TEKKEN 7 is coming to PC - Lead platform due to engine

Loving the game. Xbox One wireless controller on Windows 8.1, eye popping 4K on curved 43" screen.

I remember the first Tekken in the arcade, damn I blew a lot of quarters on that game.
 
Loving the game. Xbox One wireless controller on Windows 8.1, eye popping 4K on curved 43" screen.

I remember the first Tekken in the arcade, damn I blew a lot of quarters on that game.

Does the game use anything special on the XB1 controller that will make the gameplay worse on an 360 controller?
 
Does the game use anything special on the XB1 controller that will make the gameplay worse on an 360 controller?
No, some people actually prefer the 360 controller. It is a four button game using digital 8-way directional inputs (traditional arcade fighting game). But if you are serious about this game you need an arcade stick or at least a controller with a good d-pad.

Most Tekken stick players will direct you to an arcade stick with a Korean lever (very different in design from "American" or Japanese style levers).

http://www.etokki.com/Omni-Korean-Edition

https://www.amazon.com/HORI-Fighting-Commander-PlayStation-Officially-Licensed/dp/B01GVOFIAA

https://www.amazon.com/HORI-Fighting-Commander-Officially-Licensed-Microsoft/dp/B01MSEPQ55

Both pads support X-Input.

The Sony version has rapid fire/turbo, the option to emulate the right stick if needed and an alternate preset button mapping switch (swapping trigger buttons).

The Xbox version allows manual reassignment of all buttons (no rapid fire/turbo) and does not have right stick emulation.

Or, you can modify your existing 360 controller for a much better d-pad experience.

http://www.evilcontrollers.com/evil-d-pad-facelift-kit-779.html

Edit: Steam fully supports Sony PlayStation DualShock 4 controller! http://store.steampowered.com/news/26185/
 
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I'm not hardcore enough to get an arcade type stick and I don't like playing a fighting game on a keyboard. Fortunately, I do have 2 360 controllers lying around...

Thanks for the input though! Didn't realize there was already a market for these things. They cost more than the game already hehehe
 
Does the game use anything special on the XB1 controller that will make the gameplay worse on an 360 controller?
No, the controllers are mostly identical. I used a 360 controller on my PC a long time, then bought an XB1 controller thinking it'd be some great upgrade, but I really didn't find any significant difference in feel or usage. Maybe an Elite controller feels more "premium", dunno.
 
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I'm not hardcore enough to get an arcade type stick and I don't like playing a fighting game on a keyboard. Fortunately, I do have 2 360 controllers lying around...

Thanks for the input though! Didn't realize there was already a market for these things. They cost more than the game already hehehe
Yeah, sticks get really expensive especially when you start modding the stick to your liking (microswitches, actuator, gate, spring or grommet to adjust tension etc, controller board such as Brook Universal, custom art, buttons). If you want to pay half the price or less of that korean stick, you can get a Mad Catz (RIP) Soul Calibur V 360/PC stick for around 100 bucks but this is a Japanese Sanwa stick with the same NAMCO Noir button layout. I have this and the Tekken Tag Tournament 2 stick for 360/PC (same exact build, just different color/art).

No, the controllers are pretty much identical. I used a 360 controller on my PC a long time, then bought an XB1 controller thinking it'd be some great upgrade, but I wouldn't be able to feel any difference between the two with my eyes closed.
Xbox One d-pad and buttons use microswitches, 360 uses rubber dome. I know the One controller has gone through revisions to fix things since launch (to be fair, 360 controllers did this too unannounced).
 
^ Thanks DPI & blkt. The last time I played Tekken was on my PS2 before a lightning strike took it out...

Haven't had a console since and haven't really paid attention to console releases after.
 
