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.
- Universal low parry uses screw
-
Akuma jab whiff recovery (r14 → r17)
- Matches whiff recovery of generic jab.
- Doesn’t affect recovery on hit or block, so still better than generic jabs in juggles.
- These 3 frames are likely missing originally to compensate for the 3 frames of hitstop, which exist to make it feel more like a Street Fighter button.
-
Akuma Gohadouken (e.g. qcf+1) hitstun (32f → 30f)
- Changes max frame advantage after FADC (+15 → +13).
- Makes various moves (e.g. d+2 and d+3) no longer safe launchers with one bar.
- Unsafe launcher is still possible with one bar using EX Tatsu (qcb+3+4).
- Safe launcher is still possible with two bars (e.g. confirm +10 FADC into jab EX Tatsu).
- Does not apply to Shakunetsu Hadoken (e.g. hcb+1) hitstun, so max damage combos are unaffected.
- Akuma b+2 CH effect (combo → nothing)
- Akuma b+2 damage (18 → 21)
- Akuma b+2 block frames (-9 → -5)
- Eliza jab whiff recovery (r14 → r17)
- Feng b+4 damage (14 → 10)
- Feng d+2 CH effect (minicombo → nothing)
- Feng ws1 block frames (-1 → -4)
- Geese jab whiff recovery (r14 → r17)
-
Kunimitsu 2,2 recovery (r26 → r33) and hitstun (32f → 35f)
- Changes block frames of 2,2 (-6 → -13)
- Changes hit frames of 2,2 (+5 → +1)
- Changes hit frames of 2,2,1+2 (+5 → +8)
- Block frames of 2,2,1+2 unaffected
- Keeps the move’s strengths in place (high coverage and damage, threat of KAT moves vs counter attacks), while allowing more serious counterplay to 2,2 spam.
-
Kunimitsu db+2,4,2 damage (15,15,21 → 11,12,24)
- Reduces the effectiveness of db+2,4 as a mixup and db+2 as a ground hitting mid, while keeping the whole string effective as a wall combo.
- Marduk d+3 damage (18 → 11)
- Noctis f,F+1+2 CH effect (combo → minicombo)
- Zafina f,F+3 startup (i20~22 → i22~24)
- Zafina ws1,2 block frames (-13 → -15)
v1
- 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.
- Safe homing mids. These moves will be reworked to be more situational, rather than being strong and reliable high-coverage mixup buttons.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Universal
- Can sidestep into foreground when recovering from crouch
-
Can buffer sidewalk when recovering in both standing and crouch
-
This implementation is similar to TEKKEN 8 Season 2, but the input sequence and input window are slightly stricter. Don’t expect exactly the same behavior.
-
For Master Raven, the input window for sidewalk into foreground is shorter (17 → 12). This is to avoid it clashing with various snake dash techniques.
-
-
Generic d+4 recovery (r32 → r34)
- Changes block frames (-13 → -15)
- Changes hit frames (-2 → -4)
Akuma
-
1,1 recovery (r18 → r20)
- Changes block frames (-3 → -5)
- Changes 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
-
EX.qcb+3+4 damage (10,10,10,20 → 10,6,6,15)
- Changes total damage (37 → 27)
Alisa
-
1,2 recovery (r21 → r22)
- Changes block frames (-2 → -3)
- Changes hit frames (+4 → +3)
- 4 CH effect (combo → minicombo)
-
df+1,4 recovery (r28 → r30)
- Changes block frames (-9 → -11)
- Changes hit frames (+5c → +3c)
- Changes CH frames (+11d → +9d)
- df+2 startup (i16~17 → i17~18)
-
d+4 recovery (r34 → r30)
- Changes block frames (-16 → -12)
- Changes hit frames (-5 → -1)
-
db+3 recovery (r31 → r32)
- Changes block frames (-12 → -13)
- Changes hit frames (-1 → -2)
- Changes CH frames (+4 → +3)
-
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 frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 4 CH effect (combo → minicombo)
- df+1 damage (13 → 10)
-
df+1,2 blockstun (18f → 16f)
- Changes block frames (-3 → -5)
- Makes df+1,2,3 steppable on block
- Also applies to ws1,2 blockstun
- 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 frames (-1 → -3)
- Changes hit frames (+5 → +3)
-
2,1 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+7 → +5)
- 4 CH effect (combo → minicombo)
-
b+1 recovery (r29 → r32)
- Changes block frames (-7 → -10)
- Changes hit frames (+5 → +2)
- Makes the CH combo require f+3+4 side switch
- b+2,1,2 damage (10,8,20 → 10,8,10)
- df+2 homing removed
-
df+2 recovery (r30 → r32)
- Changes block frames (-12 → -14)
- Changes 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)
- Makes juggles a bit harder
-
d+3+4 2nd 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 frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 1,2 CH effect (combo → minicombo)
- 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 damage (16 → 14)
- Changes f,n,d,DF+4,1+2 total damage (33 → 31)
- f,n,d,DF+4,1+2 opponent falls faster after immediate wall splat
- 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 frames (-2 → -3)
- Changes hit frames (+5 → +4)
-
4,3 blockstun (19f → 17f)
- 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), should be same as season 3
- FC.df+4 CH effect (combo → minicombo)
Claudio
-
1,2 recovery (r18 → r20)
- Changes block frames (-1 → -3)
- Changes 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)
- Changes 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 frames (-1 → -3)
- Changes hit frames (+8 → +6)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes 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), should be same as season 4
- 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.
