Tekken 7 tech, info, strategies, lab work
by u/WAZAAAAA-
Various
FASTEST UNIVERSAL WHILE RISING INPUT
- any Down for 6 frames
- Neutral+Attack
FASTEST SIDE STEP ATTACK INPUT
- frame 1 = up OR down
- frame 2 = neutral
- frame 3 = attack
FASTEST INSTANT WHILE RUNNING INPUT
Point-blank iWR attacks are possible because your character will always be running for at least 1 frame when pressing f,f,F, no matter the distance. Acceptable inputs:
- frame 1 = forward
- frame 2 = neutral
- frame 3 = forward
- frame 4 = neutral
- frame 5 = forward
- frame 6 = forward+attack OR neutral+attack
(image version) Only the first 'f,n' is bufferable into the previous animation. It's important to wait 1 frame between the 3rd F and the attack button.
DISTANCE TRAVELED BY SINGLE BACKDASH
(original post: <https://reddit.com/r/Tekken/comments/g9ojlf/chart_tekken_7_distance_traveled_by_single/>)
QUICK CHART: https://jsfiddle.net/WAZAAAAA/q564tjrm/show
ALTERNATIVE VISUALIZATION BY /u/RogerDodger_n: https://cthor.me/images/Backdashes/t7-backdashes-v4.00.png
FULL SPREADSHEET: https://www.mediafire.com/file/0ackbmd0skxg3on/T7_backdash_distance.ods/file
The data shows **how much distance every character travels in the first 16 frames of a backdash**. The spreadsheet comes with more complete information so that you can draw your own conclusions.
The tests looked like this with Heihachi as the training dummy: **reset training mode, neutral jump, back dash**, save the data... all done frame perfect, tool-assisted. Resetting training mode for every character makes testing more consistent and reproducible. Neutral jumping is also useful for consistency and reproducibility. All neutral jumps (except 2D ones by Akuma/Geese/Eliza/Noctis) freeze the distance parameter completely. It's also useful to buffer the `back,neutral` inputs of a backdash, so that the idle animation of each character will not play. Note: I started holding UP *before* pressing the reset button to ensure that the jump would be executed consistently and ASAP.
`EDIT - note to self: Silly me, I found a better way to get a more consistent starting position across the cast AND without doing TAS stuff. Just set the dummy to break Heihachi's headbutt throw (+0 frame advantage), and set action 2 to backdash (the dummy executes it perfectly)`
Some observations and fun facts: - Zafina dominates the race for the first 10 frames, but Fahkumram surpasses her for the rest - Kid Kazuya beats Gigas for the first 5 frames lol - Heihachi and Young Heihachi have the only idle animation in the game that doesn't move AT ALL. Maybe the developers did that on purpose because Hei is the default Player 2 pick... makes for a good training dummy I guess. This is almost true for Lars too but he moves by a minuscule amount on his 1st idle frame, like by -0.000366 - every full (non-cancelled) back dash animation in the game lasts 35 frames, except Lars who has 36. The only "interesting" frames are more or less the first 16, because during the rest the characters move very little - several characters don't move at all for the last 2 frames of their backdashes - Kuma/Panda and Heihachi/Young Heihachi share identical data down to the last decimal
The precise distance parameter was found inside the game process RAM on 2020-04-26 with Cheat Engine. It comes with more decimals (e.g. `DLC=6.80` `full=679.664672851560`) and it's been in the game since day 1 before the paid frame data DLC even existed. It's the value used to detect Clean Hits after all!
List of in-game addresses used to print/log the data programmatically (T7 version 3.31):
Distance "TekkenGame-Win64-Shipping.exe"+34D6C38 (float) P1Frame "TekkenGame-Win64-Shipping.exe"+34D2FE4 P1MoveID "TekkenGame-Win64-Shipping.exe"+34D3154 FrameCounter gameoverlayrenderer64.dll+1925C0
Non-playable characters Devil Kazumi, Kid Kazuya, Tekken Force and Young Heihachi were unlocked using Alchemy-Meister's fork of TekkenBotPrime. Jack-4 and Training Dummy can't backdash. Shin Akuma and Devil Kazuya were not tested because I don't know how to unlock them in training mode.