When I play fighting games with the 360 or Xbox One pads, I actually use the analog stick rather than the d-pad. I feel that the d-pad's location is as bad as it's actual functionality. If you use the analog stick like a joystick, it works absolutely fine. In fact, for some characters with lots of rolling motions, I think it's potentially even better.
The caveat is that when it comes to double taps (needed for dashes and certain moves in the Neversoft games), the analog stick is AWFUL. As a Zangief player that doesn't affect me much, but anyone using someone like Nash is going to struggle. Tekken involves a whole lot of tapping and quick movement.
That's where the PS4 controller comes in. It's great for double taps and movement, which is what Tekken is all about. The thought of playing Tekken with an analog stick scares me. The thought of using the Xbox controller d-pad also scares me, although the Xbox One's is at least serviceable.

As far as Tekken goes, I'm loving it. Matches have been coming quickly and they've been super smooth. After playing Ultra SF2 for a few days it's probably even more dramatic to me. It feels 90% the same as offline play, which is terrific.
Gameplay-wise, I'm having to adjust to the rage moves (they can work like wake-up ultras in Street Fighter) but otherwise the game feels familiar and comfortable. Damage seems vastly reduced and the combos no longer go on forever.
 
I don't know why, but I find this hilarious.

So, if anyone has followed arcade games in the past decade or so, you've noticed that arcade games haven't exactly been based on proprietary hardware configurations for a while now (they were in the '80s and '90s). I don't know who started it, but the Taito Type X hardware was released in 2004 and it was basically a standard PC that ran Windows XP embedded and the games were built on DirectX and .NET. I don't believe that BlazBlue Calamity Trigger was released on Steam because someone was just so passionate that they wanted to port it, I believe that it was released on Steam because IT ALREADY RAN ON WINDOWS!@# Many games that run on Taito Type X hardware are already ripped and can be downloaded and ran on your Windows-based home computer with just a little executable designed to bypass the USB dongle installed in a PCI slot on the Type X. Someone tells you that Street Fighter IV is being ported to PC, you tell them they're an idiot since it was initially DEVELOPED ON A PC! (It runs on Taito Type X).

Anyway, where I'm getting with this is that, because they're possibly developing these games on Windows-based systems in the first place, as a side effect, PCs are getting these games because, well, why not? MONEY. Even if they release an arcade version, arcades are practically dead in the US so they might as well release to end-user PCs as well.

Throwing in a picture of the first-gen Taito Type X arcade unit:
http://system16.com/hardware.php?id=677

Look familiar? Flippin' desktop computer.

It was just a natural progression from where they went before. Arcade units stopped being special a long time ago. Things like the Capcom Play System 3 and Namco System 23 were the last specialized arcade boards, designed just for that purpose. After that, arcade units were just modified consoles. Nintendo took an N64, removed the 3D unit and stuck a HDD on it instead of a cartage and called it the Ultra 64. The Namco System 10 is a Playstation 1 with a faster CPU and more VRAM. That went on for a number of years while consoles were still generally ahead of mainstream PCs in video capabilities. Once mainstream/midrange PC hardware was getting to the point of being more capable than consoles, they started switching over to it and of course it has been that way since then.

Arcade hardware long, long ago stopped being anything special. It was only in the early days that it was high end shit you couldn't get anywhere else.
 
Just played a few matches of the Story Mode. Which, I'm hoping I get to play some new peeps soon because Heihachi is not my strongest character. Never was. Still, I'm quite happy with the performance. Just wish the videos had better compression. Maybe, they'll patch/allow a higher res file of it?
 
I don't like how they fucking throw Akuma into the Tekken story line. I mean it's essentially official now, what are they going to put him in every game?

Also the ultimate you get feels very un-Tekken to me. I'm of the opinion that Tekken 2,3,5 are the best. Seven wasn't awful and I'm very happy it's on PC as i bought it. Still feel they made some compromises that i can't really agree with. I do like that I am playing tekken at 4k without any lag. And I love the movie and artwork gallery.

Don't worry the story mode will take you through a bunch of people. I just finished it a few hours ago. Now you can get online and play people! Or invite friends over, your call.
 
I don't like how they fucking throw Akuma into the Tekken story line. I mean it's essentially official now, what are they going to put him in every game?