-
1,2 recovery (r28 → r29)
- Changes block frames (-9 → -10)
- Changes hit frames (+2 → +1)
-
2,1 recovery (r21 → r22)
- Changes block frames (-2 → -3)
- Changes 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 frames (-3 → -5)
- Changes hit frames (+4 → +2)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 1,2,4 CH effect (combo → minicombo), can still combo with EX divekick
- 4 CH effect (combo → minicombo), can still combo with EX divekick
- d+4 CH effect (combo → minicombo), can still combo with EX divekick
- b+2,3 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 frames (-2 → -3)
- Changes 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)
- FC.df+3,2 opponent falls faster after immediate wall splat
-
FC.df+3,2 recovery when 1st hit connects vs standing opponent (r36 → r49)
- Also affects df+1,[4~3],2 and f,F+[4~3],2
Feng
- 1,1 CH effect (combo → minicombo)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+7 → +5)
-
1+2,(Successful parry) pushback on hit increased
- Makes f+1+2 harder to connect for combo
- 1,3 CH effect (minicombo → nothing)
- 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 (r34 → r37)
- Changes block frames (-16 → -19)
- KNP.3 startup (i22~23 → i24~25)
Ganryu
- 2,4 and d+4 CH effect (combo → minicombo)
-
df+2 blockstun (19f → 18f)
- Changes block frames (-11 → -12)
- df+2 startup (i16~17 → i17~18)
- uf+2,1+2 CH effect (combo → nothing)
-
uf+2 recovery (31 → 34)
- Changes block frames (-8 → -11)
- Changes hit frames (+5 → +2)
- uf+2,3+4 recovery unchanged, so can evade punishers with it
Geese
-
1,1 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes 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
With the nerf to generic d+4, Heihachi has no lows at all that aren’t launch on block. This would make it difficult to apply pressure vs someone hard committed to blocking or timer scamming. Given this, I felt a rework on his Hellsweep would be appropriate.
Previously, his Hellsweep had three functions:
- A reaction check. If you can’t react to the mid/low extension mixup, the payoff is insane, to the point where Heihachi would without a doubt be top 1.
- A CH tool to complement his CH mids, so that no matter what, if you get interrupted vs Heihachi, you’re going to die, becuase even the lows kill you on counter hit.
- His best mixup option away from the wall, assuming the opponent can react somewhat to db+2.
This is a nicely incongruent set of functions, making it an imperfect but essential tool, so I am hesitant to touch it.
Still, I have a bit of an issue with the first point. You can’t say, “Oh, that’s reactable, it’s fake,” and end your analysis there, because reaction checks are not binary. Some people can react some of the time, depending on context, and if it’s made easier more people can react more often, but never can all people react all of the time.
When we look at a slow move (e.g. Heihachi’s db+2) and determine it’s balanced because it’s so slow, defenders being able to block it on reaction is only one reason of many that we’d say that. Being slow also means it’s more likely to be interrupted, crushed, or evaded. So slow moves can be given stronger properties not just because they can be blocked on reaction, but also because these other factors are involved.
However, with Heihachi’s Hellsweep, it’s just a reaction check. If you pass, the mix is too weak. If you fail, the mix is too strong. There’s no chance to interrupt, crush, or evade the reaction check because it’s a string situation.
This rework attempts to keep those three functions in place while also adding more layers to the mindgame and making it safer overall as a mixup button, such that he could use it to force a defender to do something, but he still can’t get much reward against tight defense.
