c7

Latest release: v0-beta3

(✓ is stuff that’s been implemented so far.)

c7 is a mod for TEKKEN 7 that redesigns movesets for every character. The goal is to make the game more fun for everyone, both new and experienced, roughly in line with design goals outlined in ReGrounded.

The mod works online if both players use it and should work with most other mods that don’t modify movesets. It also adds a tag to your display name to make coordinating with other players easier.

Highly tentative future plans include a better matchmaker and ranked system.

v0

Starting off small just for proof of concept.

Will use the above changes as target for proof of concept. More extended changes to come later if I can actually get a mod working.

v1

This patch will focus on the following systemic changes.

  1. CH launchers. In general, with some exceptions to maintain character identity, they are being removed, changed to minicombos, made unsafe, or made slower. This also applies to safe df+2, which are effectively CH launchers. Will leave stance and WS buttons for now as they are less accessible.
  2. Safe homing mids. These moves will be reworked to be more situational, rather than being strong and reliable high-coverage mixup buttons.
  3. Fast buttons. Jab strings (e.g. 1,2) and m4 often remove any reason to use other moves for their purposes. Jab strings will be brought in line with T8’s standard -3 on block due to 2 extra frames of recovery. m4 will be changed to CH minicombo or require a punishable string for full combo.
  4. Looping offense. Anything that leads to easily looped 50/50’s will have their situations adjusted to provide more counterplay to the defender.
  5. Wall crush on block. Almost all removed. This mechanic should used to nerf knockdown mids to not wall splat. As a block effect, it makes little sense outside of niche situations.
  6. Safe mid wall bounce. Almost all removed. Not interesting at all that it becomes the only mid worth using if opponent has back to the wall.
  7. Crouching lows. Crouching lows are often of a similar reward to standing lows but with lower risk. In many cases, this encourages avoiding standing lows entirely to avoid needing to enforce them, which simplifies all pressure for both players. Generic d+4 is the most egregious case of this, but others like Jin d+4 and Noctis d+3 also need addressing to encourage a broader game plan.
  8. Matching T8 numbers. Wherever there were reasonable changes in T8, we match those numbers to make switching beteween that and 7c easier. In particular this is for block and hit frames.

(Prospective changes for next patch. Very incomplete.)

Universal
  • Generic d+4 recovery (r32 → r34), changes block (-13 → -15) and hit frames (-2 → -4)
    • ✓ for: Anna, Armor King, Asuka, Bryan, Claudio, Devil Jin, Dragunov, Feng, Gigas, Heihachi
Akuma
  • ✓ 1,1 recovery (r18 → r20), changes block (-3 → -5) and hit frames (+4 → +2)
  • f+4 CH effect (combo → minicombo)
  • ✓ wr1 block effect (wall crush → nothing)
  • ✓ DFLIP.1 landing recovery on whiff (r8 → r16)
    • Matches the landing recovery of his other jumping light attacks
  • ✓ DFLIP.3 homing removed
Alisa
  • ✓ 1,2 recovery (r21 → r22), changes block (-2 → -3) and hit frames (+4 → +3)
  • ✓ 4 CH effect (combo → minicombo)
  • ✓ df+1,4 recovery (r28 → r30), changes block (-9 → -11) and hit frames (+5c → +3c)
  • ✓ df+2 startup (i16~17 → i17~18)
  • ✓ d+4 recovery (r34 → r30), changes block (-16 → -12) and hit frames (-5 → -1)
  • ✓ db+3 block frames (-12 → -14)
  • ✓ b+3 recovery (r38 → r33), changes block frames (-8 → -3)
  • ✓ b+3 startup (i20~22 → i23~25)
  • ✓ wr1 block effect (wall crush → nothing)
Anna

Anna is keeping a lot of obnoxious stuff like uf+1,3, f,F+3,4,3, df+1,2,3, df+4, and of course the FC mix. I’m treating her as the limit for how degenerate mixups and string situations are allowed to be.

