Tekken 7

Tekken 7 new balance patches with DLC Characters

 

Craig Marduk and Armor King are now available for purchase the patch has also brought some tweaks to existing members the game’s cast. Steve’s damage nerf new rage drive and fixes to the hitboxes of Anna’s moves to help with combo consistency. Geese’s meter gain was also reduced by 15 percent.

Players can check out the full list of changes below.

Version 2.10 – Balance Changes
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General Changes
Back Turned u/b+2 and BT u+2 – Unintended character movement when performing these during a super slow motion effect has now been fixed.
Waking up Backwards (in either Face Down or Face Up position) – Bug where the opponent can hit you back into your previous wake-up position after you tried to get up off the ground with a back input has been fixed.
Quick Recovering Backwards (in either Face Down or Face Up position) – Bug where the opponent can hit you back into your previous wake-up position after you tried to tech off the ground with a back input has been fixed.
Paul

ws+3,2 – The first hit now leaves the opponent closer to you on hit to fix situations where the 2nd hit would whiff even when you land the 1st hit.
Law

3+4 – Certain situations where the move will whiff has now been fixed by making the hitbox of the 1st hit more bigger.
King

f+3:1+2 – The bug where you can land this on a back turned opponent and still transition to the throw animation has now been fixed.
qcf+1+2 → 1+2, 1+2 (Double Arm Face Buster) – The recovery frames for the throw has been reduced from -19 to -9 since the opponent was able to get a guaranteed attack in under specific situations due to the negative frames after this throw.
Jin

cd+4,3+4 – The 1st hit of this move had an unintended damage boost in specific situations, this has now fixed.
Bryan

b+2,4 and b+2,1,4 – Due to these moves whiffing against certain crouching characters, the hitboxes have been made bigger.
Steve

Rage Drive (d/f+2+3) – Damage has been adjusted from [14,21] to [10,20] now. The hitbox of the 2nd hit of the Rage Drive was also shrunken down. You can now perform this move by doing a slide input (d/f+2~2+3).
Jack-7

Crouching d+2+3 throw – Recovery frames after landing this crouch throw is adjusted from [±0] to [+5] now to prevent the opponent getting a guaranteed attack in under specific circumstances.
Feng

qcf+1 – Specific circumstances where the move will leave you backwards behind the opponent has now been fixed. The attack hitbox has also been made bigger.
Lili

Rage Drive (d/f+2+3) – Bug where you could perform this move from crouch has been fixed.
Josie

b+4,3,4 – Recovery frames for this attack has been reduced by 5F to prevent the opponent getting a guaranteed attack in after getting hit by it in a specific situation.
The recovery frames for the move on block has also been adjusted from [-20F] to [-15F] Gigas

d/f+2 – The attack hitbox on this move has been made bigger to help alleviate certain whiffing issues.
Eddy

Rage Drive (ff+3+4) – The second hit of the Rage Drive has now been fixed to be more consistant after connecting with the 1st hit on hit or block in certain off-axis situations.
3~4, 3+4 & 3~4~b – Under certain circumstances, the 2nd hit of this move would get an unintended damage boost. This has now been fixed.
2 Throws (2+4 or f+2+4) – The recovery frames for these throws has been adjusted from [-15F] to [-13F] to prevent the opponent getting a guaranteed attack in following the throw in a specific situation due to the negative frames.
Geese

Power Gauge – Geese’s meter gain has been reduced by 15%.
Anna

Rage Art (Rage b+1+2) – The Rage Art has has now been made more easier to consistanly land in certain circumstances. (Whiffing Issues fixed.)
Rage Drive (qcf+2+3) – The second hit of the Rage Drive has now been fixed to be more consistant after connecting with the 1st hit on hit or block in certain off-axis situations.
Chaos Judgment d/b+3 – The upper hitbox of this move has been made bigger to make it more consistant.
f+3,2 – The hitbox of this move has been made bigger to make it more consistant.
u/b+1 or u+1 – The properties of these attacks was different than the standard, now fixed by adding 4 more frames of recovery.
Lei

u/b+1 or u+1 – The properties of these attacks was different than the standard, now fixed by adding 4 more frames of recovery.
D/F (full crouch) – The properties of Lei’s crouch was different than the standard, bug is now fixed. (His old crouch walk didn’t start until the 61st frame so this was fixed.)

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