-
1,1 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+8 → +6)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes 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+1 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+9 → +7)
- 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 rework
- f,n,d,df+4 active frames (i16~17 → i16)
-
f,n,d,df+4 remove added tracking
- Should be stepped in roughly the same way as Devil Jin and Kazuya hellsweeps
-
f,n,d,df+4 hitstun (41f → 37f)
- Changes hit frames (+8c → +4c)
- f,n,d,df+4 CH effect (combo → minicombo), can still combo with extensions
-
f,n,d,df+4 blockstun (19f → 15f), stagger removed
- Changes block frames (-23 → -18)
- Allows defender to beat f,n,d,df+4,df+4 with standard hopkick
-
f,n,d,df+4,n+4 cancel start frame (16f → 21f)
- Can be interrupted by i13 after blocking 1st hit
- Can be evaded by SSR after blocking 1st hit
- Adds a 4 frame window to fuzzy guard with the low
-
f,n,d,df+4,df+4 stagger (r29 → r42)
- Changes block frames (-10 → -23)
Hwoarang
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes 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)
-
RFS.d+4,3 damage (14,25 → 14,22)
- Changes total damage (32 → 30)
- RFS.d+4,3 opponent falls faster after immediate wall splat
Jack-7
-
2,1 recovery (r27 → r28)
- Changes block frames (-2 → -3)
- Changes hit frames (+3 → +2)
- df+1,1 CH effect (combo → minicombo)
- f,F+1 damage (25 → 20)
- f,F+4 damage (35 → 27)
- hcf:df+1 (EMGF) damage (25 → 32)
- ws2,1 CH effect (combo → minicombo)
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.
-
1,2 recovery (r20 → r21)
- Changes block frames (-2 → -3)
- Changes hit frames (+3 → +2)
- 1,2,4 CH effect (combo → minicombo)
-
2,1 recovery (r20 → r22)
- Changes block frames (-3 → -5)
- Changes hit frames (+6 → +4)
-
4 recovery on block (r39 → r40)
- Changes block frames (-9 → -10)
- 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 frames (-1 → -3)
- Changes 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
-
1,1 recovery (r27 → r28)
- Changes block frames (-9 → -10)
- Changes hit frames (+2 → +1)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 4 CH effect (combo → minicombo)
-
df+3+4 damage (10,20 → 8,15)
- Reduces damage of pickup combos by 5
- d+4,1 and 4,4,1 hit effect (combo → minicombo)
- f,F+1,4 CH effect (combo → minicombo)
- (Swift Step).2 CH (combo → minicombo)
-
(Wind Roll).1 CH (combo → minicombo)
- Can still combo with very difficult df+3+4 pickup
Katarina
-
1,1 recovery (r20 → r21)
- Changes block frames (-2 → -3)
- Changes hit frames (+4 → +3)
-
1,1,F recovery (r19 HAR → r21 HAR)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 1,1,2 CH effect (combo → minicombo)
- 4 CH effect (combo → +8s), combos with extensions
- 4,4 damage (15 → 10)
-
4,4 recovery (r26 → r29)
- Changes hit frames (+4 → +1)
- Recovery on block was already r29, so block frames are unchanged
- d+2 CH effect (combo → minicombo)
- b+4 CH effect (combo → nothing)
-
b+4 recovery (r33 → r32)
- Changes block frames (-15 → -14)
- Changes hit frames (+8 → +9)
Kazumi
- 4 CH effect (combo → minicombo)
- 4 damage (15 → 18)
- FLY.1+2 block effect (wall crush → +8)
-
FLY.4,2 opponent falls faster after immediate wall splat
- Doesn’t happen during juggles
-
FLY.4,2 recovery on hit (r36 → r42)
- Recovery during juggles unchanged
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.
-
1,1 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+8 → +6)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 4 CH effect (combo → minicombo)
- b+4 CH effect (combo → minicombo)
- ws1+2 CH effect (nothing → minicombo)
King
-
1,2 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+6 → +4)
- Recovery on hit during juggles unchanged
-
2,1 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+7 → +5)
- 4 CH effect (combo → minicombo)
- f+4 homing removed
-
df+2,1 pushback on hit increased
- Should make it so there’s nothing guaranteed, but very strong oki
