Tekken 7 Version 3.10 Patch Notes
The patch includes the DLC and character balance changes
By Choysauce • December 10, 2019

Bandai Namco has released the patch notes for Tekken 7 Version 3.10.
The patch includes the data for the new DLC 11 – 13 and battle adjustments for characters.
General Game Changes
- DLC
- DLC 11: Ganryu
- DLC 12: Leroy Smith
- DLC 13: Frame Data Display
- Expanded PRACTICE functionality
- In PRACTICE mode, the feature of Punishment Training specialized to punishment practice and more sample combos are added.
- Added new performance stats feature to PLAY STATS
- “Match-Up Win Rate (World)” has been added to the online Versus screen, allowing you to view win-rate data compiled from ranked matches worldwide for different match-ups.
- Added new customization items
- New character panels for Zafina and “Bearded Man Set” have been added.
- Added new illustration to GALLERY
- New TEKKEN 7 illustration have been added to the gallery.
Character Adjustments
King

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- Reduced the attack’s knockback to prevent the 2nd hit from missing when the 1st hit is blocked.
Yoshimitsu

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- Changed the damage from 12, 16 to 6, 22.
- Increased the lower range of the 2nd hit.
During Manji Dragonfly ![]()
- Changed the damage from 25 to 24.
- Increased the lower range of the attack.
- Changed the attack startup from frame 19 to frame 18.
Hwoarang

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- Fixed an issue in which the opponent could shorten the length they were stunned when hit by inputting the command to crouch.
Bryan

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- Increased the distance between the character and the opponent when the move hits the opponent while they’re down.
Feng

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- Shortened the recovery time after the move hits by 3 frames.
Forward Dash (![]()
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- Fixed an issue in which pressing ”
+(button)” simultaneously during a forward dash would accidentally perform the move for “
+(button)”
Dragunov

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- Delayed by 4 frames the timing at which you could shift to a special step from “

“
Lars

During Silent Entry ![]()
- Shortened the recovery time by 1 frame. This changes the frame advantage when blocked from -10 frames to -9 frames.
- Increased the lower range of the attack.
- Changed the move to a homing attack.
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- Made the move less likely to put you on the other side of the opponent, which would occur under certain conditions.
Alisa

During Rage ![]()
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- Fixed an issue in which the opponent’s attack would be counted as a counter hit if it landed before the Rage Art start-up animation began.
During Rage ![]()
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- Fixed an issue in which the second half of the move could not be performed while rising.
Gigas

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- Increased the lower range of the attack.
Nina

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- Increased the lower range of the attack.
Akuma

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and ![]()
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- Increased the recovery time by 1 frame.
- This changes the frame advantage from -13 frames to -14 frames when blocked, and from -5 frames to -6 frames when the move hits.
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and (while crouching) ![]()
- Increased the recovery time after the move misses by 5 frames.
- This changes the frame advantage from -4 frames to -9 frames when blocked, and from +7 frames to +2 frames when the move hits.
Bob

During Spinner Ball ![]()
- Fixed an issue in which the move’s properties would vary depending on the timing at which
was input
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- Changed the damage from 17 to 21.
Master Raven

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- Changed the opponent’s behavior when the move lands as a counter hit.
Eddy

During Rage ![]()
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- Increased the lower range of the attack.
- Made it more difficult to jump over the opponent when they are in a low stance.
During Negativa ![]()
- Decreased the distance between the character and the opponent when the move hits.
Lee

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- Shortened the recovery time by 3 frames.
- This changes the frame advantage from -4 frames to -1 frame when blocked, and from +3 frames to +6 frames when the move lands.
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- Fixed an issue in which the 2nd hit would be blocked if the 1st hit struck the opponent from the side or while they were crouching.
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- Increased the duration of the character’s crouching status by 3 frames.
- Decreased the distance between the character and the opponent when the move hits.
Miguel

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- Reduced the attack’s knockback to prevent the 2nd hit from missing when the 1st hit is blocked.
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- Shortened the recovery time by 2 frames when the move hits or misses. This changes the frame advantage when the move hits from +1 frame to +3 frames.
- Changed the opponent’s behavior when the move lands as a counter hit.
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- Changed the damage from 24 to 28.
- Changed the move to a homing attack.
Anna

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- Fixed an issue in which the move’s frame advantage when blocked would vary depending on if the opponent was standing or crouching.
While crouching ![]()
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- Reduced the attack’s knockback and decreased the distance between the character and opponent when the move hits.
Lei

During Rage, during Snake ![]()
During Rage, during Dragon ![]()
During Rage, during Panther ![]()
During Rage, during Tiger ![]()
During Rage, during Crane ![]()
- Fixed an issue in which Rage would be consumed before the move was performed if the command was input in advance while shifting stances.
During Rage, during Panther ![]()
- Decreased the distance between the character and the opponent when the 1st hit lands.
- Changed the opponent’s behavior when the 2nd hit lands.
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- Fixed an issue in which the move’s properties differed when performing the move with “


” than when performing the move normally.
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- Fixed an issue in which the length of stun inflicted by the 4th hit differed when it 1st hit was a normal hit than when it would land as a counter hit.
Zafina

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- Shortened the recovery time by 2 frames.
- This changes the frame advantage from -4 frames to -2 frames when blocked, and from +5 frames to +7 frames when the move lands.
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- Fixed an issue in which the 2nd hit would be blocked if the 1st hit struck the opponent.
During Scarecrow stance ![]()
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- Decreased the distance between the character and the opponent when the move lands as a counter hit.
Source: Bandai Namco