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Tekken 7 General Discussion Thread - OP Updated With All Tekken Info

Tekken 7 Fated Retribution - Update Ver.C ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄  ̄

【System Balancing Changes】

  • Adjustments made to how the counter hits are shown in-game when they occur. (No idea what this means.)
  • Property of Feng's ch ws+4 on all opponents is now changed.
  • All Rage Arts have their damage reduced.
  • Rage Drives resetting the combo scaling in combos has been fixed.
  • Instances of when the camera would change during a Rage Drive on hit or block has been fixed.
  • Various little system and game bug fixes.
【Character Balancing Changes】

Law

  • After a Rage Art (1+2) on hit, the opponent can now react quicker after it. (frames on wake-up improved.)
  • After a successful parry, 3+4,4 is made slower. (Probably no longer guaranteed?)
King

  • Strong Knee (wr+3) frames on block made more worse, tracking on the move reduced.
  • Golden Headbutt (d/b+1+3) damage has been decreased.
Yoshimitsu

  • Shrine (BT 2) hitbox has been made bigger. (Can now combo from ff+4 into BT 2)
  • Electric Misfortune (d/f+1,2) no longer naturally combos on hit, 2nd hit has been made slightly slower.
Hwoarang

  • Loose Shuffle & Rifle Shuffle (u/b+3,3 & u/b+3,4) can now be done from different stances.
  • Double Screw (RFF d/b+3,3) on an airborne opponent will now cause a Screw!
  • Cactus Shot (RFS d+4,3) timing for the input for the 2nd hit has been reduced. (As in, there's less time for you to input it for it to come out)
Xiaoyu

  • Shooting Star (u/f+3+4) hitbox for the 3rd hit made bigger on block. (Previously, Jack and Gigas could easily launch her because the 3rd hit of this would often whiff on block for them.)
Bryan

  • Slash Kick (ff+3 HOLD) damage off a full charge is decreased.
  • Hatchet Kick (qcb+3) plus frames on hit reduced.
  • Northern Cross (fc d/f+4) damage has been reduced.
Heihachi

  • 2nd hit of d+1,2 has been made slower.
Kazuya

  • Rage Drive (cd+1+4) damage reduced.
  • Devil's Steel Petal (ff+4) frames on block improved.
  • Twin Pistons (ws+1,2) frames on block made more worse. (No longer -11?)
Steve

  • Rage Drive (f+3+4,1+2) made slower from out of all the stances.
  • Skyscraper (Duck 2) frames on block made more worse.
  • Extended Fox Hunt (Ext Duck 1) damage reduced, frames on whiff and on block made more worse.
  • Extended Duck Skyscraper (Ext Duck 2) frames on whiff and on block made more worse.
Asuka

  • Demon Slayer (f+2) now launches the opponent further away on hit. (Makes the f+2, f+4 combo more consistant)
Devil Jin

  • Demon Steel Pedal (b+4) hitbox improved. (Back to T7.0 status?)
  • Uppercut (ws+2) on an airborne opponent will now cause a Screw!
Feng

  • Damage on the new fc d/f+2 move is increased.
Leo

  • Dual Rising Fists (1+2) property on hit changed. (Knocksdown now?)
  • Startled Crane (BOK 3) on an airborne opponent will now cause a Screw!
  • Lei Zhang (qcf+1) properties on counter hit has been changed.
Lars

  • Spiral Kick (DE 3) property on hit changed, plus frames on block improved, damage increased.
  • Magnetic Knee (b+4) start-up frames improved, damage increased.
  • Shadow Cutter (d/b+4) plus frames on hit improved.
  • Double Pulse (ff+4,3) frames on hit improved.
  • Double Smack (fc d/f+1+2) damage increased.
Katarina

  • Rage Drive (HAR 1+2) damage on an airborne opponent decreased.
  • Feather Chop (d+1) plus frames on hit improved.
  • Plover Kick (ff+4) pushback on both on block and hit increased.
Josie

  • Sapu Switch (SWS 3) property on counter hit changed. (Opponent faces towards you for better pick-up combo now)
  • Low Angle Straight (d/b+2) property on hit changed and damage increased. (Now wallsplats on normal hit)
  • Slide In Low Kick (cd+3) frames on both block and hit reduced. (Now -13)
Kazumi

