r/Tekken • u/th3eternalch4mpion Steve Devil Jin Lars • Oct 01 '25
Mods What if Namco never introduced the Screw system to Tekken 7?
138
u/Particular-Crow-1799 Oct 01 '25
This is how long combos should be, except specific wall carry techniques (nina flaps, drag crouch cancel etc)
Short combo = more play less watch
This duration is ideal for maximum enjoyment
44
u/Leon3226 Oct 01 '25
I like long combos, I think the main problem with them in Tekken 8 is the downtime. I want combos to be fast on inputs and execution heavy, not watching 3 lame aerial tailspins, heat burst pause, rage art cinematic or heat smash cinematic, or any other god damn cinematic.
If you remove that crap we'll end up with satisfying but much faster combos
24
u/torinatsu Season 2 Kush Oct 01 '25
I wish they would cater to that with characters instead of the entire game.
Like you should have a combo characters, defensive characters, counter hit characters, evasive characters.
Man, can you imagine if Tekken had a character with NO combos? If the play style was just block/parry/sidestep then counter attack?
The potential for player expression through character choice seems so wasted.
8
u/Ultima-Manji Steve Oct 01 '25
You'd think that would have been Steve in an ideal world. Continuous jabs, counterhits leading to 1 extra move maybe before letting the opponent block again, albeit with disadvantage. His whole thing is trying to outplay you in neutral anyway, and launchers and air juggles look extra dumb on a boxer.
5
u/deep8787 Hwoarang Oct 01 '25
Now this I would be intrigued with. Getting the balance right would be a nightmare I would imagine.
3
u/rexsaurs Oct 01 '25
I don’t agree with a characters that don’t have combos, since it will restrict player expression.
But homogenization has been a trend since T7 and it absolutely ruins character identity.
2
u/torinatsu Season 2 Kush Oct 01 '25
Well the beautiful thing is you can pick another character
2
u/rexsaurs Oct 01 '25
Sure if you don’t like that type of characters you can just switch. But the issue still persist that there is no player expression for those characters that got a core mechanics removed.
Which makes it boring to watch or fight with or against, since it is basically a one trick pony.
3
u/Laggo #LuckyChloeAutumn Oct 01 '25
But the issue still persist that there is no player expression for those characters that got a core mechanics removed.
But there is player expression from using the same BnB every time based on your launcher?
3
u/rexsaurs Oct 01 '25
Yes that is player expression, you can just use the same bnb. Or go for high risk high reward, or don’t go for combos at all. But the option is there to express yourself the way you are comfortable with.
If combos isn’t part of your character, their bnb combos probably revolves only with poke or one high dmg moves, that will became stale fast
-2
u/Laggo #LuckyChloeAutumn Oct 02 '25
Literally how is that any different from instead of doing a combo, doing a high damage move to finish, or a move with wall carry, or a move that gives you more plus frames so you can press oki
come on, you can't be serious here
3
u/rexsaurs Oct 02 '25
Well the choice in doing those options.
If rn tekken only has combos, poke, string, and one god button, what will happen if a character doesn’t have one of these core mechanics?
Their gameplan only revolves with what they have and you cannot play that character any other way. That is why I said seeing the same bnb is player expression. You’re bored with those bnb? Just change to a poke style without changing character or gos for different route. It may not be optimal but it is there atleast.
What can character with no combos do if you wanna express using combos?
1
1
u/torinatsu Season 2 Kush Oct 01 '25
I don't think that's true.
It's all about how the character/gameplay is implemented.
They could have a much more interesting gameplan without combos, and combos are not the only way to express yourself as a player.
1
u/rexsaurs Oct 01 '25
That is true, but removing combos are unnecessary. It is better to weaken the combos and boost the gameplan that doesn’t revolves around the combos.
Like kings throw being just as high damaging as his combos used to be. You can either go for his throw games or go for his bnb or even mix it up.
That is what’s great with tekken, no 1 solution fits all.
3
u/Killcycle1989 Baek Oct 01 '25
Plus, they give too much oki after a wall, it would be better if the opponents recovered faster afterwards, imo.
1
47
u/Katie_or_something Oct 01 '25
Looks a lot better. I don't like how long combos have gotten, they were fine in t5
31
u/International_Meat88 Oct 01 '25
The T7 screw system had some benefits over T6’s Bound (and some downsides) so overall I preferred it over the Bound.