  • ✓ 1,2 recovery (r20 → r22), changes block (-1 → -3) and hit frames (+5 → +3)
  • ✓ 4 CH effect (combo → minicombo)
  • ✓ df+1 damage (13 → 10)
  • ✓ df+1,2 block stun (18f → 16f), changes block frames (-3 → -5) and makes df+1,2,3 steppable
  • ✓ d+3,2 hit effect (combo → nosebleed)
  • ✓ d+3,2 damage (10 → 18)
  • ✓ d+3,2 blockstun (19f → 21f), changes block frames (-13 → -11)
  • ✓ b+4 damage (18 → 24)
  • ✓ b+4 hit effect (nothing → knockdown), matches CH effect
  • ✓ b+4 recovery (r26 → r28) and blockstun (19f → 17f), changes block frames (-9 → -13)
  • ✓ b+4 pushback on block decreased slightly (unsafe up close, safe at range)
  • ✓ qcf+1 recovery on whiff (r22 → r24)
Armor King
  • ✓ 1,2 recovery (r20 → r22), changes block (-1 → -3) and hit frames (+5 → +3)
  • ✓ 2,1 recovery (r19 → r21), changes block (-1 → -3) and hit frames (+7 → +5)
  • ✓ 4 CH effect (combo → minicombo)
  • ✓ b+1 recovery (r29 → r32), changes block (-7 → -10) and hit frames (+5 → +2)
    • Makes the CH combo require f+3+4 side switch
  • ✓ df+2 homing removed
  • ✓ df+2 recovery (r30 → r32), changes block (-12 → -14) and hit frames (+4 → +2)
  • ✓ df+2 active frames (i15~16 → i15), reduces range and tracking slightly
  • ✓ f,f,n+2 CH effect (combo → minicombo)
  • ✓ f,f,n+2 hitstun (40f → 38f), changes hit frames (+7 → +5)
Asuka

Asuka is keeping her safe df+2 and various other rule-breaking CH launchers such as m4, uf+3, and SS.4. This is intended to maintain her identity as being uniquely difficult to lock down.

  • ✓ df+2 recovery (r24 → r26), changes block frames (-6 → -8) and juggle difficulty
  • ✓ d+3+4 second hit blockstun (28f → 26f), changes block frames (-6 → -8)
  • ✓ db+1,2 CH effect (combo → nothing)
  • ✓ f,F+3 CH effect (combo → nothing)
  • ✓ SS.2 recovery (r27 → r31), changes block frames (-9 → -13)
Bob
  • ✓ 1,1 recovery (r20 → r22), changes block (-1 → -3) and hit frames (+5 → +3)
  • ✓ 4 CH effect (combo → nothing), will combo into 4,3
  • ✓ 4,3 damage (15,12 → 15,15)
  • ✓ df+2 CH effect (combo → minicombo)
  • ✓ df+2 damage (14 → 17)
  • ✓ db+3+4,4 hitstun when both hits connect (55f → 50f), changes hit frames (+8c → +3c)
  • ✓ uf+2,3,3+4 recovery (r24 → r25), makes wall combo less effective
  • ✓ ws1,2 CH effect (combo → nothing)
  • ✓ f,n,d,df+1 pushback on block reduced
  • ✓ f,n,d,DF+4,1+2 recovery (r38 → r44)
Bryan

Bryan is keeping the combo off his m4 since it’s extraordinarily difficult. However, to be more in line with the systemic changes, the string extensions (i.e. easy mode) are nerfed.

He’s also keeping CH effects that wouldn’t be okay for other characters, such as 1,2,1, 3+4, f+3, and qcb+3. I’m treating him as the limit for how many strong CH effects a char can have.

  • ✓ 1,2 recovery (r20 → r21), changes block (-2 → -3) and hit frames (+5 → +4)
  • ✓ 4,3 blockstun, changes block frames (-10 → -12)
  • ✓ 4,3,4 CH effect (combo → nothing)
  • ✓ 1+2,2 CH effect (combo → nothing)
  • ✓ 3+4 hit effect (knockdown → standing)
  • ✓ df+2,3 CH effect (combo → minicombo)
  • ✓ d+2,3 CH effect (combo → nothing)
  • ✓ f,F+4 CH effect (combo → nothing)
  • ✓ qcb+2,4 CH effect (combo → nothing)
  • ✓ qcb+3 CH effect (different knockdown), same as season 3 (I think?)
  • ✓ FC.df+4 CH effect (combo → minicombo)
Claudio
  • ✓ 1,2 recovery (r18 → r20), changes block (-1 → -3) and hit frames (+6 → +4)
  • ✓ 4,3 cancel detection end (23 → 17), makes it less delayable and CH confirm harder
  • ✓ 4,3 CH effect (combo → minicombo)
  • ✓ f+3 CH effect (combo → minicombo)
  • ✓ b+1 damage (25 → 20)
  • ✓ b+1 recovery (r32 → r34), affecting block frames (-5 → -7)
  • ✓ b+3,3 CH effect (combo → minicombo)
  • ✓ f,F+1+2 pushback on block reduced
  • ✓ wr2 block effect (wall crush → nothing)
Devil Jin
  • ✓ 1,1 recovery (r19 → r21), changes block (-1 → -3) and hit frames (+8 → +6)
  • ✓ 1,2 recovery (r20 → r22), changes block (-1 → -3) and hit frames (+7 → +5)
  • ✓ df+2 CH effect (combo → minicombo)
  • ✓ b+4 CH effect (combo → minicombo)
  • ✓ uf+4 damage (23 → 20)
  • ✓ uf+4 hit effect (wall crush → knockdown), same as season 4 (I think?)
  • ✓ f,n,d,DF+4 requires clean hit (1250 distance) to trip
  • ✓ f,n,d,DF+4,4 damage (10,28 → 7,25)
Dragunov