Also the ultimate you get feels very un-Tekken to me. I'm of the opinion that Tekken 2,3,5 are the best. Seven wasn't awful and I'm very happy it's on PC as i bought it. Still feel they made some compromises that i can't really agree with. I do like that I am playing tekken at 4k without any lag. And I love the movie and artwork gallery.

Don't worry the story mode will take you through a bunch of people. I just finished it a few hours ago. Now you can get online and play people! Or invite friends over, your call.

I'd argue that Tekken Tag 1 is better than Tekken 3. However, I agree nonetheless. I love Tekken 3 too. I just think Tekken Tag basically replaces it.
 
I don't like how they fucking throw Akuma into the Tekken story line. I mean it's essentially official now, what are they going to put him in every game?
Akuma is the result of a cross-licensing deal where Capcom made Street Fighter X Tekken (2012) and Namco was to make Tekken X Street Fighter but this project was placed on indefinite hold. It is my guess that the codebase for Tekken X Street Fighter was refactored into Tekken Revolution, a free-to-play which was very much criticized and closed service March 20, 2017.
 
Akuma is the result of a cross-licensing deal where Capcom made Street Fighter X Tekken (2012) and Namco was to make Tekken X Street Fighter but this project was placed on indefinite hold. It is my guess that the codebase for Tekken X Street Fighter was refactored into Tekken Revolution, a free-to-play which was very much criticized and closed service March 20, 2017.
His being in the game is ok. His being in the story sucks.
 
Akuma works better than I would have figured in the Tekken universe. I remember initially that a lot of Tekken players said he sucked, but Poongko has been thumping people with him. It feels like he might be a feeler for the Tekken vs. Street Fighter game. If they can make the other characters like that, I'm sold. He feels like Street Fighter and Tekken blended well, IMO.

As far as best Tekkens go, I'm a fan of Tekken Tag 1 and Tekken 5 Dark Resurrection. Tag 1 essentially took Tekken 3 and rebalanced it so that 2-3 characters (well, mainly Ogre and Jin) were no longer annihilating everyone. With the team dynamic, everyone was a viable character.
Dark Resurrection was Tekken 5 but with Armor King and Dragunov (2 of my faves) added and some tweaks made.

Those would be my desert island Tekken games, although I am liking 7 so far. Granted I haven't run into too many masher characters online, but I'm liking the ebb and flow of the game. It feels like 5 to me.
 
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I have never played a Tekken game outside of some button mashing around. Picked this up on a whim. Wow. Capcom should be absolutely fucking embarrassed right now. T7 has story mode, more characters, customization for chars, better menus, working multiplayer, etc. I'm quite shocked. This is awesome. Granted, I have no idea what I'm doing but damn there seems to be alot here content wise. Again, T7 embarrasses SF5 IMO.
 
I caved and bought the game because I've played Tekken over the years. Game runs awesome and I'm just happy that they have a training mode so that I can remember the moves without a guide book. I saw a Digital Foundry guide regarding reducing blur, I don't even notice it; I'm running at 1440p at the 'ultra' setting with the dynamic stuff disabled, motion blur set to max (I like that in these games), and it looks plenty good and maintains 60 FPS. The game did initially seem to default to borderless window, which I don't typically use. When it was in borderless window mode, the Steam UI appeared to be running at a lower resolution, which tells me the game is running at a lower resolution; I switched to full screen and restarted the game, the Steam UI looked like it was at 1440p and the game looked sharp.
 
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I have very little to complain about. I'm not having any matchmaking issues, which apparently is plaguing the console versions. I have a friend on the PS4 who has only managed to get like 7-8 matches all weekend. I tend to have someone pop up every 20-30 seconds even in casual match. Ranked seems to be even less of a wait.

Last night I got beat down by someone playing Panda. I have to get used to how the ground and wake-up game works again because this guy would knock me down and just keep me there. The old tricks related to kipping up with a kick or doing a flying chop don't seem to work the same way. I think because so many people are afraid to eat wake-up damage I'm seeing tons of usage for King's ground grabs, though.

