c7

Latest release: v0-beta3

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.

This mod does not profess to “recreate real TEKKEN” or any such nonsense. All TEKKEN is real TEKKEN, and there is much to love about all the official releases, including TEKKEN 8. This is merely another version of the game that I hope you will enjoy.

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.

It is highly recommended that you install the Fast Stage Loading mod. This substantially reduces loading times, even online (assuming both players have it installed).

Tentative future plans include a custom matchmaker, lobby system, and/or ranked system.

v0

Starting off small just for proof of concept.

v1

This patch isn’t finished yet. It 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 most stance and WS buttons for now as they’re 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 or substantially less reward.
  5. Wall crush on block. Almost all removed. This mechanic should be used to nerf wall splats. 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 c7 easier. In particular this is for block and hit frames.

I’ve seen some confusion as to why jab strings, m4, and generic d+4 are being nerfed, so here’s an elaboration.

If fast moves are too strong, it’s hard for slow moves to be useful without making them ridiculous. By slightly reducing the effectiveness of these moves, the design space for slower moves opens up dramatically, which allows a greater range of moves with a wider variety of properties to be more than just random knowledge checks or yolo buttons. This will open up a lot more breathing room to work with for v2.

We can observe in TEKKEN 8 that despite fast moves being nerfed, and despite that game having far more ridiculous big buttons, jab strings and m4 are still powerful options. They are just slightly less dominant.

It’s only generic d+4 which is perhaps too weak at -4/-15. It’s hard to say without extensive playtesting. Currently I expect that -3/-14 is the sweet spot, but it’s better to start off at -4/-15 since that will better match what players are currently used to from TEKKEN 8. If c7 started with d+4 at -3/-14, and this was later deemed too strong, then people would have to unlearn and relearn that muscle memory twice. Whereas doing it the other way round would only involve one relearning. The only thing I can say for sure is that -2/-13 is far too strong, and that’s before taking the low parry nerf into account.

(Prospective changes for next patch. Very incomplete.)

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

Universal

Akuma

Alisa

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.

Armor King

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.

Bob

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.

Claudio

Devil Jin

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.

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.

Eliza

Fahkumram

Feng

Ganryu

Geese

Gigas

Heihachi

Hwoarang

Jack-7

Jin

It would be less of a nerf if Jin’s m4 were kept safe with only a minicombo on CH, in line with other single hit m4. However, the combos off Jin’s m4 CH are notably technical, and removing that for a simple f,F+2 minicombo would be disrespectful. He may need some buffs in v2 since he’s been hit quite hard by this and the various other systemic changes.

Josie

Julia

Katarina

Kazumi

Kazuya

Kazuya is keeping his hellsweep vortex and the CH launch on f,F+4. I’m treating him as the limit of how degenerate oki loops can be.

There is a lot of potential in ws1+2, giving him a tracking mid in neutral that requires good execution. Its short range limits its use under pressure, which fixes the main problem with safe homing mids in general.

It also shows how wall crush can be a genuinely useful mechanic. If it were reverted to a tailspin that wall splats, it would be too dominant at the wall. There’d be little reason to do anything other than it and f+4.

The reason wall crush made this move feel so bad was that it also removed the CH knockdown. Without this, Kazuya takes a lot of risk in neutral (short range, requires deep wave dash cancel, potential CD.1 misinput), and the reward isn’t really there to justify it.

King

Kuma

Kunimitsu

Lars

Law

Lee

Lei

Lei has so many overtuned-on-paper moves that it’s hard to say what to do with him, since a lot of them (like 2,1) are also kind of jank and hard to use effectively. I could fix the jank and then tone them down, but then that would get rid of the charm. Outside of making his df+2 and key mixup tools weaker, he’s probably best left alone.

Leo

Leroy

Lidia

Lili

Lucky Chloe

Marduk

Master Raven

Paul

Sweep/Demoman

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.

It will also have the following systemic reworks that were cut from v1 to avoid bloating it too much:

Heihachi

With the nerf to generic d+4, Heihachi has no lows at all that aren’t launch on block. This can make it difficult to apply pressure vs someone hard committed to blocking or timer scamming. Giving him a weak but safer low should maintain his identity of having weak lows while addressing this specific issue. It will also demand more of the defender, since they’ll have to punish blocked lows more accurately.

  • New move, roughly i16 standing low, 9 damage, -1 on hit, -12 on block