-
d+4 damage (7 → 9) and FC.4 damage (10 → 12)
- Damage matches Armor King, more than generic d+4 since it’s slower
- Frames match generic d+4
- King no longer has special frame advantage on FC.4
-
b+1 recovery (r27 → 29)
- Changes block frames (-8 → -10)
- Changes hit frames (+3 → +1)
- f,F+1 CH effect (combo → minicombo)
Kuma
-
f+1+2 blockstun (23f → 25f)
- Changes block frames (-15 → -13)
- df+1+2 CH effect (combo → nothing)
- b,f+2 hit effect (combo → knockdown)
- b,f+2 CH effect (nothing → combo)
Kunimitsu
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
-
1,2,4 cancel detection end (15 → 13)
- Makes it less delayable and CH confirm harder
-
df+1,2 recovery
- Changes block frames (-10 → -12)
- Changes hit frames (+1 → -1)
- df+1,3 CH effect (combo → minicombo)
- b+3,4 damage (10,23 → 8,21)
- b+3,4 opponent falls faster after immediate wall splat
- f,F+2 damage (24 → 22)
-
f,F+2 recovery (r30 → r34)
- Changes block frames (-10 → -14)
- FC.df+3 damage (20 → 14)
- BT.d+2 CH effect (combo → minicombo), same knockdown but with more pushback
-
SET.2 recovery (r30 → r32)
- Changes block frames (-9 → -11)
- Changes hit frames (+12g → +10g)
- SET.3 CH effect (combo → minicombo)
Lars
- 1,1 recovery (r29 → r28)
-
1,1 blockstun (22f → 19f)
- Changes block frames (-8 → -10)
- Changes hit frames (+0 → +1)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+7 → +5)
- 2,1,4 CH effect (combo → minicombo)
- db+4 CH effect (combo → minicombo)
- b+2,1 CH effect (combo → minicombo)
- f,F+1+2 CH effect (combo → minicombo)
- ws2,1 CH effect (combo → minicombo)
-
FC.df+1+2 recovery (r31 → r30) and hitstun (32f → 35f FC)
- Changes block frames (-12 → -11)
- Changes hit frames (+1 → +5c)
Law
-
1,2 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+6 → +4)
- 4 CH effect (combo → +9s), combos with extensions
-
df+2 blockstun (19f → 16f)
- Changes block frames (-7 → -10)
- FC.df,d,DF+3 damage (22 → 20)
Lee
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 2,1,3 CH effect (combo → minicombo)
- 2,1,1 CH effect (combo → minicombo)
- 4 CH effect (combo → +7s), combos with extensions
- 4,4 pushback on block reduced
-
4,4 recovery (r23 → r29)
- Changes block frames (-5 → -11)
- Changes hit frames (+6 → +0)
- 4,4,4 removed
- d+4,n+4 series, same changes as above to 4 series
- 1+2 CH effect (combo → nothing)
-
df+2 blockstun (19f → 16f)
- Changes block frames (-7 → -10)
-
b+4 recovery (r20 → r24)
- Changes block frames (-3 → -7)
- Changes hit frames (+7 → +3)
- Recovery on hit in juggles unchanged, so b+4 enders are the same
-
b+4,3 recovery (r19 HMS → r22 HMS)
- Changes block frames (-2 → -5)
- Changes hit frames (+8 → +5)
-
f,F+4 recovery (r23 → r25)
- Changes block frames (-5 → -7)
- Makes combo a bit harder
- FC.df,d,DF+3 damage (22 → 20)
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.
-
1 hitbox location (0xC0D000D → 0xD)
- Should reduce tracking performance to Lei’s right
- Also affects b+1
-
2 hitbox location (0x8090009 → 0x9)
- Should reduce tracking performance to Lei’s right
-
1,2 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+6 → +3)
-
1,1,F delay transition by 2 frames
- Changes hit frames (+6 → +4)
- Changes block frames (-5 → -7)
-
4 CH effect (combo → minicombo)
-
df+2 blockstun (19f → 16f)
- Changes block frames (-7 → -10)
-
df+3 homing removed
-
df+3 recovery (r29 → r25)
-
d+4 damage (10 → 8)
-
db+4 damage (10 → 8)
- Changes db+4,4 total damage (31 → 29)
- Matches damage of other Rave Spin inputs
-
db+4,4 opponent falls faster after immediate wall splat
-
db+4,4 pushback increased on airborne hit
-
db+4,4 recovery on hit (r32 → r43)
- All db+4,4 changes also apply to BT.d+4,4, FCD.[3~4],4, and PLD.3,4
-
b+2,4 CH effect (combo → minicombo)
-
SNA.4,1 recovery (r29 → r26)
-
SNA.4,1 hitstun (32f → 29f)
- Changes block frames of SNA.4,1 (-9 → -6)
- Changes hit frames of SNA.4,1,F (+6 → +3)
-
SNA.4,1,F movement options available at same time as attacks