  • Rolling Tiger (1+4) frames on block improved.
  • Lunging Tiger (2+3) frames on block improved.
  • Lightning God's Rage (FLY 1) frames on block improved.
  • Oroshi (FLY 3) properties on counter hit have been changed, plus frames on block improved.
  • Hellfire Burst (FLY 4) damage has been increased.
  • FLY Grab (FLY b+1+2) frames on whiff reduced, throw will now cause a wallsplat.
  • Crimson Dawn (d/f+1) frames on block more worse, damage decreased and tracking reduced.
  • Deadly Crescent (d/b+1+2) properties on hit has been changed, frames on block improved.
  • Dragon Slice (b+1) frames on block improved.
  • Diamond Tiger Strike (ff+2) is now a Power Crush, frames on block improved.
  • Demon Uppercut (ws+2) pushback on block reduced.
  • Castle Tower (b+1+2) frames on block improved, hitbox made bigger.
Nina

  • Rage Drive (d+1+2) now has jump status, cannot be reversed/parried now.
  • Left Right to Spider Knee (1,2,3) frames on block improved if you push 1+2 after it.
  • Double Smash (2,3) frames on block improved if you push 1+2 after it.
  • Cleek Attack Step (d/f+3,2~f) input timing has been shortened. (As in, there's less time for you to input it for it to come out)
  • Creeping Snake to Geyser Cannon (d/f+3,2,3) frames on block and on whiff improved.
  • Bad Habit (ff+3) fixed the hitbox so it will now hit Bryan on the ground.
  • Spider Knee (ws+3) frames on block improved if you push 1+2 after it.
  • Twisted Mind (KND d+3+4) frames on hit improved, damage also increased.
Akuma

  • All of Akuma's specials now all do 1 chip damage on block.
  • Hadouken (qcf+1 / qcf+2) damage decreased.
  • Shoryuken (f,d,d/f+1 / f,d,d/f+2) changed properties on hit when colliding with a power crush, damage on the move is also decreased.
  • Demon Flip 1 damage decreased.
  • Demon Flip 4 damage decreased.
  • Demon Flip 1+3 / Demon Flip 2+4 frames after it were made worse.
  • Air Tatsus (Air qcb+3 / Air qcb+4) plus frames on block made worse.
  • Standing (2) damage decreased.
  • Standing (4) damage decreased.
  • Standing (f+4) damage decreased.
  • Standing (d/f+1,2) pushback on block shortened.
  • Standing (d/f+2,1) 1st hit damage decreased, 2nd hit plus frames on block improved.
  • Standing (d/b+2 / d+2 / fc 2) damage decreased.
  • Standing (d+3) properties on hit at the tip with an opponent changed, damage decreased.
  • Sweep (d+4) on hit knocks down the opponent further away.
  • Standing (b+1) damage decreased.
  • forward,forward 4 (ff+4) frames on block made worse.
  • While Running 1 (fff+1) bug where it becomes unblockable on an opponent already guarding a different move is now fixed.
  • While Standing 2 (ws+2) frames on block made worse.
  • Tsunami Kicks (ws+4,4) frames on block made worse.
  • Neutral jump 2 damage decreased.
  • Neutral jump 4 damage decreased.
  • Forward jump 2 damage decreased.
  • Forward jump 4 damage decreased.
  • Fixed a bug where Akuma's sidethrows will not come out during sidestepping/sidewalking
@Eddy Wang
 

Smoke_Of_Finland

Believe in the hop kick
I would like to know what properties the extension to Heihachi's d1 has. I know the 2nd hit is delayable and launches on counterhit but I don't know if the whole string is a natural combo or NCC or if the 2nd hit is unsafe or safe on block... the patch note saying they made it slower might mean you can sidestep right to make the 2nd hit whiff after blocking the 1st one, similar to bf2,2 and b1+2,1+2.

I don't know what's the point of reducing the frame advantage from Bryan's qcb3 on normal hit, Bryan has plenty of +4 on hit moves (unless they buffed it and then nerfed it right back?) and they don't mean much for him, best thing you can do is mash db4 to get a guaranteed generic d4 attempt after them since they can't be stepped or hopkicked at +4. Do that until finally ducked or low parried then start mixing it up with mids. I really would have preferred if they kept his qcb3 at TTT2 status, no CH launch and -14 on block, not -15 with a CH launch.

Kazuya having DVJ's b4 on a fF4 input is stupid. Due to the input Kazuya still has no reliable or scary safe mid to cover i15 to i19 as a counterpoking tool when there is pushback on block, the move only serves a purpose in Okizeme and neutral game due to the input. F4 has to be inputted as a while running move now.... Although I must say the fF4 is still a welcome addition, great move, too bad about the input though. I would also like to know what the input is for his new high homing move, which he didn't need and is a completely useless addition. If they removed or replaced his while standing 3 I am going to be salty.
 

vegeta

Saiyan Prince
No jin buffs or nerfs, seems about right though, he looks very solid right now.
mmmmmmmmm.....MAYBE Lili could use a buff or two...but Jin I just want them to leave him be where he is right now.

