Video Games

Tekken 7 Common gameplay mistakes to avoid for newcomers

16 Feb , 2018  

 

Written by: Jon Scarr

The Tekken series of games is one of the top three main fighting game franchises in recent memory. With the release of Tekken 7 to home consoles after spending over two years in the arcade, its popularity has continued to grow. With that being said, there has been an influx of new players. Read these Tekken 7 Common gameplay mistakes to avoid for newcomers.

Since the games release, several characters have been added and some balance adjustments have been made to ensure the gameplay stays fair. While playing against other gamers with a varying level of experience, I’ve noticed several common mistakes that a number of gamers make.

Luckily, these mistakes can be fixed and with these few tips you can avoid common gameplay mistakes that newcomers make.

Don’t forget to use side step and side walk

Another common mistake that beginners make, especially those coming from 2D fighting games, is not using the 3D character movement in the game. Side stepping and Side Walking are very important skills to incorporate into your gameplay. This is because Side stepping can be really useful for creating whiffs, and for getting around for getting around your opponent’s attacks.

For example, Side Stepping is a perfect defense against characters like Akum, who can throw fireballs. It will get you closer to your opponent and past their zoning attempts, allowing you punish them.

Crouch blocking can easily be countered

If you come from other fighting games, crouch blocking is usually your default stance. While it may seem like it’s a good idea because it blocks lows, in Tekken 7 mids beat crouch blocking. And, in Tekken 7, many of the moves that do a lot of damage hit mid.

So, if you are in the habit of holding down-back, you’re going to get punished for it. The best practice is to stand block in Tekken 7, and if there is a slow low you can react to you can crouch block it on reaction.

Have a recovery plan from getting knocked down

Something else that I see happen quite often with people just starting out in Tekken 7 is when you get knocked down, just panicking. There is no real plan to get off the ground and get out of the situation that they are in.

Just mashing buttons wont help, you will probably get hit again and might even get re-juggled. It’s very important to have a recovery plan. Whether it be getting up quickly and then instantly blocking or laying on the ground and letting your opponent whiff something so that you can get up.

Don’t overuse 10 hit combos 

The next mistake that I see a lot from beginners is that they go into training and pull up their character’s move list and only focus on the character’s ten hit combo, using it all of the time. Ten hit combos can be a bit of a trap. They might seem cool because they inflict a lot of damage, but many of them are not a true combo.

By this, I mean that your opponent can get hit by one hit but then start blocking it in the middle. In reality, they are not actually that great for damage, plus many of these combos have punishable parts. I highly recommend to use your ten hit combo sparingly.

Know when it’s the right time to use your Rage Art

I can’t count how many times I see people new to Tekken 7 just randomly throwing out their Rage Art during battle. While its true that Rage Arts do a lot of damage, if they are blocked your opponent can get a big punish on you. It is much better to learn a hit confirmed combo, so that you can ensure that your Rage Art is going to hit.

That way you know you are not going to risk getting that big punish. On the other hand, if you don’t think you are going to be able to land a combo, a Rage Drive is a good option. These tend to be much safer than using a Rage Art, and many of them are completely safe on block.

More over, many of the Rage Drives lead into combos if they hit. So, make sure to learn your character’s Rage Drive and incorporate that into your gameplay.

Use practice mode to practice more than just combos

Combos are important, it is good to be able to do damage when you land a hit. However, combos will not do you a lot of good if you can’t land a hit. By just practicing combos for your character, you are not going to be learning the real situations that are going to be landing you damage in matches.

For example, punishing block lows, set the game’s AI controller character to do a low and learn your while standing punishes. Or, punishing block launchers, find out what are your fast punishes for moves that aren’t that punishable versus your slower punishes for moves that are very punishable.

By not focusing on combos, it will make a big difference in your gameplay. It will make you more knowledgeable about matchups. Additionally, you’ll have better reactions thus allowing you to pull out the counter.

Low parrying every low is a risky move

Many new players try to low parry every low. Obviously low parry does have its uses, it is a very powerful technique but also risky. If your opponent is mixing up their timing or mixing up their moves that they are using, you can get hit a lot using low parry.

The other issue with using low parry so often is that it scales the follow up combo. This means that combos off a low parry won’t do as much damage as they otherwise would. Generally, block and hitting them with a while standing punish after you block the low is a much better option.

About the Author: Jon Scarr

Based in Toronto, Jon is a proud Canadian who loves all things gaming. He is a veteran of the video game and tech industry who has been in love with technology and gaming for over 20 years. Come say hi and join the conversation with Jon on Twitter.

Get more Tekken 7 Tips:
Tekken 7 beginners guide to gameplay

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