- Should now match df+1+2,F on hit, but with standing opponent
-
TGR.2,2 CH effect (combo → minicombo)
Leo
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+7 → +5)
- 1,4 CH effect (combo → nothing)
-
1,4 recovery (r23 → r25)
- Changes block frames (-4 → -6)
- Changes hit frames (+5 → +3)
- 4 CH effect (combo → minicombo)
-
df+3 rework
- Damage (22 → 20)
- Block frames (-9 → -11)
- CH effect (extended knockdown → minicombo)
-
df+2+3 rework
- Startup (i21~22 → i18~19)
- CH effect (combo → removed)
- Recovery on whiff (r30 → r26), matches recovery on hit
- d+1 CH effect (combo → minicombo)
-
db+4 rework
- Startup (i20~22 → i23~25)
- Block effect (stagger → nothing), now -14
-
Hit effect (knockdown → nothing), now +0
- db+4,1 no longer natural combo
- CH effect (combo → minicombo)
- Crouch status (cs10~ → cs9~)
- Clean hit removed
- db+4,1 block frames (-16 → -14), some pushback
- b+4,1+2 block frames (-12 → -15)
- f,F+4,3,4 CH effect (combo → minicombo)
-
FC.df+3 rework
- Startup (i21~23 → i24~25)
- Block effect (stagger → nothing), now -13
- CD.3+4 CH effect (combo → nothing)
- BOK.3 block effect (wall crush → nothing)
Leroy
-
1,1 recovery (r27 → r28)
- Changes block frames (-9 → -10)
- Changes hit frames (+2 → +1)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
-
b+4 rework
- Recovery (r31 → r26 HRM)
-
Blockstun (24f → 22f)
- Changes block frames (-9 → -6 HRM)
-
Hitstun (37f → 34f)
- Changes hit frames (+5 → +6 HRM)
- Pushback on hit reduced
-
db+3 damage (12 → 10)
- Changes db+3,1+2 total damage (29 → 27)
- db+3,1+2 opponent falls faster after immediate wall splat
- db+3,1+2 recovery (r39 → r49)
- db+4 damage (13 → 11)
- f,F+4,2 CH effect (combo → minicombo)
- FC.df+4,1 damage (14,15 → 14,20)
- FC.df+4,1 hit effect (combo → minicombo)
Lidia
- 1,1 CH effect (combo → minicombo)
-
1,2 recovery (r20 → r21)
- Changes block frames (-2 → -3)
- Changes hit frames (+5 → +4)
- f+4,3,4 CH effect (combo → minicombo)
- df+1,3 CH effect (combo → minicombo)
- df+1,3 damage (17 → 20)
- b+2,3 CH effect (combo → minicombo)
Lili
-
1,2 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+8 → +6)
- f+3 CH effect (combo → minicombo)
- db+3 homing removed
- b+1 blockstun (22f → 20f)
-
b+1,F recovery (r20 DEW → r21 DEW)
- Changes b+1,F block frames (+1 → -2)
- f,F+3 hit effect (combo → minicombo)
-
f,F+3,3+4 active frames (,i27~28 → ,i27~29)
- Makes it combo properly when 1st hit connects
- SS.1+2 CH effect (combo → minicombo)
-
DEW.1 recovery (r30 → r27)
- Changes block frames (-12 → -9)
- Changes hit frames (-1 → +2)
- DEW.1,2 CH effect (combo → minicombo)
Lucky Chloe
- 3 damage (14 → 10)
-
3 recovery (r26 → r30)
- Changes block frames (-7 → -11)
- Changes hit frames (+4 → +0)
- Changes CH frames (+9 → +5)
-
3,B recovery (r34 BT → r28 BT)
- Changes block frames (-15 → -9)
- Changes hit frames (-4 → +2)
- Changes CH frames (+1 → +7)
-
3,4 recovery (r33 → r35)
- Changes block frames (-14 → -16)
- Changes hit frames (+17a → +15a)
-
d+4 damage (7 → 8)
- Also has universal change to d+4 making it -15
- df+3,2 CH effect (combo → minicombo)
- FC.4 damage (10 → 11)
- FC.df+1 CH effect (combo → minicombo)
- SS.4 CH effect (combo → minicombo)
Marduk
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- Also affects df+3,1,2
-
1,2,f+1 CH effect (combo → minicombo)
- Also affects df+3,1,2,f+1 CH
- 4 CH effect (combo → minicombo)
-
4 recovery (r24 → r26)
- Changes block frames (-5 → -7)
- Changes hit frames (+6 → +4)
-
df+1 blockstun (19f → 18f)
- Changes block frames (-13 → -14)
- df+4,1+2 CH effect (combo → minicombo)
-
d+1+2 blockstun (26f → 24f)
- Changes block frames (-12 → -14)
- Also affects 2,d+1+2
-
f,F+3,2 blockstun (21f → 19f)
- Changes block frames (-14 → -16)
- b+2 CH effect (combo → minicombo)
-
b+4 active frames (i14~15 → i14)
- Makes it more consistently steppable to Marduk’s left
- db+2 CH effect (combo → minicombo)
- db+3,1 CH effect (combo → minicombo)
- ws1,2 CH effect (combo → minicombo)
