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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

  • 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

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

 

Bryan

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

 

Feng

  • Shortened the recovery time after the move hits by 3 frames.

Forward Dash ()

  • Fixed an issue in which pressing ” +(button)” simultaneously during a forward dash would accidentally perform the move for “+(button)”

 

Dragunov

  • 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.

  • Made the move less likely to put you on the other side of the opponent, which would occur under certain conditions.

 

Alisa

During Rage 

  • 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 

  • Fixed an issue in which the second half of the move could not be performed while rising.

 

Gigas

  • Increased the lower range of the attack.

 

Nina

  • Increased the lower range of the attack.

 

Akuma

 and

  • 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.

 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

  • Changed the damage from 17 to 21.

 

Master Raven

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

 

Eddy

During Rage 

  • 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

  • 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.

  • 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.

  • 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

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

  • 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.

  • Changed the damage from 24 to 28.
  • Changed the move to a homing attack.

 

Anna

  • 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 

  • 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.

  • Fixed an issue in which the move’s properties differed when performing the move with “” than when performing the move normally.

  • 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

  • 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.

  • Fixed an issue in which the 2nd hit would be blocked if the 1st hit struck the opponent.

During Scarecrow stance 

  • Decreased the distance between the character and the opponent when the move lands as a counter hit.

 

Source: Bandai Namco

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