Single backdash distance is not the only factor for having a good backdash. Having a small hurtbox tied to an optimal evasive animation helps (what good is your long backdash if your fat character covers like half of the screen?). Also there are like 10 animation ID's that briefly play during korean backdashing (idle, holding back, holding back during a backdash, NOT holding back during a backdash, crouching, rising, distance related ID's etc.) and the distance traveled by those are not being tested here. Players KBD at variable speeds but that doesn't matter in this post because there's no human factor with just testing the length of one backdash.
Shoutouts to /u/RogerDodger_n for inspiring me with his research https://cthor.me/Backdashes
A MORE EVASIVE SIDE STEP
(original post: <https://reddit.com/r/Tekken/comments/bf7s0v/tech_a_more_evasive_side_step/>) It appears that tapping `DOWN` during a `SIDESTEP UP` makes the Side Step animation accelerate by skipping 1 frame, thus making it **more evasive** compared to a simple `SIDESTEP UP`. You can do it from both player sides, but you can't from a `SIDESTEP DOWN`.
TekkenBotPrime set on Debugging Variables mode can shed more light on what's going on by telling us the currently playing internal move names. ``` From player 1 side: regular SIDESTEP UP is known as sSTEP_01L SIDESTEP UP into DOWN will "cancel" sSTEP_01L any time into sSTEP_21L From player 2 side: same names except L and R are swapped ``` slow-motion explanation: https://i.imgur.com/lDP2MD7.gif real example: <https://gfycat.com/ifr/HarmlessPortlyAmericanlobster> ("regular up sidestep" not dodging VS "updown sidestep" successfully dodging Leo b14)
If you wanna do it on block: buffer the UP button inside blockstun, and tap DOWN as soon as the side step starts. Additional note about the proper command when executing it in the neutral: - up,neutral,down = OK - up,down = FAIL. Don't do it too fast by skipping neutral or else you're gonna crouch
Everything has been tested with frame perfect accuracy thanks to tool-assistance and stage resets.
Note that by executing this tech, unique **side step attacks are disabled.**
TL;DR side step UP into tapping DOWN = slightly faster step
INPUTS AT ROUND START
(original post: <https://reddit.com/r/Tekken/comments/99pjs5/are_buttons_buffered_at_the_start_of_the_round/e4qgxwp/>) In Tekken 7, round start phase lasts for **170 frames**, during which: - 1/2/3/4 inputs are ignored. If you want to attack ASAP, that's frame perfect timing. If you want a visual indicator to help you nail the timing... you should input on frame 168 (because of Tekken's fake input lag), 169 is when the last frame of the red/blue 1P/2P/YOU labels show, 171 is when your move will come out - you can still hold 3 during round start and then press 1 when the round starts to do a throw more easily though - you can still hold directions in order to register them ASAP
CANCELLING HITSTUN BY CROUCHING HIGHS
(full explanation of crouching levels <https://www.youtube.com/watch?v=rJZXyzAQR9g&t=7m25s> this is about level 1.5) <https://gfycat.com/ifr/secondarylawfulfennecfox> When the opponent is doing a high, sometimes you can cancel your own previous hitstun by tapping any down. This abuses the "crouch assist mechanic versus highs".
STAND/CROUCH SPEED DIFFERENCE OF FF MOVES
https://gfycat.com/ifr/flickeringimpressionablebluebird Bryan df23 and qcb3 are both -13 on block. Using Julia ff3 with perfect execution, she can only punish the one that leaves her standing, but not the one that leaves her crouching.
EASY THROW TECH ROLLS
Tech rolling specific throws can reduce the damage. For Nina and Anna's uf1+2 throw it's a 10 frame window. For King and Armor King's Giant Swing it's a small 3 frame window, but **any button works to tech it** (1 2 3 4). It's actually pretty easy to do if you're aware of this. The strat is to just mash all 4 buttons using 4 fingers.