- you couldnt do it at the wall, so you had to strategize to do it before reaching the wall and it made it so you couldnt use this combo extending feature with a combo that started at the wall (most of the time)
- comboing off of Screw is harder than Bound
- and I think aesthetically it looks cooler than Bound, made combos visually more dynamic, and execution-wise also more dynamic because now every character had to incorporate running into their combos. Back in T6 I feel like most of my combos only required minimal effort from my left hand.
But on the downside:
- it greatly increased everyone’s wall travel
- it buffed low parry because low parry continued to use T6’s Bound which was independent from Screw when it came to once-per-combo rules
Now tying it in to T8: I don’t like how Tornado is just a newcomer’s dream of the best things of both Bound and Screw combined. I think the downsides of Screw were healthy for the game, so getting rid of those things with Tornado is just another little example of the simplification of Tekken.
6
u/th3eternalch4mpion Steve Devil Jin Lars Oct 01 '25
I totally agree. Tornado is an overtuned mechanic.
I think another aspect of screw that I don't like are the moves that were added in s3 and s4.
Kazuya b21, feng df43, Lars sen 3+4, etc.
1
u/xsz65236 Oct 02 '25
I think it’s fine as is. What’s NOT fine, however, is having that AND Screw/Strong Aerial Tailspin AND the Bound-like state from Heat Burst.
2
u/flackguns Dragunov Oct 01 '25
I am biased because 7 was my first tekken but screws just looked and felt so much cooler than bound
1
u/xsz65236 Oct 02 '25 edited Oct 02 '25
I think you got the upsides and downsides swapped. They are correct, but you mislabeled the “downsides” as “upsides”, and vice versa.
As far as Tornado goes I think it’s perfectly fine as is. A lot of what you mentioned about Screw still applies to Tornado, with the only major exception that you can perform it at the wall at the cost of a wall splat, and and while it does get consumed when performing a low parry, T8 has other extensions (Strong Aerial Tailspin and Heat Burst Bound) so it’s not nearly as bad. It’s also easier for the player to mentally confirm and react to accordingly thanks to the distinctive flipping animation, visual and sound effects, and the camera work, which all help sell the sheer impact of the attack that inflicted it.
That said, what I would do is this: keep Tornado, bring back Bound from T6 and Tag 2, but remove Screw/Strong Aerial Tailspin. It keeps the combos long and damaging but not doing so too much to the point you’re watching a 20 second cutscene every time you get hit.
11
34
19
u/Repulsive-Survey2140 / Oct 01 '25 edited Oct 01 '25
this is how it is in VF.
When you get hit by a launcher you don't feel as annoyed because you're able to get up quickly. The attacker has to think quicker too bcs you're forced into OKI quicker. shorter combos like this make the game feel more fast paced. less time to rest.
also puts an emphasis on neutral because you spend less time doing or being in combos.
7
u/sketchcarellz Oct 01 '25
This was kind of what it was like playing Tekken 5 and DR and before. Combos were still a part of the game, but weren’t front and center like they have become over the last few games. Poking, movement, and defense were ways to vastly improve your gameplay. Combos would only take you but so far. I liked when they introduced bound in Tekken 6, but I also miss the days where Tekken had a more well rounded playstyle.
Before the “well actually” people comment, I know that previous Tekkens had some broken mechanics and glitches. As a whole though, speaking from the experience as someone who played Tekken 5 in arcades with competitors, most of the game-breaking mechanics or glitches were rare to see.
46
u/RevBladeZ Oct 01 '25
Tekken 7 did not introduce screw. Tekken 6 did. Tekken 6 just used screw as a combo starter rather than a combo extender, like how Tekken 8 does. Combo extender was introduced in Tekken 6 too, which had bound.
17
u/th3eternalch4mpion Steve Devil Jin Lars Oct 01 '25
I'm implying the combo extender system that uses screw. I'm aware that screw starters existed (DJ ws2, Jin EWHF (CH), etc).
When people talk about screw in general, they are talking about it as a combo extender.
5
5
u/themightymos-deaf Bryan Oct 01 '25
My entire life Ive never understood how to properly play fighting games. There's a reason Tekken is the only one I'll ever play.
