- → Latest release: v1 ←
- c7 Overview · Design · Feedback
- Patch notes: v0 · v1 · v2 (WIP)
See also ReGrounded.
This document is an attempt to summarize my design philosophy behind the mod.
What c7 is not
- c7 is not an attempt to recreate “real TEKKEN”, “classic TEKKEN”, or anything else that already exists
- c7 is not an attempt to merely take the good bits of TEKKEN 8 and backport them to TEKKEN 7
- c7 is not an attempt to merely “fix the problems with TEKKEN 7”
While it’s prudent to look at all official releases for inspiriation, nothing is sacrosanct. I’m trying to make something new.
Overall goal
The defining feature of TEKKEN is its big movelists. TEKKEN has so many moves, so many gorgeous animations. It’s what allows casuals to just mash and have cool stuff happen on the screen. And yet, competitive meta gameplay typically has players using a very limited subset of these movelists. All those beautiful animations, and at a tournament you rarely get to see them.
The goal of this mod is to remedy this. I want competitive gameplay to have players using the full movelist, rather than relegating 80% of the moves to mere knowledge checks.
That isn’t to say moves can’t be very niche. Niche moves still get used sometimes. What I want is for every move to have a purpose, a reason to exist. If the only reason is “it might throw them off because nobody uses that move,” then it needs looking into.
Everything aside from this is negotiable. It is the singular thing driving the vision of this mod.
I understand this is not what many players want TEKKEN to be. They enjoy developing mastery over a simple set of moves, with all the game depth left in movement and timing. They think all those extra moves are bloat that should be left in the waste heap. I respect that perspective, but this mod will not appeal to this type of player.
Similarly, there are players who find a heavy focus on movement and timing boring, who want to be mashing buttons all the time. This mod will also not appeal to this type of player.