FENG STC AUTO-ATTACK
When Feng's f3+4 stance (STC aka Shifting Clouds) successfully parries two attacks, he will followup with an auto-attack. That auto-attack is actually blockable.
The *"oh no I got double parried and I'm about to get hit by the auto-attack"* part can play 8 animations depending on the second hit that got parried. Why 8? Because:
- 4 (number of limbs) × 2 (high/medium) = 8*
But worry not, the duration is consistent among all animations: 28 frames. Frame 26 and 27 is when the Training Mode "Recovery Animation" shows the victim NOT colored. Frame 28 is when the move will hit or get blocked, and that's the 1 frame where you should press BACK to block it. If you can react to the situation in time where you notice you're getting double parried, there's no risk involved in attempting to block it.
If for some reason you want to know the animation ID of each situation from the victim side, here's the list: ``` 1711 HIGH right arm 1714 MID right arm 1717 HIGH left arm 1720 MID left arm 1723 HIGH right leg 1726 MID right leg 1729 HIGH left leg 1732 MID left leg ``` TL;DR frame perfect 1 frame block when the parry-auto-attack becomes active. The move that gets parried doesn't matter because the resulting animation is always 28 frames long
KAZUYA CH DF2 PEWGF DEBUG INFO
These are the animations that play when you do a correct CH df2 PEWGF combo. Might help with execution: ``` text ANIMATION ID - FOR X FRAMES 1663 46 1443 1 1702 1 1717 36 (50 if we count IASA frames)
and the meaning of those ID's: 1663 = CH move (df2) 1443 = walk forward (f) 1702 = mist step (n or d, both acceptable) 1717 = electric (df+2) ``` ---
KAZUYA FASTEST POSSIBLE CROUCH DASH CANCEL INTO WS2
(video explanation of the same concept <https://www.youtube.com/watch?v=rJZXyzAQR9g&t=2m01s>) https://gfycat.com/ifr/euphoricsimplecalf ``` text FRAME01: 6 FRAME02: 2/5 FRAME03: 3 FRAME04: 1/2/3/5/6 FRAME05: 1/2/3/5/6 FRAME06: 1/2/3/5/6 FRAME07: 1/2/3/5/6 FRAME08: 1/2/3/5/6 FRAME09: 1/2/3/5/6 FRAME10: 4 FRAME11: 4/5 + RP ``` More "human" explanation: 1. initiate Kazuya's crouch dash (653/623/6523 are all valid inputs but the first two are faster) 2. stay "crouch dashing" for 6/7/8 more frames (first case is fastest. If you wait 9 or more frames, step 3 will not cancel the crouch dash) 3. press 4 (this will cancel the crouch dash) 4. press RP on the next frame
- NOTE:**
The worse you execute step 2, the more lenient step 4 will become. These are all the possibilities: - with 6 frames, the possible input is just: ``` text FRAME1: 4 FRAME2: 4/5 + RP ``` - with 7 frames: ``` text FRAME1: 4 FRAME2: 4/5 + RP or FRAME1: 4 FRAME2: 1/2/3/4/5/6 FRAME3: 4/5 + RP ``` - with 8 frames: ``` text FRAME1: 4 FRAME2: 4/5 + RP or FRAME1: 4 FRAME2: 1/2/3/4/5/6 FRAME3: 4/5 + RP or FRAME1: 4 FRAME2: 1/2/3/4/5/6 FRAME3: 1/2/3/4/5/6 FRAME4: 4/5 + RP ``` TL;DR stay "crouch dashed" for 6/7/8 frames and then b2. The b2 leniency will vary depending on how long you crouch dashed earlier
- LAW/LEE/SHAHEEN FASTEST POSSIBLE SLIDE INPUT
https://gfycat.com/ifr/DefinitiveAbandonedBordercollie (df d df 3) i16 = the slide animation alone i19 = starting from completely full crouching i28 = starting from standing NOTE: the last df and the final 3 should not be pressed on the same frame. First do df, and add 3 to the next frame
- NINA FASTEST POSSIBLE BUTTERFLY INPUT
``` FRAME1: down FRAME2: forward FRAME3: any direction except forward + left punch ``` = 265+LP / d,f,n+1 It works because if you manage to input 26 with no 5 in-between, crouch dash still initiates.