Dragunov’s d+2 is intentionally left rule breaking to maintain character identity. In future patches this may be revisited. It’s hard to tell how much stronger Dragunov will be with the v0 low parry nerf, so hard to know in which direction to change his mixups.

  • ✓ 2,1 recovery (r21 → r22), changes block (-2 → -3) and hit frames (+6 → +5)
  • ✓ uf+1 startup (i15 → i14)
  • ✓ f,F+3 block effect (wall crush → nothing)
  • ✓ ws3 hit effect (wall bounce → knockdown)
Eddy

Eddy is one of the hardest characters to figure out what to do with, since he has a lot of rule-breaking moves that are balanced by his other glaring weaknesses. My main issue with this is that “having a bad sidestep” makes no sense for a guy doing capoeira. He’ll require a more in depth look later.

  • ✓ b+2,3 blockstun (24f → 20f), changes block frames (-7 → -11)
  • ✓ b+3,3 hit effect (combo → +9s)
  • ✓ df+2 CH effect (combo → nothing)
  • ✓ uf+4 homing removed
Eliza
  • ✓ 1,1 recovery (r18 → r20), changes block (-3 → -5) and hit frames (+4 → +2)
  • ✓ 1,2 recovery (r20 → r22), changes block (-1 → -3) and hit frames (+5 → +3)
  • ✓ 4 CH effect (combo → minicombo), can still combo with EX divekick
  • ✓ d+4 CH effect (combo → minicombo), can still combo with EX divekick
  • ✓ f,F+3,3 startup (,i22~23 → ,i24~25), creates 3 frame gap with the high
Fahkumram
  • ✓ 1,2 recovery (r20 → r21), changes block (-2 → -3) and hit frames (+5 → +4)
  • ✓ 3+4 CH effect (combo → nothing)
  • ✓ 3+4 recovery (r33 → r31), changes block frames (-11 → -9)
  • ✓ b+1 hit effect (knockdown → minicombo)
Feng
  • ✓ 1,2 recovery (r20 → r22), changes block (-1 → -3) and hit frames (+7 → +5)
  • ✓ 1+2,(Successful parry) pushback on hit increased, makes f+1+2 harder to connect
  • ✓ df+2,2 hit effect (wall bounce → knockdown)
  • ✓ df+3 startup (i18~19 → i19~20)
  • ✓ qcf+1+2 blockstun (34f → 30f), changes block frames (+4c → +0c)
  • ✓ KNP.3 recovery on block, affects block frames (-16 → -19)
  • ✓ KNP.3 startup (i22~23 → i24~25)
Ganryu
  • ✓ 2,4 and d+4 CH effect (combo → minicombo)
  • ✓ df+2 startup (i16~17 → i17~18)
  • ✓ df+2 blockstun (19f → 18f), changes block frames (-11 → -12)
  • ✓ uf+2,1+2 CH effect (combo → nothing)
  • ✓ uf+2 recovery (31 → 34), changes block (-8 → -11) and hit frames (+5 → +2)
    • uf+2,3+4 recovery unchanged, so can evade punishers with it
Geese
  • ✓ 1,1 recovery (r19 → r21), changes block (-1 → -3) and hit frames (+6 → +4)
  • ✓ 4 CH effect (combo → minicombo)
  • ✓ f+4 pushback on block reduced, matches df+1,4 pushback
  • ✓ df+1,4 CH effect (combo → minicombo)
  • ✓ d+2 damage (13 → 11)
  • ✓ d+4 CH effect (combo → minicombo), can still combo with cancels
  • ✓ b+4,4 CH effect (combo → minicombo)
Gigas
  • ✓ uf+1+2 recovery (r27 → r15)
Heihachi
  • ✓ 1,1 recovery (19 → 21), changes block (-1 → -3) and hit frames (+8 → +6)
