Ultimate Beginner Guide ~ Tekken 7 - Summary

Summary

Here is a possible summary:

The text is a transcript of a video tutorial on the basics of Tekken, a 3D fighting game. It covers the following topics:

- The four main buttons that correspond to the limbs of the character and how they are represented in the notation.
- The directional inputs and how they are used to move, block, and evade in 3D space.
- The different types of attacks, such as high, mid, low, special mid, homing, screw, power crush, rage art, rage drive, and unblockable.
- The different stances that the character can enter and how they affect the available moves and options.
- The throws and how to perform, break, and escape them.
- The frame data and how it determines the speed, advantage, and punishment of the moves.
- The crush system and how it allows some moves to avoid certain categories of attacks.
- The juggle system and how it allows the player to launch, hit, and extend combos on an airborne opponent.
- The wall system and how it affects the juggle, splat, and escape options for both players.
- The floor break system and how it allows the player to break through the ground with certain moves.

Facts

Here are some key facts extracted from the text:

1. Tekken has four main buttons that correspond to the limbs of the character.
2. Tekken is a 3D fighter that allows sidestepping into the background and foreground.
3. Attacks can be categorized as high, mid, low or special mid, and each category has different blocking or evading methods.
4. Some attacks have special properties such as homing, screw, power crush, unblockable or rage.
5. Rage is a state that activates when the health is low and grants more damage and access to rage art and rage drive.
6. There are six universal stances: standing, crouching, while standing, while running, jumping and grounded.
7. Some characters have unique stances that give them access to different moves.
8. Throws are attacks that can be performed with one plus three or two plus four inputs, and can be broken with the same inputs or one plus two for command throws.
9. Some characters have chain throws that require specific inputs to break or continue.
10. Frames are a measure of how fast or slow a move is, and frame advantage or disadvantage determines who can act faster after an exchange.
11. Movement is key to avoid or create whiffs, which are attacks that miss the opponent and can be punished.
12. Crush system is a mechanic that allows some moves to ignore a category of attacks for a brief period.
13. Combos are sequences of moves that cannot be escaped by the opponent once started, and usually involve a launcher, filler, screw attack and ender.
14. Walls and floors can extend or modify combos, and some stages have breakable walls, balconies or floors.
15. Wall splats are a state where the opponent is stuck on the wall and can be hit with more moves before sliding down.