OKIZEME SETUPS
- 1.** <https://clips.twitch.tv/FantasticLongHumanArgieB8> 2dflip4 combo ender
- 2A.** <https://gfycat.com/ifr/GracefulActiveKusimanse> SRK2/EX SRK > df1 > df3 (the text indicates frame advantage after the df1)
- 2B.** <https://gfycat.com/ifr/unlawfulbadborzoi> SRK2/EX SRK > d1qcf1 > df3 (fireball only happens on hit)
- 3.** <https://gfycat.com/ifr/unnaturalsecondhandearthworm> df24 b4/d4 safe "pickup" oki (hits back rolls, each low is safe vs side roll whiffs)
- 4.** <https://gfycat.com/ifr/welllitfriendlybandicoot> d3qcb3 > srk1 > SUPER (character-dependent but side roll makes it whiff every time)
RUNNING SHOULDER SETUP
<https://gfycat.com/ifr/narrowentirearieltoucan> INPUTS: ``` df21 3 df1 43 dash L1F 2qcf1 RUN ws2 dflip1 df1 43 dash L1F 2qcf1 RUN ``` Works on every character. Easy execution. +53. Good for infinite stages. If the opponent doesn't quick tech roll, you can REACT with a guaranteed running slide. Possible followup oki if the running shoulder makes you switch side: df21 <https://gfycat.com/ifr/definitivemagnificentcaracal>
WALL TRAP SETUP
<https://gfycat.com/ifr/pastelfakecod> INPUTS: 1 1 f3 f3+4 f3 works on every character. Easy execution. Decent success rate.
INPUT LENIENCY OF SRK2 FADC
1st HIT: (no launch) cancellable up to the first active frame (leniency window: ***1~10***) 2nd HIT: (launches) cancellable during the first active frame and the previous frame (leniency window: ***21~22***) 3rd HIT: not cancellable
On Block/On Hit/On Counter Hit doesn't affect the timing. Can't cancel On Whiff.
TL;DR 2nd hit is a tight 2 frame cancel
INPUT DIFFICULTY OF FADC EXPLAINED
FADC into b1 combos are hard because dashes are not fully bufferable in Tekken. **The second Forward input is a tight 2 frame window** if you want to connect b1. Input example: ``` FRAME 1: d2 (rest of the qcf2 FADC inputs) FRAME 37: f ``` be 1 or more frames too early with the f = no dash be frame perfect = +15 (on hit) be 1 frame late = +14 be 2 frames late = +13 etc.
INPUT WINDOW OF FF21
ff21 (the big fire attack) has a **4 frames long window**. The timing is the same on hit/on counter hit/on block/on juggle, and it can't be executed on whiff. Double tapping really helps with execution. If double tapping is impossible with your controller or you just suck at it, you can always resort to macro tricks if you mapped those, such as using both the 1 and the 1+2 button or even the 1+2+3+4 in quick succession. My preferred method is ff2,1,n,1+2 (make sure to release the 1 as quickly as possible). You can visualize the window by enabling *Display Settings > Recovery Animation* in Practice Mode. The first frame of the window starts exactly **1 frame after impact**. The actual inputs for execution are as follows: ``` ff2 wait 16/17/18/19 frames 1 ``` ---
- INPUT WINDOWS OF FOCUS ATTACK LEVELS
LEVEL 1: hold for 1~20 frames, impact (first active frame) on frame 31 every time
- LEVEL 2: hold 21~25 imp36 every time*** (fastest L2F timing)
LEVEL 2: hold 26 imp37 LEVEL 2: hold 27 imp38 [...] LEVEL 2: hold 53 imp64 LEVEL 2: hold 54 imp65 LEVEL 3: hold 55≥ imp65 every time
Note about the special cancel version: it's the same as the regular version except for the first startup animation being 2 frames shorter.
