Saturday
Dec132014
Cell Phone Videos of Green Arcade Tekken 7 Location Test
BY AAK ON Saturday, December 13, 2014 at 2:09PM
Youtube user G Manu has started uploading minute youtube videos of people at Green Arcade playing Tekken 7. Lots of notable players were in attendence including Knee and Saint. Videos after the jump.
Reader Comments (33)
Hello, I would like to know if there is any REAL new mechanic in T7 ?
@iFengWeii
Down press button (or left) during a rage art to let you do your own personalized rage arts
but i never saw that yet
i think its too early to speak about new mechanics , they could even remove some stuff we saw
@ohyes----> So you want another T4 and SF3 third strike? is that what youre really suggesting? because thats basically the summary of your post is all about. Thats not simple you know. Thats what JDCR ATP live 40 afraid about, and made him have second thoughts when aris ask him about it. Wall tech only make the game more complicated than it really is. I will make a suggestion post after the ATP live with jimmy j tram. Namco will make a lie to make arcades and competitive fighting games at least in Japan popular. Japanese developers and publishers will always come up a idea to make them relevant than just tell the truth.
@t3k4evo....I am not asking for drastic change for the sake of drastic change. But I don't expect to be playing the same game either. Once the supers get phased out as useless, what are we left with that hasn't been done in TR already? The power crush moves are really just the invincible moves in TR with more drawbacks for the sake of balance. Is there anything else besides the new backgrounds and sharper resolution? New characters are of course welcome (depending on your personal taste), but to leave the old characters basically untouched is a slap in the face.
Asking for new character looks and some new moves is hardly the overhaul that T4 or SF3 were. Those games turned the entire system on its head and went too far in some respects. I think the transition from T5 to T6 is a better analogy. There were lots of new moves and new additions, even aside from the bound mechanic. Moreover, the game felt "new" because the models and animations were updated. The transition from T5 to T6 law is good example of how to make a character seem new with just a few new animations. We need the characters in this game to be similarly updated so people don't immediately look and say "oh...so it's the same game kthxbye".
A wall tech is NOT needlessly complex. T4 had a wall tech and nobody was up in arms about complexity. A simple spin-away from the wall...what's the big deal? The wall combos in this game are too damaging and easy to do. People need an option to reduce that damage. It's the same thing as tech-rolling to avoid guaranteed ground damage, but at the price of potentially leading to a mix-up. That's not so complex that people can't wrap their heads around it. The stupidly easy guaranteed damage is what turned a lot of veteran players off TTT2.
@ohyes---> your post is the perfect example of what Im discussing about, and what exactly the tekken fanbase I had in mind. should watch 1998 international tournament(GM SO7E09). If you think spam today annoys you, take a look at what ryan hart did with Paul in T3. In the pre-DR and T6 days most juggles are more one death combos. Theres a reason for it though.3-d games are more of a mind game. Which means combos arent the main gameplay its the movement. Most of the veteran players are turned off from the series since T6 because its about the frames. When the whole gameplay turned into frames the series becomes combo heavy. When you posted transition from T5 to T6 its quite obvious you are new to this series, you dont know why tekken in the old times is popular. Youre posting about changes on character designs and movements but not how the character themselves move. Why the forward walking animation is literally retarded? Why backdash isnt a backdash? Why forward dash only have short range? Why your opponent's character still tracks you even your character sidestep or sidewalk? Why the walking, dashing and running animation of T3 still used on recent tekken games? Why the people posting here still not asking these questions?
You have me figured all wrong.
I didn't say anything about character movement because I think it's fine the way it is and shouldn't be touched. It's been fine since Tekken 3 (setting aside, of course, Tekken 4). I don't really see what you would want to change. Do you want the game to simply allow you to hold back and get a super fast back dash? Do you want to eliminate tracking moves and make a simple sidestep go around everything?
