Tekken 7 Version 4.10 Patch Notes

By on March 23, 2021

With the release of Lidia Sobieska, we’re getting a few adjustments to some characters. The change list is short this time with mostly bug fixes, but Steve has gotten the most changes that give and take from his kit. The detailed notes give some great insight behind the reasoning for the changes.

Check out all the changes here below:

Game System

NOTE: Recorded battles from previous versions cannot be used after this update due to the change of battle balance.

  • New features added to PLAYER MATCH. (PS4®/Xbox One/STEAM®) An auto-skip feature in SESSION ROOM, as well as a feature that allows you to share some battle data in chat have been added.
  • New illustrations added to GALLERY. (PS4®/Xbox One/STEAM®) New illustrations can be found under GALLERY.
  • Improved general stability. (PS4®/Xbox One/STEAM®) Some system-related bugs have been fixed.

Character Adjustments

Yoshimitsu

  • During Rage ub+1+4
    • There was an issue that the opponent’s quick combo attacks would sometimes cancel Yoshimitsu’s attack before its activation even when he successfully stopped those attacks. This is now fixed so an attack will be registered as a hit for certain when the opponent’s attacks are successfully stopped.

 

Steve

  • During Rage df+2+3
    • His rage drive was one of the most powerful, and properties on attack, block and hit were quite strong. In order to reduce the return on hit while retaining its effectiveness, the damage of the 1st attack is now reduced from 10 to 5.
  • f+2 [1, 2]
    • Despite in theory that the 2nd attack was interruptible with a quick attack when blocking the 1st attack, in fact the 2nd attack came too fast and it was difficult to stop. Since Steve was safe in many instances when attacks are blocked, he had few vulnerabilities. Rather than reducing the return on hit, we reduced the frame advantage when blocked from -9 frames to -10 frames to make the move punishable.
  • During quick-turn 2
    • It was very good in terms of both the amount of the aerial combo damage and the length of distance it carries the opponent. We reduced the carry distance when hitting an opponent in the air to make it more difficult to connect to a wall combo.
  • df+1 [2, 2]
    • Despite in theory that the 2nd attack was interruptable with a quick attack when blocking the 1st attack, in fact the 2nd attack came too fast and it was difficult to stop. Since Steve was safe in many instances when attacks are blocked, he had few vulnerabilities. Rather than reducing the return on hit, we reduced the frame advantage when blocked from -9 frames to -10 frames to make the move punishable.
  • df+2
    • Since it was a middle homing attack that came out quickly, when done in an advantageous situation, it was able to curb most of opponent’s actions. In order to give enougn return to the opponent who successfully guessed Steve will do this attack, we removed its homing attack ability and made it weak to sidestep.
    • Since some opponents low to the ground attacks would go under it, this move’s attack range was expanded downward.
  • d+1
    • Despite the fact that the frame advantage upon hit was supposed to be even, in reality Steve was able to take advantage as he was able to dodge the opponent’s quick attacks with the left and right “weaving (3 or 4)”. We changed the frame advantage upon hit from +0 frame to -2 frame to enable the opponent to stop attacks such as “while rising 1”, while keeping the strength of the unique defense actions such as “weaving”
  • b+1, hold b
    • This is Steve’s main move that has high return upon counter-hit, allows to continue attacking even when blocked, and is useful for punishment and aerial combos. However, this move also often led to a match getting deadlocked because switching to “flicker stance” after the move enabled him to reduce the time being vulnerble to attack, and doing this move at mid-long distance made it difficult for the opponent to get close to him. In order to give him more of a disadvantage when the attack misses the opponent, we made the time it takes to enable him to block the opponent’s attack 3 frames slower.
    • We also made the time it takes from the command input to the crouching position 3 frames slower.
  • During Flicker Stance b+2
    • It was a powerful move as it was a Power Crush only able to do during the flicker stance. Since it was a quick attack move that can be used very frequently to hit the opponent, we reduced its return by changing the damage from 27 to 21.

Lucky Chloe

  • df+1, 3
    • We fixed an issue that she could not do “db+4 during Twist L” when shifting from df+1, 3 to “Twist L”

 

Nina

  • d, df
    • She was a character very difficulty do the low parry because a special step would be accidentally performed when she tried to do the low parry but mistakingly put d, df command. This is now fixed to enabled her to do the low parry at the early part of the special step with d, df input

 

Lee

  • During Rage df+3+4
    • Fixed to enable the counterattack

 

Anna

  • During Rage qcf+2+3
    • Fixed to enable counterattacking the 1st attack.
  • d, df
    • She was a character very difficulty do the low parry because a special step would be accidentally performed when she tried to do the low parry but mistakingly put d, df command. This is now fixed to enabled her to do the low parry at the early part of the special step with d, df input
  • b+3
    • During “Chaos judgment”, a counterattack is automatically performed against the opponent’s throw. However, this did not happen agaist some characters’ throws, so this issue is now fixed.

 

Julia

  • f [3, 1]
    • It was an very excellent move as it could be used for various situations, was hard for the opponent to counter even if the move is blocked, and could also mix up the opponent with follow-ups from “Swift Step”. In order to reduce the return while retaining its convenience, we changed the opponent’s reaction upon hit to the reaction the opponent can do ukemi, so the follow-up would not be guaranteed.
  • uf+1
    • Her stance is quite low during the startup that allower her to duck an opponent’s high combination attacks and aim for a counter-hit. However, this move was too convenient as it can be lanuched in succession without giving the opponent the ability to counterattack even if blocked. In order to make the player use this move after properly reading the opponent’s action, we changed the frame advantage when blocked from -8 frames to -12 frames to enable the opponent to do punishment.
    • We made the opponent closer when blocking to ensure punishment more successful.
  • uf+3+4
    • It is a move that can do follow-up attacks when hitting the downed opponent who hit a wall and just before being able to do ukemi. Since the total damage of the aerial combo using wall was too high, we changed the damage from 30 to 27.
  • During sidestep 4
    • Julia is an appealling character to use, because she is not only a quick attacker, but also good at high and mid attacks, and her attacks are powerful. However, this move was too convenient and easy to use, it effectively covered her weakness. We changed the move in a way that does not allow follow-up attacks when counter-hitting, and also reduced the return.

 

Leroy

  • 3+4
    • During “Hermit”, a low parry is automatically performed against the opponent’s low attack. However, the low parry was not performed against some characters. This issue is now fixed.

 

Fahkumram

  • During Rage uf+3+4
    • It was a move that could cause high damage by hitting the downed opponent who hit a wall and just before being able to do ukemi. Since the total damage of the aerial combo using the wall was very high, the damage of the first attack is now changed from “35” to “25”.
  • 1, 1
    • Because he has this move as well as other combinations starting with “1”, the opponent was unable to perform any action other than a standing block. We reduced the damage from “20” to “16”, and removed the reaction when being counter-hit, because we deemed that the attacks starting from “1” were too trong.
  • 1, 4
    • As a 10 frame combo move, the frame advantage upon hit was too outstanding compared with other characters. therefore, we changed the opponent’s reaction upon hit, and the frame advantage from +16 frames to +3 frames.
  • 3
    • As he was able to easily stop the opponent’s action with a long reach poke attack, we added 3 frames to the delay to change the frame advantage when blocked from -6 frames to -9 frames, and the frame avantage upon hit from +5 frames to +2 frames.

Source: Bandai Namco



Related Posts


Comments

No comments found.

Leave a Comment

Your email address will not be published.

Close Bitnami banner
Bitnami