- VTS.d+1+2 opponent falls faster after immediate wall splat
- VTS.d+1+2 pushback increased on 2nd hit
- VTS.d+1+2 recovery (r39 → r46)
Master Raven
-
1 hitbox location (0xC2B000D → 0xC0D)
- Should reduce tracking performance to Master Raven’s right
-
1,1 recovery (r28 → r29)
- Changes block frames (-9 → -10)
- Changes hit frames (+2 → +1)
-
1,2 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+6 → +4)
- f+3,2 CH effect (combo → minicombo)
-
df+1 active frames (i14~15 → i14)
- Makes it more consistently steppable to Master Raven’s right
- b+2,2,3 CH effect (combo → minicombo)
-
uf+3+4 recovery (r34 → r31)
- Changes block frames (-17 → -14)
- Recovery on hit unaffected
-
uf+3+4,4 CH effect (combo → minicombo)
- Also affects uf+3+4,f+4 CH effect
-
qcf+1 blockstun (24f → 22f)
- Changes block frames (-9 → -11)
- Changes qcf+1,3+4 block frames (-2 → -4)
- Makes qcf+1,2 easier to step when delayed
- qcf+1,2 CH effect (combo → minicombo)
- ws2 damage (17 → 14)
-
FC.df+3+4 damage (17 → 13)
- Changes FC.df+3+4 b+3 total damage (35 → 31)
- Changes FC.df+3+4,4 total damage (38 → 34)
- BT.1+2 hit effect (wall crush → minicombo), should be same as season 4
Miguel
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 4 CH effect (combo → minicombo)
- 1+2,1+2 CH effect (combo → minicombo)
-
b+1 recovery (r28 → r31)
- Changes block frames (-9 → -12)
- Changes hit frames (+2 → -1)
- Also affects b+1,F
- f+4 blockstun (27f → 24f)
- f+4 hitstun (40f → 32f), less pushback
- f+4 homing removed
-
f+4 recovery (r33 → r27)
- Also affects f+4,F
- Changes hit frames (+6 → +4)
- Changes block frames (-7 → -4)
- f+4,2 startup (i33~34 → i31~32)
- f+4,2 CH effect (combo → minicombo)
- df+1,1,2 CH effect (combo → minicombo)
- df+4,1,1 CH effect (combo → minicombo)
- b+2,2 CH effect (combo → nothing)
- f,F+3 homing removed
-
f,F+3 recovery (r34 → r28)
- Changes block frames (-9 → -3)
-
SAV.b+1 active frames (i14~15 → i14)
- Makes it more consistently steppable to Miguel’s right
- SAV.b+1 homing removed
- SAV.b+1,4 CH effect (combo → minicombo)
-
SAV.1 hitstun (27f → 30f)
- Changes hit frames (+6 → +9)
-
SAV.1,4 cancel start frame (13 → 17)
- Delays the string, making it steppable after blocking 1st hit
- SAV.4 CH effect (combo → nothing)
Negan
The unusually strong tracking on Negan’s jab and df+1 arise from a combination of generous hitbox locations and atypical animations. Although neither are unusual on their own, together you get high coverage, low-risk buttons that dominate every other option. It’s unlikely this was ever intended, but it’s also what Negan ended up being “known for” by top players. He might be overnerfed after these changes, but that can be addressed later with changes that better lean into his aesthetic design. But it’s hard to say since almost his entire kit went unused by top players due to how dominant these moves were.
-
Jab hitbox location (0x0C2B000D → 0x0C0D)
- Should reduce tracking performance to Negan’s right
-
1,2,4 cancel detection end (23 → 19)
- Removes the delay, making it harder to confirm and less of a CH threat
-
df+1 hitbox location (0x0B27000D → 0x27)
- Should reduce tracking performance to Negan’s right
- db+1+2 CH effect (combo → minicombo)
- b+1,2 CH effect (combo → minicombo)
- uf+4 CH effect (combo → nothing)
Nina
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
-
1,2,4 CH effect (combo → minicombo)
- Also affects 2,4 and df+1,2,4 and df+3,2,4
- 4 CH effect (combo → minicombo)
-
4 recovery on hit (r22 → r28), matches regular recovery
- Changes hit frames (+8 → +2)
- 4 recovery on CH (r28 → r31)
-
f+2,1 cancel detection end (22 → 13)
- Makes it less delayable and CH confirm harder
- f+2,1,4 CH effect (combo → nothing)
- f+2,1,2 CH effect (combo → minicombo)
- df+1 damage (13 → 10)
-
df+2 blockstun (19f → 16f)
- Changes block frames (-7 → -10)
- d+2,3 CH effect (combo → minicombo)
- d+3,2 hit effect (combo → nosebleed)
- d+3,2 damage (10 → 18)
-
d+3,2 blockstun (19f → 21f)