SHORYUKEN/TATSUMAKI ANIMATIONS DEBUG INFO
- there is no differentiation between "FC" and "standing" shoryukens, the same animation ID with the same properties gets triggered for both - movename for SRK1 is `Ry_shoryu` followed by `Ry_shoryu3` according to TekkenBot (Debugging Variables mode) - light tatsu (on hit) into SRK1/SRK2 pulls out a different (quicker) animation, otherwise the combo wouldn't work. It's called `Ry_shoryu_tmk` to be precise for qcb3->srk1
AIRBORNE/TJ WINDOWS
``` 5~38 = Forward/Back jumps (same for BT) 5~ = Demon Flips 5~32 = Running Divekick 9~42 = Neutral jump (same for BT) 9~39 = Light Tatsu 9~31 = Hopkick 10~59 = EX Tatsu 13~65 = Heavy Tatsu 14~39 = Light Shoryuken 17~54 = Heavy Shoryuken 17~54 = EX Shoryuken ``` NOTES: forward jumps from "2D characters" are significantly faster at crushing lows than the standard 9 frame "3D jumps" and 9 frame hopkicks FUN FACT: the jumping sound effect plays on (almost) every first airborne frame in the game
LANDING RECOVERY OF JUMPS
Akuma has 3 different landing recovery speeds from his regular jumps. ``` text (slowest) ID 1429 26F (full animation 26F) (average) ID 1424 16F (full animation 26F) (fastest) ID 1425/1427/1428 8F (full animation 13F) ``` - slowest recovery = fireball - fastest recovery = all empty jumps, EX Tatsu, EX fireball - average recovery = rest of the moves done from a back jump - fastest recovery = rest of the moves done from neutral/forward jumps ON IMPACT - average recovery = rest of the moves done from neutral/forward jumps ON WHIFF
WS44 HIT/WHIFF OS
Since Akuma has the unique 2D-esque hitstop mechanic, the timing of his moves behaves slightly differently on whiff compared to on hit/on block, which opens up the possibility of street fighter-like option selects.
These three exact inputs: ``` ws4 wait 17 or 18 or 19 frames 4 ``` Will have these outcomes: ``` ws4 on whiff ws44 on hit/on block ``` 3 frame window to pull off this OS. Might be useful in the neutral when you expect the opponent to come at you without blocking and you want to stop him in his tracks with little risk.
INVINCIBLE MOVES
- Universal tech rolls**
1~19 frames
- Heavy Shoryuken**
8~24 frames
- EX Shoryuken**
1~24 frames
- Demon Flip EX Fireballs**
1~17 frames NOTE: you need at least 27 frames of initial Demon Flip animation to initiate the move (like the rest of the Demon Flip moves)
- SUPER**
8~80 frames NOTE: the opponent is frozen during all invulnerable frames due to the cinematic
- Front-Facing back teleport**
5~49 frames 80F total animation 75F uninterruptible NOTE: can't be Counter Hit
- Front-Facing forward teleport**
5~49 frames 70F total animation 70F uninterruptible NOTE: can't be Counter Hit
- Back-Turned back teleport**
5~49 frames 80F total animation 75F uninterruptible NOTE: can't be Counter Hit. Erratic behavior; will actually move yourself with your back towards the opponent without passing through
- Back-Turned forward teleport**
2~49 frames 80F total animation 70F uninterruptible NOTE: can't be Counter Hit. Erratic behavior; will actually move yourself away from the opponent, with earlier invincibility, and no audio will play
- Extras
<https://pastebin.com/raw/rQTqDdvw> STAGE GPU/CPU/RAM PERFORMANCE TEST <https://pastebin.com/raw/v8hh3jby> AKUMA OLD B1 SCREW LENIENCY WINDOW <https://forums.shoryuken.com/t/mod-to-reduce-tekken-7-offline-input-delay/184155> OFFLINE INPUT LAG REDUCTION MOD <https://github.com/WAZAAAAA0/TekkenBot> DOWNLOADABLE LIVE FRAME DATA INFO BOT FOR PC