I think the one thing the game might be missing is a mechanics tutorial. Things like wake-ups, rolls, rage moves, etc. aren't really explained well if at all.
 
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I have no matchmaking issues either. Besides my complaints about a few creative decisions they made, i feel the game is solid.
 
I'll probably need more time with the game before I feel I can properly evaluate the core gameplay decisions. I think the package is pretty fantastic. Yet if the core game involves Leo, Bob, Lucky Chloe, and Lili mashing out rapid mid/low/mid/low/low/mid sequences I suppose I'll lose interest again. I don't think that's the case, but I haven't spent enough time with it. King, the Mishimas, Paul, Hwoarang, Jack, etc. play fantastic. Yet there's nothing more frustrating than someone mashing something out and mauling a better player. Especially when it's because I haven't memorized a mash sequence or because multiple sequences look too similar to judge quickly.
As long as I feel properly able to deal with dumb things without being a pro player, I'll be happy.
 
Learn the strings so you can block. This goes back to what I was saying about the importance of playing as every character. I would learn their strings so I can learn to block them. Blocking is pretty damn important and most people don't do it.
 
Dude each char has 100+ moves/combos/strings etc. There are roughly 30ish chars...Holy shit.
 
Learn the strings so you can block. This goes back to what I was saying about the importance of playing as every character. I would learn their strings so I can learn to block them. Blocking is pretty damn important and most people don't do it.
Seems too many characters can juggle an opponent to the point of death. Been noticing that as well.
 
There's almost no way to learn how to block every 3-4 move sequence in the game. Each character has hundreds of moves and at least 30 mix-ups each.
At a certain point it's a matter of knowing the big stuff and hopefully snuffing everything else out before it gets going. At they always used to say, "block high and hopefully you'll see the lows coming."
It's the characters that don't follow that that can be screwy. Lucky Chloe is a prime example. She has a whole bunch of low/mid sequences that repeat rapidly and can be mixed up. It's a mess when she gets on you. Luckily she also has minimal range. King's kick-counter saved my ass against one yesterday. Even seeing it coming, it isn't an easy thing to defend.

I'm still trying to figure out when combos are real or not. It seems like when someone knocks you down feet-forward, you bounce and they get extra hits for certain. I can't tell if some of those other juggles that seem to have 2-parts are all "real" of if I'm not tech rolling fast/right or not, though. I'm thinking maybe some of those can be minimized. I've definitely run into Panda and Hwoarang seemingly taking 60% of my life in one sequence. That is a little excessive compared to what everyone else seems to be doing, so I think those might not be guaranteed.
 
There's almost no way to learn how to block every 3-4 move sequence in the game. Each character has hundreds of moves and at least 30 mix-ups each.
At a certain point it's a matter of knowing the big stuff and hopefully snuffing everything else out before it gets going. At they always used to say, "block high and hopefully you'll see the lows coming."
It's the characters that don't follow that that can be screwy. Lucky Chloe is a prime example. She has a whole bunch of low/mid sequences that repeat rapidly and can be mixed up. It's a mess when she gets on you. Luckily she also has minimal range. King's kick-counter saved my ass against one yesterday. Even seeing it coming, it isn't an easy thing to defend.

I'm still trying to figure out when combos are real or not. It seems like when someone knocks you down feet-forward, you bounce and they get extra hits for certain. I can't tell if some of those other juggles that seem to have 2-parts are all "real" of if I'm not tech rolling fast/right or not, though. I'm thinking maybe some of those can be minimized. I've definitely run into Panda and Hwoarang seemingly taking 60% of my life in one sequence. That is a little excessive compared to what everyone else seems to be doing, so I think those might not be guaranteed.
I've definitely been juggled that hard before myself. Very excessive. I don't mind a few pot shots while I'm down or in the air but the game let's some characters essentially win the round in a single sequence.
 
I disagree. You won't be perfect, but if you know the movesets, you know how the moves connect. You'll see it.

