Tekken 7 recebeu uma nova atualização ontem de versão 2.10 para, principalmente, receber os novos personagens DLC Armor King e Craig Marduk.
- [PS Store BR] TEKKEN 7 – DLC7: Armor King – R$ 18,50
- [PS Store BR] TEKKEN 7 – DLC6: Craig Marduk – R$ 18,50
Os dois personagens fazem parte do segundo passe de temporada.
Abaixo você confere os patch notes na íntegra do que a atualização oferece de balanceamento e consertos.
Version 2.10 – Balance Changes
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General Changes
- Back Turned u/b+2 and BT u+2 – Unintended character movement when performing these during a super slow motion effect has now been fixed.
- Waking up Backwards (in either Face Down or Face Up position) – Bug where the opponent can hit you back into your previous wake-up position after you tried to get up off the ground with a back input has been fixed.
- Quick Recovering Backwards (in either Face Down or Face Up position) – Bug where the opponent can hit you back into your previous wake-up position after you tried to tech off the ground with a back input has been fixed.
Paul
- ws+3,2 – The first hit now leaves the opponent closer to you on hit to fix situations where the 2nd hit would whiff even when you land the 1st hit.
Law
- 3+4 – Certain situations where the move will whiff has now been fixed by making the hitbox of the 1st hit more bigger.
King
- f+3:1+2 – The bug where you can land this on a back turned opponent and still transition to the throw animation has now been fixed.
- qcf+1+2 → 1+2, 1+2 (Double Arm Face Buster) – The recovery frames for the throw has been reduced from -19 to -9 since the opponent was able to get a guaranteed attack in under specific situations due to the negative frames after this throw.
Jin
- cd+4,3+4 – The 1st hit of this move had an unintended damage boost in specific situations, this has now fixed.
Bryan
- b+2,4 and b+2,1,4 – Due to these moves whiffing against certain crouching characters, the hitboxes have been made bigger.
Steve
- Rage Drive (d/f+2+3) – Damage has been adjusted from [14,21] to [10,20] now. The hitbox of the 2nd hit of the Rage Drive was also shrunken down. You can now perform this move by doing a slide input (d/f+2~2+3).
Jack-7
- Crouching d+2+3 throw – Recovery frames after landing this crouch throw is adjusted from [±0] to [+5] now to prevent the opponent getting a guaranteed attack in under specific circumstances.
Feng
- qcf+1 – Specific circumstances where the move will leave you backwards behind the opponent has now been fixed. The attack hitbox has also been made bigger.
Lili
- Rage Drive (d/f+2+3) – Bug where you could perform this move from crouch has been fixed.
Josie
- b+4,3,4 – Recovery frames for this attack has been reduced by 5F to prevent the opponent getting a guaranteed attack in after getting hit by it in a specific situation.
- The recovery frames for the move on block has also been adjusted from [-20F] to [-15F]
Gigas
- d/f+2 – The attack hitbox on this move has been made bigger to help alleviate certain whiffing issues.
Eddy
- Rage Drive (ff+3+4) – The second hit of the Rage Drive has now been fixed to be more consistant after connecting with the 1st hit on hit or block in certain off-axis situations.
- 3~4, 3+4 & 3~4~b – Under certain circumstances, the 2nd hit of this move would get an unintended damage boost. This has now been fixed.
- 2 Throws (2+4 or f+2+4) – The recovery frames for these throws has been adjusted from [-15F] to [-13F] to prevent the opponent getting a guaranteed attack in following the throw in a specific situation due to the negative frames.
Geese
- Power Gauge – Geese’s meter gain has been reduced by 15%.
Anna
- Rage Art (Rage b+1+2) – The Rage Art has has now been made more easier to consistanly land in certain circumstances. (Whiffing Issues fixed.)
- Rage Drive (qcf+2+3) – The second hit of the Rage Drive has now been fixed to be more consistant after connecting with the 1st hit on hit or block in certain off-axis situations.
- Chaos Judgment d/b+3 – The upper hitbox of this move has been made bigger to make it more consistant.
- f+3,2 – The hitbox of this move has been made bigger to make it more consistant.
- u/b+1 or u+1 – The properties of these attacks was different than the standard, now fixed by adding 4 more frames of recovery.
Lei
- u/b+1 or u+1 – The properties of these attacks was different than the standard, now fixed by adding 4 more frames of recovery.
- D/F (full crouch) – The properties of Lei’s crouch was different than the standard, bug is now fixed. (His old crouch walk didn’t start until the 61st frame so this was fixed.)