The sidestep is powerful enough already. Backdashing is powerful enough already. But you need skill to implement them properly, and that's the way it should be. No need to change this stuff unless you REALLY want to see Tekken fans exit the scene. The execution factor for movement is where the "skill" in this game comes from...are you saying you want to make it easy so that everybody can do it? Sorry...that's a shitty idea.
Nope, Ohyes, you are dead wrong!!
You are in the minority and it's people like you that is ruining Tekken!
How can you say sidestep is powerful already? Are you high??
In Tekken sidestepping is so random, it's not even fun! As of now, sidestepping isn't evading half the time! Lili has the best sidestep in the game, still when she sidestep a move that is sidesteppable, it tracks somewhat and still hits her.What is that all about??
Haven't you seen 'Level Up Your Game' tuorials when they sometime say 'yeah, this move is sidesteppable', and they try to sidestep it and it still hits them like 9 out of 10 times even though they KNOW the move is coming and they're sidestepping as fast as they can! Then suddenly they sidestep it and it doesn't hit them, Yippi kay yee!!
Now try that when you're in a real match ad you don't even know what they're about to throw out, and you think you're able to sidestep on reaction? No way! And often it's not enough to sidestep, but you have to sideWALK!! That's too much information to have to play the game. It shouldn't be like this! Nobody likes a game that is a chore to learn. What's the point of needing this amount of knowledge about random properties?
In Tekken, it's not enough to know that you can sidestep a move, you must know whether it is steppable to the right or left and you have to sidestep it the correct way in a millisecond. That too much bullshit. It should be enough to sidestep a move that is sidesteppable and then you should not be hit by that move. No semi-tracking should be in the game. All characters should have a few tracking move that should be well known for people and those should be used to avoid sidesteppers. That's it!
The fighting should be about the mindgames and about spacing and the movement, NOT about acquiring huge amount of random data for tons of different moves, and that is how it is now. Sidestepping is almost useless in Tekken as of now, just know how to BDC and throw out launchers all day after people whiffs and do 70% damage. That's a recipe for a shitty game!
You do realize that everything you're explaining has been the way Tekken has been played since Tekken 3 right? Moves have always been sidesteppable either left or right. In the past, there were no designated "universal" homing moves which tracked sidesteps both ways. These were mostly added to simplify the game. Now everybody has a "go-to" move to beat a sidestep every time.
Sorry man...you have the wrong idea about what is wrong with Tekken. Movelists have been huge and detailed since Tekken 3. Tekken 5 and Tekken 6 were both popular, but both still had HUGE movelists with VERY specific properties. Nobody complained. Why? Because back then you didn't have 60 characters to worry about. The problem is character roster and NOT the complexity of each individual character. Cut that roster down to 30 characters and you're really just back to T5DR. Back then, nobody was making the complaints you're making now. Actually, back then people were bitching because the game got simplified in EXACTLY the way you mention. For instance, the crush system was added to allow characters to beat a low or a high without thinking about the specific situation. These things didn't help draw in new players, but certainly pissed off a lot of veteran players.
Lots of new players started playing this series at T5DR. None of them said the game was too complex to learn. Back then, you still had to know which way to sidestep a move. You still had to learn bdc and throw escaping. You still had to know specific move properties. Those things are what made the game something greater than a paper-scissor-rock guessing game.
You're talking as though millions of moves and properties were added to TTT2. It's not the case at all. TTT2 didn't add anything to the complexity of the engine except the tag assault feature. The reason people were bitching was because there were too many damn characters to worry about. Plus, you had to worry about two of them at the same time, whereas before you only had the one character to worry about. It was these aspects of TTT2 that MADE people start bitching about complexity. You're getting it backwards.