You probably have far more time than me or even many pro players have. There are literally about 100 moves per character and about 1/3 of those involve a mix-up afterward. That doesn't include delays or non-canned sequences. I'd say your time is probably better spent learning distancing and snuffing things out before they have a chance to become a problem.
You definitely have to be aware of the main 10'ish attacks for each character just so you aren't getting smashed, but going beyond that is overkill unless you're shooting for EVO.
If you watch the main tournaments, you'll rarely see people blocking more than 1-2 straightforward attacks before launching into something destructive.
All that said, anyone who has played the games from 3 through now should probably be able to hop right in and recognize 75% of the moves already.
 
I Cannot find any tournaments online when searching and I want to unlock the extra hit markers and what not.
Anyone else experiencing that?
 
I've definitely been juggled that hard before myself. Very excessive. I don't mind a few pot shots while I'm down or in the air but the game let's some characters essentially win the round in a single sequence.
This is how the Tekken series has been for the past decade, in fact on page 2 of this very thread there was a discussion on this, that it is a title you should avoid if you don't like the excessive juggles it's now based around.
 
This is how the Tekken series has been for the past decade, in fact on page 2 of this very thread there was a discussion on this, that it is a title you should avoid if you don't like the excessive juggles it's now based around.

I'd say it's not as bad as it used to be. Tekken 6 and Tag 2 both had a re-bounce mechanic that made some things seemingly go on forever. I've also noticed that wall hits actually prevent certain moves from coming out so combos don't get out of hand. It's certainly excessive compared to say, Tekken 3, but it's a step backward after the last two.
Personally, I'd rather take 3 strong hits in less than a second than 10 weak hits that go on for 6-7 seconds. Tekken 7 falls right in the middle to keep most people happy.

EDIT: Last night I ran into a Ling Xiaoyu player that literally had no technical skill at all...but had some zany juggle sequence that was doing >50% off of a really fast low hit. It also just so happened to have a mix-up off of a mid hitting launcher that was doing only slightly less damage. Both just kept going and going. There definitely seem to be some exceptions to the damage and number of hits rule.

One of the hallmarks of the Tekken series that has always infuriated me is that sometimes you can know what's coming but still lack the ability to do anything about it. I think that's the downside of having 30 characters with 100+ moves each. It's sometimes just too much and
 
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I think one of the things that has hindered the game is the lack of an arcade scene. The days when you’d have a dozen people playing different characters with different playstyles. You could watch and learn. If someone had tech, you could just ask them about it. These days you have 2-3 minutes to learn someone’s style (and use of 100+ moves) before likely never seeing them again. If you’re “lucky” you might get some sort of hate mail declaring that you suck, you’re cheap, or possibly even some sort of racist comment. Having a group of friends that would all get together and play long sets at the arcade or even in someone’s dorm room made better players as a result. Being able to talk about things and examine certain situations (in addition to some friendly trash talking) helps.

With Street Fighter, I think you can learn a lot from streams and videos. Forums, too. The game is simpler at its core, but it requires a ton of precision. Minutes to learn and a lifetime to master kind of thing. Still, you can watch video and strive to emulate it in a straightforward way. It’s akin to chess in the fighting game world.

Tekken has a much steeper learning curve to becoming adequate but you can hit a wall faster, too. At a certain point I’ve noticed that most people stop improving just because of the sheer size of the game. Nearly everyone outside of tournament players full-on stops improving beyond a 60% win rate. It’s RARE when someone rocks a high % win rate with Tekken, especially online. With Street Fighter it’s not that unusual because its perfectionist nature leads to more consistency. There’s less room for someone to win with a “gimmick,” which in Tekken absolutely can happen outside tournament-level players. If Street Fighter is chess, Tekken is the Campaign for North Africa.
 
Thinking about picking this up. I love ruling the yard in fighting games when I'm playing with people IRL but when I hop online I get my ass beat, lol.
 
Thinking about picking this up. I love ruling the yard in fighting games when I'm playing with people IRL but when I hop online I get my ass beat, lol.

