Selasa, 03 April 2018

Guide to attack Bryan Fury




Bryan is renown for his amazing blend of keepout and rushdown, and Tekken 7 is no different. He has plenty of tools to keep his opponent at range with ranged CH launchers, backsway evasive moves if they approach recklessly and a safe mid launcher that low crushes with quick recovery. He also has a mid CH launcher with huge range and + frames if he needs to put himself at the opponent’s face. Once he is in there, he can work his opponent down with hard hitting lows, a fast CH mid launcher that’s neutral on block, powerful jab strings, hitconfirmable strings and so on. His offense is not only damaging but also relatively safe. Moreover, he has some of the best spacing tools the game has to offer. There is a steep execution curve to Bryan if you want to get into the really silly stuff available to him, such as the infamous “taunt jet upper” which is forcing your opponent to eat an unblockable taunt into a guaranteed launcher followup. This is extremely hard to pull off but it’s very practical to be able to do consistently. A noticeable flaw that Bryan has is that he is very weak to his left so the opponent’s right, but he has strong hitting homing moves to cover this.

Pros

    One of the best space control
    i14 launcher standing (standard is i15)
    Damaging and relatively safe offense
    Huge comeback potential
    Strong CH game
    Damaging homing moves.
    Good whiff punishers
    High combo damage output


Cons

    Weak tracking to his left
    Not much going for huge + frames on hit
    Weak standing punishing until i14

Guide to attack Asuka Kazama




Asuka is an extremely defensive CH oriented character in T7. She is quite strong at keeping her opponent at a distance with her ranged mids and lows. This makes it hard for the opponent to approach Asuka with her plethora of keepout tools and to top this off, Asuka has one of the game’s best and easiest whiff punisher with f2 to punish any whiffs at a huge range. Once the opponent makes it through Asuka’s keepout, they’ll find themselves struggling to get hits on her due to her having the best panic moves in the game; including a safe i14 CH launcher that low crushes early, a safe evasive move and her reversals, as well as being a relatively safe character overall. Asuka’s offense is decent at best, the main idea behind it is “mental frame advantage”, meaning that she’s very good at making the opponent second guess their turn to attack. While Asuka bullies the opponent down with her amazing jab strings and upclose pokes, they have to challenge her eventually and with her strong anti-button tools, they can pay the price dearly for it. She has some of the game’s best mid launchers, both on normal hit and CH. Her okizeme has been buffed a lot in T7 from TTT2, gaining access to an extremely strong grounded hitting move with her Rage Drive and a mid unblockable. However, Asuka does have one of the worst WS punishment in the game as her fastest launcher is i19 from WS, so it’s encouraged to try and read lows with her and crush them as opposed to blocking them. Her jab punish is the worst i10 punish in the game meaning it can be hard for Asuka to steal the lifelead back from her opponent if they play safely.

Pros

    One of the best whiff punishers in the game
    Strong okizeme
    Best arsenal of panic moves
    Strong keepout
    Big arsenal of safe mid launchers and CH launchers.
    Strong CH game



Cons

    Worst jab punish
    One of the worst WS punishers
    Struggles vs defensive players

Guide to attack Akuma

Akuma is the SF guest character in T7. His design is completely unique from other Tekken characters due to his SF origins. Similar to the SF games, he has a meter gauge, where he builds the meter via doing moves on the opponent, using special moves or getting hit. He can use the meter to extend his combos and pressure or burn them on approach tools like fireballs. Once he’s in, he can abuse his powerful low options one of which that can be cancelled into fireball or tatsu point blank for a huge damaging low option as well as his sweep which knocks down for strong oki. He has a demon flip with a bunch of moves out of it that can be used to approach the opponent and to initiate pressure. Akuma gets a lot of his big damage via jumping; quite the sin in Tekken as jumping can be interrupted into big combos, It can be hard for some characters to stop this flip. He’s a very all or nothing 50/50 character and with meter, his mixups become incredibly damaging. He has a shoryuken which is invincible at the start, meaning he can disrespect a lot of pressure and make the opponent be wary about applying pressure on Akuma. With meter, his jabs become the best punisher in the game as he can do jab cancels into shoryuken meter cancel for huge damage on anything unsafe.