I posted I will post my suggestions after I watched Mr naps avoiding the puddle live interview with him... and I was right. even the Japanese veterans don't like the game and its still the same. there's some people that don't like ttt2 that's not fond of tekken 7 but that's understandable. since like jimmy j tram says its just the same as t6 with revolution properties. at least the current build of it. which ironically isn't the case with the first build. its the fanboys that changed t7 for the worse with there constant whining and complaining. I really just don't get why people like ohyes is under represented when its us like cunty mccunt and me is under represented. I didn't even finished the ATP live on yt, because from the comments I can see jimmy j tram as a big hypocrite when they post about the end. Mr naps, ohyes, studbuddha, ocelot, j1n, starman, eternaldragon28, mrmagnificent media and others this is whadt you want. stop complaining. like what the so called t7 and ttt2 haters says and posts over and over tekken is the same thing over and over.
btw ohyes, you should play more other 3d fighting games like dead or alive, virtua fighter, soul calibur, bloody roar, even power syone, etc... to know what I'm posting about. I even downloaded virtua fighter to prove my point. there's a real backdash in that game.
anyway, heres my suggestions on T7:
offense:
-Bring back double bound
-Make tailspin have longer bounce and make it always turned into wall splat.
-Give characters more oki options. The wake up game in the previous built is buff because the okizeme isnt depends on bounds anymore
-Buff the reset combos even more. Make it like the OTG combos on UMVC3
-Bring back bound combos after a low parry is done.
-Lastly, bring back destructible and floor breaks double bound
Like I commented thats the offense part, heres the defense part:
-Make back dash and forward dash useful like the virtua fighter and dead or alive series. Its not 1998 anymore
-Launchers and hopekicks supposed to be unsafe. Why those are the main tactic today? Make complicated and hard to do juggles have more damage input, while basic juggles arent especially if it dont use power crush and tailspin.
-Speaking of power crush moves, make it as its intended. Dont nerf it like what jimmy j tram said in the latest atp live
-Rage arts supposed to be armored like the last build. Which means it takes a lot of yomi to use it practically.
-Movement is supposed to be character by character. Not generic move like we seen today. Which means the dashes, walking, running, sidestepping and side walking have different speed, range and animations character by character.
-wave dashing isnt supposed to be exclusive for mishimas
-Which means BDC and ISW is supposed to be a feature, not a glitch. VF crouch dashes are practically the same as BDC, wavedash and ISW. The main difference is since its a feature, so its harder to perform than carpal tunnle syndrome of tekken
-VF crouch dash also have a limit unlike BDC and wave dashing. Its main purpose is to defend and offense. Not make it like wave dashing of 2-d games. Namco should copy that
Balance:
-Dont create a low trip move that cannot see. Im talking at you dragon tail and drop kick.
-And if there is it should be a part of a move like xiaoyu's phoenix tail. It looks like fast, but sidesteps are slow. So its understandable. Same goes to law's back turn trip move. Its too unsafe thats why many pro player dont use that often
-low move launchers are supposed to be slow, and I mean really really slow. The low launcher of bryan, not snake edge is ridiculous.
-Speaking of low moves, fast low hit moves thats a part of strings is a bad design. And I mean really really bad. Law's junkyard kick any version of it, and king's stagger kick sometimes called ali kicks is just bad and spam players dream.
-Same goes to low moves that is a part of long strings. Asuka and Jun, Im talking about them. The 3 string drop kick made by king is also one of them. The drop kick is just too fast.
Thats the low moves alone. There are more to post but my post is too long already, and many people here will not read a essay. I will add these later.
Quote airman4
@iFengWeii
Down press button (or left) during a rage art to let you do your own personalized rage arts
but i never saw that yet
i think its too early to speak about new mechanics , they could even remove some stuff we saw
"personalized rage arts" ? Where did you get this info ?
Too early to speak about new mechanics ? I hope they will add something new in the future, because right now, I can't find ANYTHING new in this game.
If someone can please tell me because me I don't know.
nektnailo e3d3fd1842 https://thefuturegoal.com/opinresis
nektnailo e3d3fd1842 https://thefuturegoal.com/opinresis