- Changes block frames (-13 → -11)
- db+2 CH effect (combo → nothing)
- db+2 damage (20 → 24)
-
db+4,3 active frames (i27~28 → i28) and recovery (r65 → r62)
- Changes block frames (-17 → -13)
- db+4,3 hit effect (combo → minicombo)
-
db+4,3 hitbox location (0x13 → 0xF13)
- Keeps hitbox roughly the same given new active frames
- b+1,4 CH effect (combo → minicombo)
- b+2,2,2 CH effect (combo → nothing)
- b+3,4 CH effect (combo → nothing)
-
uf+2 blockstun (19f → 17f)
- Changes block frames (-10 → -12)
- Makes uf+2,1 easier to step after blocking 1st hit
-
f,F+1+2 hit effect (wall bounce → knockdown)
- Charged version still has wall bounce
-
qcf+2 recovery (r32 → r35)
- Changes block frames (-8 → -11)
- ws4 remove added tracking when performed from crouch dash
- ws4,3 CH effect (combo → nothing)
- ws4,3 damage (24 → 20)
- FC.df+4 CH effect (combo → nothing)
- FC.df+4 damage (20 → 14)
- SS.4 CH effect (combo → minicombo)
-
OTG.d+3+4 add extra tick of damage when Nina digs her heel in
- Changes total damage (16 → 22)
- Doesn’t happen vs Bryan
Noctis
-
1,2 recovery (r21 → r22)
- Changes block frames (-2 → -3)
- Changes hit frames (+6 → +5)
-
2,2,f+2 cancel start frame (18 → 20)
- Delays the string, making it easier to step after blocking 2nd hit
- 2,2,f+2 CH effect (combo → minicombo)
- d+2 damage (15 → 17)
- d+2,2 CH effect (combo → minicombo)
-
d+4,1,1+2 damage (9,20,25 → 9,14,21)
- Changes clean hit total damage (39 → 32)
- Changes d+4,1:1+2 clean hit total damage (41 → 36)
- db+1,1+2 remove tracking from 3rd hit
- db+4 damage (9 → 15)
- uf+1 CH effect (combo → minicombo), can still combo in niche cases
- ws2,2 CH effect (combo → minicombo)
Paul
-
1,2 recovery (r19 → r21)
- Changes block frames (-1 → -3)
- Changes hit frames (+6 → +4)
- 2,3 CH effect (combo → minicombo)
- 3,2 CH effect (combo → minicombo)
- 4 CH effect (combo → minicombo)
- 4 recovery on hit (r23 → r26), matches normal recovery
-
df+2 blockstun (19f → 17f), less pushback
- Changes block frames (-8 → -10)
- d+4,2 opponent falls faster after immediate wall splat
-
d+4,2,1+2 damage (9,23,22 → 9,15,21)
- Changes clean hit total damage (40 → 33)
- Changes d+4,1:1+2 clean hit total damage (44 → 38)
-
d+4,2,1+2 recovery (r41 → r48)
- Also affects d+4,2:1+2
- Changes block frames (-17 → -24)
- Recovery during combos unaffected
-
b+1,2 detection end (30 → 17)
- Makes it less delayable and CH confirm harder
- ub+2 CH effect (combo → nothing)
- qcf+2 damage (36 → 40)
- qcf+2 pushback on block reduced
- qcf+3 damage (17 → 12)
- qcb+3 CH effect (combo → minicombo), can still combo in niche cases
- qcb+3,2,3 CH effect (combo → nothing)
- ws3,2 CH effect (combo → nothing)
Shaheen
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 1,2,2 CH effect (combo → combo), same effect as Bryan’s 1,2,1
- f+3 homing removed
- f+4 hit effect (minicombo → ballerina)
-
df+2 blockstun (19f → 16f)
- Changes block frames (-7 → -10)
- df+3 hit effect (ballerina → minicombo)
-
df+3 recovery (r31 → r35)
- Changes block frames (-9 → -13)
- d+4 damage (13 → 18)
- wr2 hit effect (wall bounce → knockdown)
- FC.df,d,DF+3 damage (21 → 16)
-
SNK.4 recovery (r33 → r32)
- Changes block frames (-15 → -14)
- Changes hit frames (+0 → +1)
- SNK.4,1 CH effect (combo → minicombo)
Steve
- R.df+2+3 removed
-
1,2 recovery (r20 → r22)
- Changes block frames (-2 → -3)
- Changes hit frames (+6 → +5)
- df+2 startup (i16~17 → i18~19)
- D+2,1,2 CH effect (combo → minicombo)
- db+3,2 damage (10,16 → 10,10)
- b+1,B block frame (39 → 41)
- b+1,B~db cancel start frame (33 → 35)
- DCK.f+2 CH effect (combo → nothing)
Xiaoyu
- R.BT.d+3,3+4 damage (10 → 14)
- R.BT.d+3,3+4 hit effect (combo → minicombo)
-
1,2 recovery (r20 → r22)
- Changes block frames (-1 → -3)
- Changes hit frames (+5 → +3)
- 4 CH effect (combo → minicombo)
- f+4 damage (23 → 16)
- f,F+1,4 damage (20 → 16)
- f,F+3 damage (13 → 11)
- f,F+1+2,1+2 CH effect (combo → minicombo)
- BT.1,4 CH effect (combo → nothing)