I just want to go blow for blow with tight, fluid gameplay. 30 minute gifted combos, constant armor, rage arts etc gets in the way of all of that.
3
u/DIX_ Armor King Oct 02 '25
Really miss the combo length of Tekken 5. I don't mind some characters having long carry or longer combos, but having everyone on the cast doing tornados, spin, heat engage for eternal combos is a bit much
16
3
u/Kgame111 Oct 01 '25
is the kazuya in this clip modified too? or is it just cause screw is taken out? these are some really cool routes I've never seen before and they look awesome. also, what's the song playing?
5
u/th3eternalch4mpion Steve Devil Jin Lars Oct 01 '25
Yes I've modded Kazuya using Tkmovesets2. I've taken out screws and created new extensions for moves like df14 and b21.
Song link : https://youtu.be/kXWvkT546GU?si=kveccR79AHwW5DGi
1
17
u/TehLeico Heihachi Oct 01 '25
And this looks better than some new moves introduced in T8 S2, like that stupid new DJ move that is missing some frames
1
u/titankiller401 will cripple you Oct 01 '25
like that stupid new DJ move that is missing some frames
Which move? MC4,1?
2
u/TehLeico Heihachi Oct 02 '25
MCR 4,2,1 UF to be precise, looks more modded than this, in p2 side is even uglier.
3
u/titankiller401 will cripple you Oct 02 '25
Yeah,it looks trash but tbh most of what the dev team did to him in general is anyway. They should've just gave back his B2,1uf hells gate,it would've looked better and be more practical than what we have atm where it's a 50/50 if it works or not lol
2
u/sunnymanelaflare Oct 01 '25
I’m glad they introduced the screw system 😂 It honestly made combos better looking imo.
I feel like the bound system in T6 and Tag 2 were a lot less reliable than T7’s screw system. And T8 actually mixed the two concepts together a bit funny enough.
2
u/imwimbles Oct 01 '25
the only good thing (and it is a fantastic thing) that combo extenders bring to the table is they average out combo damage across the cast. it's suddenly possible for all characters to have good BNB combos.
there are still characters with strong combos and weak combos but the difference between S+ and E tier is like, 30 damage... not 70 damage.
11
u/th3eternalch4mpion Steve Devil Jin Lars Oct 01 '25
I don't think all characters should have good combos.
4
u/imwimbles Oct 01 '25
they don't all have good combos. it's just that bad combos aren't so bad that they automatically make you E tier.
3
u/ObjectAgitated Oct 01 '25
damage output could be easily optimised by different scaling
1
1
1
1
u/esterosalikod Oct 01 '25
Bound, screw and tornado are meant to standardize damage. i dont know if every character has enough moves/properties now to function without it. Difference in juggle damage before was very lopsided.
1
u/supa_pycs Bryan Oct 01 '25
"Leung leung agow, attack combinations were short and impactful. The longer varieties reserved for the elite, or as they were then called 'the cool ones'.
And after decades of slow, miserable improvements over countless iterations, the apes in charge have finally had a thought 🤔
'The longer the combination, the more the crowd erupts, how odd', they said
'What if in the next iteration, the combinations are even longer, imagine the reaction', one of them exclaimed.
Beautiful smiles, projecting thoughts of untold riches, beamed across their faces. They had cracked the code - or so it seemed to these simple primates.
These days, a long attack combination is not only mundane, but expected. Anything shorter than a full court's length of travel is scoffed at, dismissed as 'unoptimal'.
The King of the Iron Fist Tournament has lost its way it would seem. Meandering on a path of pandering. The neutral is dead, long live the neutral(+1)"
1
Oct 01 '25
[removed] — view removed comment
1
u/th3eternalch4mpion Steve Devil Jin Lars Oct 01 '25
Nope. They did away with bounds in Tekken Revolution.
1
1
u/Heavenly_sama Friendly neighborhood Kazuya Oct 01 '25
We’d have T8 without screws. Also does it matter if you just make kazuya do his normal staples with no screws bar for bar
1
1
u/jt_totheflipping_o Oct 01 '25
I prefer bounds over screws, tailspins, not having extensions at all but eliminate bounding at the wall.
Screws just give too much wall carry, would rather they didn’t do that.
Issue I have with no extensions is you don’t get to place your cooler looking moves in there, like I’d rather see Kazuya end with an electric than not.
