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« Tekken 7 - Sugamo Location Test Day 3 YouTube Archive | Main | Tekken 7 - Nipponbashi Location Test Day 2 YouTube Archive »
Sunday
Oct052014

Tekken 7 Location Test Impressions from JTChinoy

LevelUpYourGame just posted a great article written by JTChinoy who was present in Japan for the location tests. He gives a lot of first hand insight about the graphics, new characters, feel, and mechanics of Tekken 7. This probably is the first natively English speaker giving their personal experience with the title so far so be sure to give the excerpt and full article a read.

Here is a sample from his writing:

 

After 2 glorious years of Tekken Tag Tournament 2, the general Tekken population worldwide is just finally understanding the more in depth mechanics and interactions of the game.  Even if we’re just breaking the surface of Tag 2, it’s time Namco put out the next iteration in the Tekken franchise, based on the roughly 2 year pattern.  I’ll start by clearly stating that my personal experience with the game is that there is no relation between Tekken Revolution and Tekken 7.  Excluding of the vague similarity between the new Power Crush moves in 7 and the Invincible moves in Revolution, the games did not play the same, move the same, nor share similar combo mechanics.

On the main new mechanic:

The new feature that has the whole world riled up is the new Rage Arts system.  Yes, it’s effectively a Street Fighter Super and yes it’s really gimmicky.  No, it isn’t a complete game changer.  Everyone is given a Rage Arts command that has no function until rage is activated.  The commands are very simple and largely revolve around 1+2 and 3+4 with a directional arrow included sometimes.  These moves are officially all over -15 on block, with me questioning Alisa’s as it’s a high chainsaw attack with pushback.  Rage arts can be used in combos, but the damage will be scaled.  The general Rage Arts damage is 40-50%, contrary to the 30% I said on Day 1.  There are certain characters, who’ll SURELY be toned down later, that do 70-80%.  I have seen Steve’s do 80%, which is just ludicrous, and  Lars’ do 60-70%.  Once the damage is fixed on the overpowered Rage Arts, this feature will definitely create a new dynamic in the game with giving the opponent a new comeback mechanic.  In my opinion having a netsu infused tag partner will have a much more dramatic effect on the game than Rage Arts as you’ll effectively die by launch punish, assuming you have a smart opponent, on block.  Much like Power Crush, Rage Arts has its own hyperarmor that you still receive damage from.  As far as I know, Rage Arts can’t be countered, parried, or stopped by any move except another Rage Arts.  For those wondering, if 2 Rage Arts interact, I’ve been told that the 2nd one to activate will win as Rage Arts seems to act like an interrupting move during trades.  If you die from the hits that Rage Arts is pushing through, you will die and not land your combo.  If an opponent whiffs and you use Rage Arts, it isn’t as instant as when it’s used to trade with attacks and have a slow start up.

Read the entire article here.

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Reader Comments (3)

Yo AAK when you are quoting an article from another source be a gent and post a part of it and then a link to the source rather than just posting it here in totality.

Respect the source.

Sunday, October 5, 2014 at 1:42 PM | Unregistered Commenteraaaaaa

Yeah, my bad. Edited.

Sunday, October 5, 2014 at 2:36 PM | Registered CommenterAAK

Tnx mate.

Sunday, October 5, 2014 at 2:37 PM | Unregistered Commenteraaaaaa

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