble fighting is never a bad idea, but you could also have the practice dummy randomize a bunch of his strings and learn to differentiate them that way.
 

joeblow

Member
(i) How punishable is King's hopkick exactly?
While it is -13 as others have mentioned, keep in mind that it is only "most" hop kicks from the roster that are -13, not all. I learned that last night after facing a really good Lucky Chloe player and failing to launch her -16 recovering u/f+3 after blocking it a few times.
 
Thanks for the advice everyone!

In regards to that Drag string, it really only becomes difficult to anticipate if the player is legitimately good and mixes up his strings and attacks. If they're one of those "Only do like 7 moves in total" players then the string is easy to block/avoid entirely. But when they're good they'll use it sparingly then it becomes difficult for me to anticipate.

Will try to deathmatch more Drag players whenever I can since I barely get enough time to play the game as is but I'll look into practicing on training mode too. Man, I wish we could search for matches directly while in training mode, like how most 2D fighting games do it :(
 

Spuck-uk

Banned
I have yet to see a king combo that does not include Ender grab into a running power bomb.

Well, yes, it's the best ender for any situation that's not close enough to a wall to f2,1 them through it, you'd be stupid to use anything else unless you really like doing suboptimal combos to be 'special'

running powerbomb give great oki, great damage, floorbreaks, it's amazing.
 

Spuck-uk

Banned
It really is.

So... many.... one-dimensional Kings.

There are so many bad King players..that the ones who are actually good completely take you by surprise by playing him correctly (really dry, poke heavy, conditioning and then ridiculous whiff punishing and wall pressure.)

He's an easy character to win with at low/mid rank, but a hard character to be actually good with (similarly to Ling and Eddy, loads of newbie trap moves).
 
Speaking of King, watch me break only 40% of the grabs and not tech Giant Swings properly because I haven't gotten a proper answer on how to tech Giant Swings other than "press buttons" which isn't an answer.

https://www.youtube.com/watch?v=iOPiYmeybrg
Giant Swing is apparently a 1 break. In terms of timing, I have no advice other than practice breaking it in training mode with that "recovery display" or whatever it's called on (the shit that makes your character blue)

Also, this guide might help you too: https://i.redd.it/ebnupfncjedz.png
 

Jer

Member
I swear the giant swing tech recovery is so much harder than in TTT2

It absolutely is, it feels like it must be different. I've just randomly mashed 1 and 2 since Tekken 4 and it always worked like 95% of the time, now it's less than 50%. Does anyone know exactly what changed?
 

AAK

Member
It absolutely is, it feels like it must be different. I've just randomly mashed 1 and 2 since Tekken 4 and it always worked like 95% of the time, now it's less than 50%. Does anyone know exactly what changed?

Tekken 7 being the laggiest game in the history of the competitive fighting game circuit in terms of input latency will surely play a big role in that.
 

AAK

Member
I don't think input delay is the issue, it's hard teching it on PC too.

T7 PC with VSync On is still laggier than TTT2 PS3. The input delay definitely factors into executing timing specific maneuvers like teching King's Giant Swing.

EDIT: To give a similar analogy, in TTT2 I could block Jack's u/f+1+2~d,d/f+2 7 out of every 10 attempts while practicing it in training mode. In T7 it's like 1 in every 15 because the added input latency adds to my reaction time going beyond the threshold for the block to register.
 

GrayFoxPL

Member
T7 still have post tech death after giant swing and nina's uf+1+2. Since you must tech for the lower damage to be counted after it. Looks whack even after all those years.
 
T7 PC with VSync On is still laggier than TTT2 PS3. The input delay definitely factors into executing timing specific maneuvers like teching King's Giant Swing.

EDIT: To give a similar analogy, in TTT2 I could block Jack's u/f+1+2~d,d/f+2 7 out of every 10 attempts while practicing it in training mode. In T7 it's like 1 in every 15 because the added input latency adds to my reaction time going beyond the threshold for the block to register.

PC T7 with Vsync off has around 4.5 frames of delay, teching GS is still noticeably trickier for me than what it used to be in older Tekken games.
 
What's up with Wizard World gaming?

Their twitter has been inactive for awhile and their site is up for grabs on godaddy. Is the tour cancelled or something?

Was thinking about checking out WW Austin. :/
 

maomaoIYP

Member
Same, it's really, really bad in this game for me. Very distracting.

In other news: Paul scares me and I don't know how to fight him. I live in terror of the death fist and demo man.

Demo man can be side stepped at the last hit, it usually has incredible push back and can't be punished unless your back is to the wall.
Death fist is rather linear and most characters have some sort of punisher that reaches him on block unless it is a tip range death fist.
In theory that's how you beat him, I can do this in practice mode but like only 10% of the time in a match LOL.
 
I get tearing out the ass without vsync, I dont have a gsync monitor.

Same, it's really, really bad in this game for me. Very distracting.

In other news: Paul scares me and I don't know how to fight him. I live in terror of the death fist and demo man.

Trying to max out the game graphical settings and forcing the game to render frames closer to your monitor's refresh rate might help with the tearing.
 
Trying to max out the game graphical settings and forcing the game to render frames closer to your monitor's refresh rate might help with the tearing.

I think I have it maxed out except for some of the post-processing effects because they look like ass. I have a 980 Ti so this game is unlikely to stress it at 1080p
 
Had a bit of a "breakthrough" moment where I learned that you can punish strings that don't "stop" after they've been blocked. It was mainly Kazuya's 1,1,3,4 string.

Which also leads me to my question, Kazuya was -2 after the 1,1,3,4 string and everytime after blocking he did a crouching jab, which is a true mid. What button could I have pressed as Lars to counter hit that? Only buttons I could think of were ones that were either too slow and got hit out of or hit high and the opponent avoided them too. Was Power Crush the only option there?
Fighting against a good Paul is indeed frustrating. Make a mistake and you're basically dead.
I've just come to accept the fact that even if I play at my absolute best, there might be a round or two where I just lose in a few seconds.
 
Had a bit of a "breakthrough" moment where I learned that you can punish strings that don't "stop" after they've been blocked. It was mainly Kazuya's 1,1,3,4 string.

Which also leads me to my question, Kazuya was -2 after the 1,1,3,4 string and everytime after blocking he did a crouching jab, which is a true mid. What button could I have pressed as Lars to counter hit that? Only buttons I could think of were ones that were either too slow and got hit out of or hit high and the opponent avoided them too. Was Power Crush the only option there?I've just come to accept the fact that even if I play at my absolute best, there might be a round or two where I just lose in a few seconds.

Duck jabs are special meds; moves that you can block either standing or crouching with the ability to low parry (if they're not projectiles) and low crush them. Your best option there is to low parry the third hit of Kazuya's 1,2,4,3 and not allow him to continue the string.
 
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