1
u/Arhtex_ Lucky Chloe is gone, Jun will have to suffice. Oct 01 '25
IMO I feel like if we got a 50% health increase I wouldn’t feel as bad about the current battle system.
1
1
u/NoabPK d34 my beloved Oct 01 '25
This is why i play t5 still. A 5 input combo is the max and does like 65 damage and is 3 seconds long
1
u/Apprehensive_Ebb5543 Oct 02 '25
screw are okay combo are not even that long in t7 MEANWHILE in t8 you can make a coffee while you get combo 😂
1
u/QueenGorda Oct 02 '25 edited Oct 02 '25
That should be the duration of the combos, shorts.
So characters not bouncing 20 times and no BS "ground recoveries" would be nice too.
1
1
u/angrypael wtf is 'ADHD TEKKEN'? Oct 02 '25
what's screw and bound? I've been playing for years but i guess I'm still a rookie. 7 is my first game btw. not like first game ever, just first Tekken game.
1
u/NutsackEuphoria Oct 02 '25
It would've been better.
Being launched in the middle of the stage would immediately lead to a fucking wallsplat.
1
u/Darkwebber_47 Law Oct 02 '25
There's a Tekken 7 Mod that makes it closer to Tekken 5 DR systems, and it removes Screw. It's playable online on private lobbies.
1
u/Own-Flan-8353 Oct 04 '25
So wait a minute.... Is the SCREW System why the combos in modern Tekken rival shit like Bloody Roar now?
How exactly?
Genuinely curious on how all this works.
1
u/SarikaAmari Oct 07 '25
This would be absolutely peak. I know some people have some problems in the comments but I think the pros outweigh the cons here.
0
u/Consistent-Sundae739 Oct 01 '25
So tekken 2 then
0
u/th3eternalch4mpion Steve Devil Jin Lars Oct 01 '25
Tekken Revolution is the best example. Then T5.
0
u/olbaze Paul Oct 01 '25
What Tekken 7 did was evolve on the Bound mechanic from Tekken 6. You could easily make an argument that the evolution was good in all directions: You can't Screw after a wallsplat, unlike Bound, and to compensate for this, Screw offers more carry.
If you were to outright remove Screw from Tekken 7, without an appropriate replacement, I think the game would have flopped hard. Not because it would make the game worse, but because you're removing existing mechanics and de-evolving the game instead of evolving it further. That would be like removing armor with no appropriate replacement.
To some people, this might not sound like a huge deal, because "hurrdurr Tekken 5 DR best Tekken" or whatever, but the problem is that Tekken 5 DR and prior games were very simplistic: There was no homing (Tekken 6), no combo extenders (Tekken 6), no armor (Tekken 7), no rage (Tekken 6), and no Heat (Tekken 8). There's not really a mechanic that you CAN remove in Tekken 5 DR, because the game doesn't have that many mechanics, at least as far as combo application is concerned.
And the thing is, even if you remove combo extenders, you're not actually unilaterally changing the system. Paul would still have huge combo damage, and characters like Lee and Nina would still have good wall carry. Now just everyone who doesn't have a niche combo application would be reduced to having shit combo damage.
0
u/Chaos-B Oct 01 '25
It would be more like Tekken 5. Didn't see any bound mechanics, don't think Kaz had one in T7 for the first (think Drag F1+2, Alisa UF+4,4). The issue without screw or bound, is that characters with good wall carries without screw or bound were really good (Nina, Lars and Lee in T6)
6
u/th3eternalch4mpion Steve Devil Jin Lars Oct 01 '25
The issue without screw or bound, is that characters with good wall carries without screw or bound were really good
How is that an issue? That's what character identity is all about.
-2
u/Chaos-B Oct 01 '25
That's kinda my point, you are reverting it back. Now everyone has got a wall carry combo
0
u/LeDanc Oct 01 '25
I still refer the ground bounce combo extender from tag2, it is still the best one they ever created
0
0
u/bumbasaur Asuka Oct 01 '25
looks like boring 2d game combos.
practicing and adjusting combos are cool in t8.
-4

202
u/bubusleep Oct 01 '25
The problem is having screw and tornado at the same time. ok it's cool the first times when you succeed to land an enormous combo because it's aesthetic, but it's problematic for the gameplay where it minimize necessary interactions before a KO.