  • ✓ 1,2 recovery (20 → 22), changes block (-1 → -3) and hit frames (+7 → +5)
  • ✓ 1,2,4 CH effect (combo → minicombo)
  • ✓ 4 CH effect (combo → minicombo)
  • ✓ f+2,3 and f+3 CH effect (combo → nothing)
  • ✓ df+2 CH effect (combo → minicombo)
  • ✓ b+4 CH effect (combo → minicombo)
  • ✓ ws2 CH effect (combo → minicombo)
  • ✓ f,F+2 pushback on block reduced
  • ✓ f,n,d,df+4 CH effect (combo → minicombo), can still combo with extensions
Hwoarang
  • ✓ 1,2 recovery (20 → 22), changes block (-1 → -3) and hit frames (+7 → +5)
  • ✓ b+4 and RFF.b+3 blockstun (21f → 18f), changes block frames (-7 → -10)
  • ✓ b+4 and RFF.b+3 pushback on block reduced
  • ✓ f+1+2 CH effect (combo → minicombo)
  • ✓ df+2 blockstun (19f → 16f), changes block frames (-7 → -10)
  • ✓ df+2 pushback on block reduced
  • ✓ ws3 blockstun (25f → 20f), changes block frames (-7 → -12)
  • ✓ ws3 pushback on block reduced
  • ✓ f,n,d,df+3 hit effect (wall bounce → knockdown)
  • ✓ SS.4 CH effect (combo → +10 RFF), minicombo up close, no minicombo at tip
  • ✓ f,n,d,DF+4 and JFSR startup (i16 → i17)
  • ✓ RFS.df+4 CH effect (combo → minicombo)
  • ✓ RFS.df+4 damage (17 → 19)
Jack-7
  • ✓ f,F+1 damage (25 → 20)
  • ✓ f,F+4 damage (35 → 30)
  • ✓ hcf:df+1 (EMGF) damage (25 → 34)
  • ✓ ws2,1 CH effect (combo → minicombo)
Jin
  • ✓ 1,2 recovery (r20 → r21), changes block (-2 → -3) and hit frames (+3 → +2)
  • ✓ 1,2,4 CH effect (combo → minicombo)
  • ✓ 2,1 recovery (r20 → r22), changes block (-3 → -5) and hit frames (+6 → +4)
  • ✓ 4 CH effect (combo → minicombo)
  • ✓ 4 damage (18 → 20)
  • ✓ df+2 CH effect (combo → minicombo)
  • ✓ d+4 damage (11 → 9)
  • ✓ f,n,d,DF+4 requires clean hit (1400 distance) to trip
  • ✓ ZEN.3 CH effect (combo → minicombo)
Josie
  • ✓ 1,2 recovery (r20 → r22), changes block (-1 → -3) and hit frames (+7 → +5)
  • ✓ 4 CH effect (combo → minicombo)
  • ✓ 3+4 CH effect (combo → minicombo)
  • ✓ d+4 blockstun (-10 → -11)
  • ✓ f,F+4 CH effect (combo → nothing)
Julia
  • 1,2 recovery
  • ✓ 4 CH effect (combo → minicombo)
  • (Swift Step).2 CH (combo → minicombo)
  • b+1 CH effect (combo → minicombo)
  • b+1 damage (18 → 21)
  • ✓ f,F+1,4 CH effect (combo → minicombo)
  • ✓ d+4,1 and 4,4,1 hit effect (combo → minicombo)
Paul
  • WIP
  • ub+2 CH effect (combo → nothing)

v2

This patch will be less focussed, adding a lot of fun new stuff (not necessarily buffs), counterbalancing the previous patches that mostly removed or nerfed things. These changes intend to give characters a larger variety of tactics to use in battle, but with strong consideration to ensure that characters maintain their distinct identities. There are also some smaller changes to over or undertuned moves.

(Prospective changes for next patch. Extraordinarily incomplete. Highly likely to change. Might merge into v1 if I feel like one big patch is better.)