Yeah, I know the feeling :p I shoot for a 60% win rate in this one. That about as good as I can hope for with this much content.
In Street Fighter I get mad when I drop below 80%.
 
No online Tekken Ball or Tekken Bowl is a missed opportunity.
 
I am a little surprised there aren't any extra game modes. All of the other games (at least since 3) have had at bowling, ball, or some type of beat 'em up version of the game. I forget it if it was Tag or 4, but it even included emulated versions of the Tekken 1-3 arcade games.
I think the "season pass" might include some goodies like that, but at $20, they're only promising 2 more characters. That seems pretty steep when the notoriously money-grabbing Street Fighter 5 gives you 6 per year.
There are still several classic characters that I still want to see. Marduk, Armor King, Julia, Ganryu, Zafina, Baek, Wang, and Bruce aren't in the the game, nor do they have any kind of doppelganger with their moves. We don't need 2 Laws, 2 Changs, 3 Capoeira clones, a bunch of Jacks, etc. but I would like to see the whole unique cast in there.
 
No online Tekken Ball or Tekken Bowl is a missed opportunity.
I am a little surprised there aren't any extra game modes. All of the other games (at least since 3) have had at bowling, ball, or some type of beat 'em up version of the game. I forget it if it was Tag or 4, but it even included emulated versions of the Tekken 1-3 arcade games.
Keep your hopes up about Tekken Bowl. ;) Tekken arcade games always had timed unlocks, so new content will appear I guarantee it.

As for Tekken 2 and other characters, yeah I get it. I am in the same boat as I especially want Lei Wulong. But, we have 37 characters now out the gate with plenty of new characters to play.

About that two character promise, those are -guest- characters such as Akuma. If you count the blank slots there can be anywhere from 6 to 12 characters being added over time (look at the character select and customize character select screens).

Tekken 5 had the emulated arcade versions of 1-3.

Check out my comments regarding characters, development cycle and the replacement of bound.

For anyone who wants remove the annoying chromatic aberration which is RGB postprocessing that makes your monitor look like a poorly calibrated CRT or an out of focus lens, just add a few lines to an ini file.

NO CHROMATIC ABERRATION OR EXCESSIVE CHARACTER BLUR, REDUCED FILM GRAIN

r.SceneColorFringeQuality at zero removes chromatic aberration and some motion blur. Default is 1 at HIGH and ULTRA Post-Processing Quality and 0 for LOW and MEDIUM.

r.Tonemapper.Quality setting appears to affect more than just film grain, but most are recommending a value of 3 to reduce it. It is not really necessary to modify this at 4K as the film grain is less pronounced. Default is 5 at HIGH and ULTRA Post-Processing Quality and 2 for LOW and MEDIUM.

AppData\Local\TekkenGame\Saved\Config\WindowsNoEditor\Scalability.ini (this file will be blank, so edit, add, save and possibly set to read only).

If your in-game Post-Processing Quality settings are HIGH add:

[PostProcessQuality@2]
r.SceneColorFringeQuality=0
r.Tonemapper.Quality=3

If your in-game Post-Processing Quality settings are ULTRA add:

[PostProcessQuality@3]
r.SceneColorFringeQuality=0
r.Tonemapper.Quality=3

It is okay to add both so you can switch between HIGH and ULTRA Post-Processing Quality for comparison.

There is also r.Tonemapper.GrainQuantization=1 but people are claiming no effect when set to zero in attempt to reduce or remove film grain on HIGH and ULTRA. I am guessing this is because it needs to be changed along with r.Tonemapper.Quality. Default is 1 on HIGH and ULTRA, zero on LOW and MEDIUM.

Here is the entire Scalability.ini list from the game (this is very helpful as it shows you exactly what the in-game settings change).

If you go into character customization, settings will no longer be effective and you will need to restart the game.
 
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Will have to try some of those tweaks out. The film grain and blur out of control even at 4K. At least to me. I've gotten used to it, but it keeps the game from looking as good as it should. They're less reliant on animation and the environment, but SF5 and KI look much better, IMO.
 
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