- BT.d+3,4 CH effect (combo → nothing)
- SS.4 CH effect (combo → minicombo)
Yoshimitsu
-
1+4 hit effect (combo → +14)
- Also applies to NSS.1+4, KIN.1+4, NSS.KIN.1+4, and b,B+1+4,B
- f+1+2 CH effect (combo → minicombo)
- df+1,2 CH effect (combo → minicombo)
-
df+2 blockstun (19f → 16f)
- Changes block frames (-7 → -10)
-
d+2,2 CH effect (combo → nothing)
- Extensions can still combo
- d+2,2,d+1 CH effect (combo → minicombo)
- FC.df+4 CH effect (combo → minicombo)
- KIN.f+2 block effect (wall crush → nothing)
Zafina
-
1,3 recovery (r21 SCR → r22 SCR)
- Changes block frames (-2 → -3)
- Changes hit frames (+7 → +6)
- 1,4 CH effect (combo → minicombo)
-
1+2,4 blockstun (19f → 17f)
- Changes block frames (-10 → -12)
- 1+2,4,4 damage (20,12,26 → 20,10,14)
-
1+2,4,4 reduce tracking
- Makes it steppable after blocking second hit
- f+1+2 hit effect (wall bounce → knockdown)
- d+3 startup (i22 → i23)
- df+3,4 CH effect (combo → nothing)
- f,F+2 CH effect (combo → nothing)
- f,F+4 hit effect (knockdown → +5)
- SCR.1+2 CH effect (combo → nothing)
- SCR.1+2 damage (28 → 20)
- SCR.4 damage (25 → 16)
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.
It will also have the following systemic reworks that were cut from v1 to avoid bloating it too much:
-
Punishment will be more broadly balanced within the character. That is, some characters will still have much better or worse punishment than others, but a character’s i14 punisher should be better than their i12, etc. In general, this means i10 standing and i11 while standing punishers nerfed, and i13 and i14 punishers buffed. This should encourage more precise punishment and make the difference between -10 and -14 more significant.
-
Combos will be more broadly balanced within the character. That is, some characters will still have much better or worse combos than others, but they should all have a wide variety of combos to choose from with a reasonable tradeoff between difficulty, consistency, okizeme, and damage. Focus currently is more so on wall combos, but combos in general may have some attention too.
(Prospective changes for next patch. Very incomplete.)
(✓ is stuff that’s been implemented so far.)
Dragunov
- 1,3,2 block frames (-12 → -13)
-
1,3,2 cancel detection end (18 → 27)
- Makes it more usable as a wall combo
- 1,3,2 damage (7,14,20 → 7,14,24)
Lidia
- ✓ f+2,4 hit effect (+5 → knockdown)
-
✓ b+3,4 hit effect (+0 → +2s)
- Makes b+3,4,1+2 combo from 1st hit
-
✓ b+3,4,1+2 recovery (r30 → r35)
- Changes block frames (-10 → -15)
- Also affects b+3,4:1+2
-
✓ b+3,4,1+2 damage (16,16,19 → 16,16,17)
- b+3,4:1+2 not affected
- ✓ b+3,4,1+2 pushback on hit in juggle increased
- ✓ b+3,4:1+2 new hit effect in juggle, more distance but less height
- ✓ CFT.4 damage (7 → 10), clean hit removed
- ✓ CFT.4 stagger removed
-
✓ CFT.4 blockstun (19f → 21f)
- Changes block frames (-23 → -6)
- Up to i14 will punish before Lidia can block
- ✓ CFT.4 transitions to TAW on hit and block
- CFT.4,4 blockstun (21f → 24f)
-
CFT.4.4 recovery (r34 → r32)
- Changes block frames (-14 → -9)
- Changes hit frames (+5d → +7d)
-
✓ CFT.4,4 startup (i38~39 → i35~36)
- Trades with i14 punishers after 1st hit is blocked
- ✓ CFT.1+2 transitions to TAW on hit and block
- CFO.b new move, can block after 8 frames
- ✓ CFO.n,f input changed to CFO.F
- ✓ CFO.n,b input changed to CFO.b,b
- CFT.b new move, can block after 8 frames
- ✓ CFT.n,f input changed to CFT.F
- ✓ CFT.n,b input changed to CFT.b,b
- ✓ TAW.F new move, transitions to HAE
- TAW.b new move, can block after 8 frames
- TAW.b,b new move, same as CFO.b,b
- ✓ HAE.F new move, transitions to TAW
- HAE.b new move, can block after 8 frames
- ✓ OTG.d+2 ground hit effect (spike → nothing)
-
✓ OTG.d+2 recovery on hit (r45 → r31)
- Changes hit frames (-7c → +7c)
- ✓ OTG.d+2 startup (i23~24 → i18~19)
Master Raven
-
uf+3+4,4,2 damage (17,9,21 → 17,13,15)
- Changes wall combo damage (20 → 18)
- No change to normal hit damage