it's not even "Day 2" yet and TFG's first
report on TEKKEN 7's Japan location test is already filled to
the brim. Ready for more gameplay?!? Along with a slew of new gameplay
clips (and expecting more soon), let's take a closer look at some of TEKKEN
7's Rage Arts!
Below, check out a
couple gifs and videos of "Rage Arts" performed by various
characters. As you might be able to tell, Rage Arts are comparable to
super moves from the likes of Street Fighter 4 or Soul Calibur 5, activating
slow-motion and dramatic camera angles. As previously reported, Rage Arts
can only be activated when a character's health is low (and is in Rage
Next, several images of
"classic" character customization items have also surfaced.
Returning players will remember some of these items from TEKKEN 5, TEKKEN 6
& TTT2. Whether or not these items will have in-game
functionality is unclear... (but I'd bet Asuka can probably swing that
giant hammer if she wants to).
Regarding the current
state of TEKKEN 7's graphics quality, producer Harada restated on Twitter
that the graphics engine is currently at 60%. Harada clarified that the
early build has no character lighting, and skin shaders & texture
qualities (among other elements) will be greatly improved once the
team implements Unreal Engine 4.
Stay tuned, as this article will be updated with new content later today.
And make sure you didn't miss out on any of the footage or details from
report! For your convenience, here are the latest details on TEKKEN
systems and other changes.
(UPDATED: SUNDAY, OCT
5TH, 2014 - at 3:45 AM (EST)
Once your health falls below a certain value, you enter into rage
mode and your attack power increases. During that time, you have
access to special powerful moves known as rage arts.
The command varies per character, so check the command list.
the life bar indicates, you have access to rage arts.
can use them in combos.
for the comeback victory!
Even if you are hit during your attack, you will continue to attack
until the end of the move. It is powerful as you can use it as often
as you like, to absorb as many attacks as you like, but you will
still take the damage from the opponent's move, so watch your life
In the move list on
page 3, the red moves are rage arts, the blue moves are power crush.
It also mentions that power crush moves will only absorb the
opponent's high and mid moves.
GAMEPLAY DETAILS / CHANGES
effect for K.O. will occur at the same time as the final hit, but
will activate BEFORE the final hit
if both fighters are in Rage, at certain times.
Details aren't 100% clear, but we do know that this effect can potentially look epic and
downright dramatic! LIKE
new ways to get up from the ground, including: stand up and
retreat without rolling and right kick (d+4) into back roll from
few new stagger animations. Noticed 2 new ones after hit by low
Art can be done in a combo for huge damage. Watch Feng do one HERE.
Damage scaling confirmed.
Mode does not enhance a character's attack power very much (if
at all), and only enables the use of Rage Art (or other specific
of the stages has 3 levels (2 floor breaks possible).
damage is comparable to T5:DR - seems balanced so
are shorter, similar to T5: DR and Tekken Revolution.
can activate a power in his right arm (causing it to glow), and
has access to new (or powered-up) moves. He has a ton of stylish
moves & mannerisms, some which seem JoJo's Bizarre
Adventure-inspired. For his Rage Art, he conjures up a bow
and fires an arrow. Watch his Rage Art taking off a ton of
Arts are comparable to super moves from SF4 & SC5,
activating slow motion during gameplay and dramatic camera
angles. They aren't completely "foolproof" and do require fairly solid
timing & spacing to connect. However, Rage Arts do have
"armor" attached to them and can go through attacks.
is still in the game, but functions differently. Some attacks
will "knock the opponent out of the air" and they will
fall into a bound state. Some attacks also put opponent in bound
state from standing (like in TR). However, many moves
that used to bound don't anymore (or at least, currently don't
in this build of the game). Ground and wall breaks will still
cause bound as well.
new bound system is being dubbed "Kirimomi" in Japan,
which translates to "Aerial Tailspin".
attack after K.O is enabled (like in Tekken 6)! There are
no round replays in this build of the game - it isn't known
whether or not they'll be added in the future.
in-game camera is slightly further back from characters compared
characters have brand new character models from the ground up.
However, current character models do not show lighting or have
finished skin shaders & texture quality.
has simple strings (to appeal to beginners) by repeatedly
pressing one button (similar to Hwoarang's 3,3,3 or 4,4,4,4).
are no Invincible moves like in Tekken Revolution.
new costumes, such as Kazuya's long jacket from TTT1
vibrant hit sparks / particle effects.
is no tech roll. Several players tried and it didn't happen.
Coverage of the TEKKEN 7 Location Test Continues in (DAY 2)