It’s been a long
time coming, but I’m finally back at it again with Tekken 7. How has the experience been? Refreshing, to put it simply. Having dealt with the grind of Smash
Ultimate for months on end, and having braved the general inanities of Street
Fighter V semi-recently, I’ve been long overdue for a change of pace. We’re still months away from Guilty Gear
2020, after all (though I’m down to party with Granblue Fantasy VS when
it drops). What other options did I have
but to get back into Tekken 7?
I mean, besides
like half a dozen other fighting games I could play at this very second. But I’m in a Tekken mood -- and it’s
getting some decisive feelings out of me.
I forgot how much I
love Tekken.
I’m pretty sure I’ve
mentioned this before, but it’s worth repeating for context: back in the day, Tekken
was my jam. Relatively speaking; my
first experience was with Tekken 5 a while after its original release on
the PS2. But to compensate for not
playing Tekken 1-4 -- and Tag Tournament 1, I guess -- I played
the crap out of 5. I pushed
deeper and deeper into its various modes and countless battles until I brought
my Jin up to the level of Deity.
Granted, I did so in such a way that embedded stupid, horrible habits
and strategies into my DNA -- meaning that I’m an ace at Bad Tekken --
but those hours didn’t go to waste.
The thing that’s
probably worth keeping in mind is that Tekken is a franchise that means
a lot to me. More than Street Fighter, as blasphemous as it sounds. I was
barely cognizant back when SFII was making the rounds, and I didn’t
touch any version of SFIII until I picked up a cheap copy of the
anniversary collection in 2008.
Honestly, I knew Ryu best from Capcom vs. SNK 2, and that should
tell you plenty. The only franchise that
rivaled my investment in Tekken was Smash Bros. And while I’ve played fighters before and
after those happy days, it says a lot when it’s the latter I’m playing
consistently week after week, and it’s the former I’ve come back to after what
might in fact be years of inactivity.
Maybe it’s just
because Tekken is there for the rebound after my break-up with Street
Fighter. It’s not outside the realm
of possibility.
Here’s the thing
about me and Tekken 7 right now: I’ve barely done anything with it so
far. The most notable work I’ve put in
is downloading it for my PC -- a 43 GB, 4-hour endeavor, stat-wise. After that?
I’m in no way ready to tackle the online battlefield yet, because I didn’t
even do that when I messed around with the game during its PS4 release
window. I’ve got more dust on me than
Kansas in the 1930s; I need to start all over again at step one if I’m going to
compete in the online space, or even gain the slightest level of competency. Real competency. Not just me facerolling my way through
matches thanks to my time as a Bad Tekken lord.
In order to
facilitate that, I’m getting out of my comfort zone. For sure, I hopped into training mode with my
mainstay Paul Phoenix to test how well the game would run on my PC. And for sure, the “best in the universe” is
someone I can fall back on as needed (*Death Fist intensifies*). But I have to do this right. I have to learn and evolve, not just
do the same old thing and rely on crutches.
So I’m diving headfirst into the deep end. Back in the day, she scared the hell out of
me. Now, until proven otherwise, she’s
my new main.
Yep. I’m trying to pick up Xiaoyu.
Xiaoyu’s different
stances give her extra tools in her kit, for sure. The tradeoff is that you have to know what
those tools are, when to use them, and how.
The game AI did back in the day.
I didn’t. Now, years after the
fact, I’m trying to fix that by co-opting her powers as my own. Here’s my reasoning: from where I’m sitting,
Xiaoyu seems like one of the harder Tekken characters to play because
(presumably) you have to tap her stances, and thus leave yourself open
to attack, for maximum damage output -- as opposed to others who can just keep
on swinging.