Also Akuma got TRASHED but we all saw that coming. While everyone else was playing "Tekken 6 Dark Ressurection" style characters (lol) He was a Tekken Tag 2 Team and the game mechanics wrapped into one that did a fusion with Street Fighter. One and two touch death man.
 

Eddy Wang

Skarlet scientist
mmmmmmmmm.....MAYBE Lili could use a buff or two...but Jin I just want them to leave him be where he is right now.

Also Akuma got TRASHED but we all saw that coming. While everyone else was playing "Tekken 6 Dark Ressurection" style characters (lol) He was a Tekken Tag 2 Team and the game mechanics wrapped into one that did a fusion with Street Fighter. One and two touch death man.
Knee just posted, Akuma is still broke.

Asked JDCR yesterday in what tier he thinks Jin is, he said probably mid tier, if Jin being mid is that good as i'm currently seeing right now i would also want them to leave him be where he is right now.

Lili got the buffs, but the game system changed so much from T6 to T7, the dashes are more in coverage with T4 to T5DR, the movement doesn't feel as stiff as T6 and TTT2 were, even sidesteps got buffed.

So idk, just hope they don't change my characters so much by the end of the console version, specially Jin who feels really consistent now.
 

vegeta

Saiyan Prince
Knee just posted, Akuma is still broke.

Asked JDCR yesterday in what tier he thinks Jin is, he said probably mid tier, if Jin being mid is that good as i'm currently seeing right now i would also want them to leave him be where he is right now.

Lili got the buffs, but the game system changed so much from T6 to T7, the dashes are more in coverage with T4 to T5DR, the movement doesn't feel as stiff as T6 and TTT2 were, even sidesteps got buffed.

So idk, just hope they don't change my characters so much by the end of the console version, specially Jin who feels really consistent now.
Not to be mean but I seriously don't believe Jin is Mid tier. There's no way. Sorry JDCR but no.
 
Damn, I just rediscovered my love for Tekken, I have rewatched EVO and damn I am hyped for this game. Tell me, how do these competitive players train for tournaments? They invest in arcades or what?
 

Eddy Wang

Skarlet scientist
Not to be mean but I seriously don't believe Jin is Mid tier. There's no way. Sorry JDCR but no.
True, that is quite hard to believe really, in my eyes he looks like Higher mid to S-

Lets start with this


Was discussing with Smoke of Finland and he says this is pretty normal, well, if that's the case and everyone is willing to let this slide then i'm okay with it, even tho i know this looks broken at my eyes.

And then, FR Jin got buffs to compensate the nerfs from 7.0 version where his uf2 used to crumple on CH for a free combo, so he was getting damage off everything, guaranteed F4 on knockdowns and of course, he was one of the characters taking advantage of the stiff movement, due the sidestep range nerf and stiff movement to an extent. definitely a S tier character there.

In FR he got a lot of more options, ws3 a-9 move that has homing proprieties an screws on CH.
This will make sidestepping Jin very hard to do since on hit it frame traps with the spin grounded animation.

13~f goes into zen, lets not forget that Zen is now a true high crushing move
F4~zen cancel is -6
bf23~zen cancel is now under -9
zen~3 its a new screw on CH move that is -9 comes off from b1
this makes up for the uf2 buff crumple

New combos from bf2,3~cds~3 which has more carry and 1% more damage than any of his regular BnBs
Rage drive goes into a super plus Zen on block which his next move can come out either low or mid, worth pulling out of the blue.


Combos like
CD+4, B21 s4 S!, db223 can now be replaced with more damage and carry with:
CD+4, bf23~cds~3 S! run db223 which not only has more carry its also more damaging than Kazuya's hellsweep for the exact same 50-50 mixup situation, although Kazuya's hellsweep is faster, Jin hellsweep is just as slow as his ff3 overhead, his F4, and his own Ecd1, so there is not seeing what's coming from a wave dash.

I'm just happy my leaping side kick combos are all reverted back to full usage

 

DYNA$TY

Edenia lives!
Hopefully they address some of these wacky hurtbox issues with bob when raven drops. Idk how his twin pistons goes under bry d/f+2,1 or Jin f,f+2.