Pros

    Has a shoryuken for a panic move
    Best punishment in the game with meter.
    Strong 50/50 game
    Strong oki
    Huge damage output


Cons

    Needs meter for damage
    Unsafe on his mixups
    Has poor range, needs to be up close a lot of the time

Guide to Alisa Bosconovitch


Difficulty - Easy



Alisa makes her return in T7. Alisa is a very poke oriented character. She excels at slowly chipping down the opponent with good ranged low and mid pokes. Combine that with her strong sidestep and she's perfect for players who like to play a slow methodical paced game. She has an incredibly strong homing move in 4, a i13 CH launching homing move; this is really good at discouraging the opponent to step allowing Alisa to bully them with pokes. She can also get aggressive and cover space quite quickly with WR2, a high-damage ranged attack that puts her in a very favorable position if blocked. Opponents have to try to predict this attack and either duck or sidestep it which leaves them vulnerable to her poking game. As Alisa is very poke centric, her damage can fall behind as she doesn’t have a lot of moves to make comebacks with.

    Decent poking game
    Safe launchers
    Strong jab punishes
    One of the best stepping in the game.
    One of the best homing moves
    Strong homing moves


Cons

    Poor whiff punishment
    Poke game is low damage, she struggles on a life deficit.
    Has to play very risky to make a comeback.

Guide to atack Devil Jin

It’s an unwritten rule that anyone loosely tied to the Mishima clan will assuredly be great in whatever Tekken iteration they appear in. This time it’s Devil Jin that’s stepping up to the ring. With a plethora of unique moves, an Electric Wind God Fist (EWGF), and a pair of snazzy wings, he’s able to keep the vast majority of the cast at bay.




The most obvious danger from any character with a Wind God Fist (WGF) isn't just the punch itself, but the other attacks associated with it. When a WGF is performed perfectly, it becomes the electrified version of the move – giving the name Electric Wind God Fist. The EWGF is a high hitting launcher that’s not only unpunishable on block, but it’s actually advantageous to Devil Jin when you block it as he'll be able to attack before you. Naturally, like any high hitting attack, your instinct is to duck but this is where the whole series of moves attached to the EWGF come into play. There are lows, mids, more mids, and the crouch dash leading to the move itself doesn’t need an attack input after it. This results in an amazing number of scenarios that players might struggle to deal with. Fortunately there's a trick that will get you by and it's side walking to your character’s left. Unlike side stepping, you need to need hold the input to walk and doing so will make most of Devil Jin’s attacks whiff. It’s tricky and takes practise, but mastery of side walking Devil Jin’s EWGFs will be a key factor in any match up with him.

In fact side walking and side stepping left against Devil Jin is usually the best approach in almost all situations bar this next example. It’s important to be aware of Devil Jin’s ‘Laser Canon’. Although its namesake would lead you to believe this is one of the many moves Devil Jin makes use of the literal lasers he can shoot from his eyes, but it's not. The ‘Laser Canon’ and variations are a series of mid-hitting punches that can give players a lot of bother. This string is nasty if players don’t know that it is always possible to block after the second hit, even when the first two connect and that side stepping right will make all the options after the second punch miss entirely. Good thing you now do.

You might even encounter some Devil Jin players that try and make use of all the moves in his arsenal and take to the sky. When a Devil Jin player activates his flight there are only so many options available and all of them can be evaded easily, aside from his new homing punch. All you need to do is keep your eye on the sky and side step when you see the start-up animations of his attacks that aren’t the homing punch, and close the gap for a massive punish on anyone silly enough to try and fly out of danger.

Ultimately, fighting a Devil Jin player is a game of patience. Thanks to his extensive list of attacks and options you might find that many players have different quirks and even the most veteran of players have preferred mixups. There's so much to take in that it can be overwhelming, something which many players will try and take advantage of by wave dashing in your face – when that happens be sure to challenge that dash with a quick mid and stop those pesky Devil Jin players having free reign.