But my theory is that if I can learn how to play Xiaoyu,
then learning how to play the other characters should be much easier. Thinking back, there was a time when I
thought I could never use Rosalina in Smash because of the skill wall
keeping her out of reach; flash forward to the present, and not only is she my
best character, but ranked #1 on my Switch with 5.1 million GSP. I’m looking forward to making lightning
strike twice with this new girl. Failing
that? I’m hoping that I can bewilder future
opponents with Xiaoyu’s options and shenanigans. If I don’t know what I’m doing, then surely,
they won’t either. And that, my friends,
is what’s called perfect play.
Like I said, I
haven’t done much in Tekken 7 as of writing. My most substantial activity? Taking Xiaoyu into training mode so I can,
you know, learn her moves. Kind of an
important step, if you ask me. As I thought,
going in with her for the first time was daunting, and not just because of my
long absence from the franchise. What’s
her launcher? What’s her combo
filler? What’s her combo ender? How do I attack from range? How do I set up her…uh…setups? Plenty of questions need answering -- and as
is the franchise standard, the answers are somewhere among a move list that
reaches over 100. Per character.
A funny thing happened
along the way, though. The dismay and
trepidation slowly gave way to comfort -- a sense that, given enough time and
effort, I could crack the code. That
sense came a LOT faster than I expected.
Not only was I putting my own combos together, but trying harder and
harder to push myself -- to find optimal ways to squeeze in more hits, more
pressure, more chances for BIG DAMAGE. It
stopped being a trial and more of a puzzle I wanted to solve. Did I succeed? I’m no Tekken genius, but I made more
strides than I thought I would, at least not without a guide on YouTube or a
wiki. The fact that I was able to make
that progress, again and again, with little more than cursory knowledge and
ingenuity, was a delightful reward.
The game -- no, the
franchise in general -- just plain feels good to play. Having gained ground with Xiaoyu, I feel like
I’ve had more fun in training mode than with decisive victories in plenty of
other fighting games. Granted that’s probably
because of the low-sodium nature of the single-player experience, but
still. It’s hard to downplay the fact
that Tekken as a whole is a masterclass in the “impact factor”,
audiovisual tricks and techniques that make you feel every hit, even if you’ve
got a dimension or two between you. Paul’s
infamous Death Fist hits harder than the supers from plenty of other games, and
it’s not even an irregularity among the cast.
(In terms of raw damage output, maybe.)
I’m wary of using words
like “grounded” or “realistic” to describe the game, because it’s part of a
franchise where you bat people in the air like they’re helium balloons. But outlandish characters aside (along with
their moves), there’s at least an attempt to make Tekken’s battles feel…well,
let’s go with “credible” for expediency’s sake.
There’s not going to be a lot of flying around, or teleporting, or other
shenanigans. You’ll have to walk or run
up to your foe, making use of sidesteps and backsteps to play defensively and
offensively. That up-close-and-personal
approach is something I appreciate -- which is saying something, coming from a
zoning dilletante. It makes battles feel rawer, which works wonders with the
dynamite blows you’ll be trading in every match.
Also, I don’t know
who got paid to add those slow-mo effects to Tekken 7, but whatever the
amount? It wasn’t enough.
I don’t know what’s
in store with me and Tekken. Probably
a lot of loses. Like, a metric ton of
them. And like Street Fighter and
Smash before it, I’m guessing it’s only a matter of time before the
honeymoon’s over and I start poking holes in all the niggling little details keeping
me from the experience I’m hungry for.
That said, for now it seems like there’s one advantage Tekken will
have over its contemporaries: there’s a lot to learn.
I can see it
already. I can feel it. It’s not just the fact that these characters
have over a hundred moves; it’s the application of those moves, the
variations of which mean that no two players are guaranteed to fight the same
way. At some point, I’m going to have to
learn through countless trials by fire what it means to take on a human
opponent, i.e. figure out how to properly attack and defend. For now, though? It’s on me to figure out what kind of fighter
I want to be. What kind of fighter I can
be, through the sheer freedom of expression and exploration afforded by a
game as satisfying as Tekken 7.
And I’ve got to
say, it feels so good.
Now if you’ll
excuse me, I’ve got to play dress up with my new main. As one would.
And should, if we’re being honest.
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