Tekken 7 Season 4 balance change summary and analysis

Courtesy of WuMing

Sources:

Official notes: https://en.bandainamcoent.eu/tekken/news/season-4-of-tekken-7-has-now-started 

Download link: https://cdn.discordapp.com/attachments/360829360346890240/775288926356242462/TK7_changelist_v400_en.pdf 

Various community sources

Character changes

Shared changes

  • Health buff for all characters, health pool 175hp now - good, but also nerfs pokes a bit
  • Wall hit scaling nerf 80% (90%), damage nerf - good
  • Wall low hit scaling 50% (60%), damage nerf  - good
  • Ground grabs damage nerf - good
  • Balcony breaks 90% (100%) scaling - good
  • wall breaks 90%,80%,70%,etc. (100%,100%,100%) scaling - good
  • Delay hopkicks lower hitbox - good

Core themes

  • Reduced damage
  • More health
  • Strengthened character identity…
  • But also skewer identity for buffs… Bob, Anna~

Akuma

  • New move dflip EX air hado -19 - ~, -5 - ~, 1-17f invul frames? - buff, can easily confirm into dash b1 etc., ws2 dflip mixup even harder to deal with now
  • df1 closer oH - buff to continue offense, especially at the wall
  • df1+2 20dmg (23) - nerf to damage
  • d3_FC3 -13 (-11), -4 (-2) - nerf to poking with just this, but you always cancel it anyway…
  • d4_FC4 increased range - buff, 2.45 range against Eliza, ~2.6 on Kuni
  • b1 12dmg (15) - nerf to damage and combos
  • b2 18dmg (21) - nerf to damage
  • ff2:1 can’t come out if Jin parried first hit - bug fix
  • wr1 +6 (+1) oB - buff, still pushes back far so frames are not that meaningful
  • ws3 12dmg (17) - nerf
  • dflip3 17dmg (21) - nerf to damage, combo damage
  • qcb3+4 -8 (-12) 10,10,10,20dmg (6,6,6,20) - buff, safe on block against some chars (Jack, ?), buff to damage for meter use, easier combo routes for almost same damage as 2f links
  • f3+4qcb3+4 -8 (-15) 10,10,20 (6,6,20) - big buff, safe on block (same chars as qcb3+4?), buff to damage for meter use e.g. f3+4qcb3+4 S! dflip43 1 ff1 ff2:1 67dmg
  • jump qcb3+4 20dmg (10) - reward for meter use
  • EX dp front hit always does animation - disabled chance for wall combo and oki

Summary: S+ -> S, d3 still an unseeable low that leads to 70/90dmg on open/wall with 1bar, meter gain is still very strong, jumpíng and flip evasion still not addressed.

Alisa

  • New move BOOT1+2 h!, 27-28f, +8DES, 20/24dmg - can’t find good use for this
  • RD +1 (0) - buff, transitions still +5
  • BOOT3_DBOOT3 easier to hit with jump attacks - nerf, good fix
  • df1+2_DESdf1+2 pc8 (pc6) - nerf, good riddance.
  • BUP4 reduced pushback, easier to hit - buff to consistency
  • uf3 lower hitbox - buff, good fix
  • DESf1 +3 oB (+1) - buff to DES pressure, frame traps into itself
  • DESf12 +8 oB (+7) - buff to DES pressure,
  • DESd2 3,3,3,20dmg (5,5,5,5) - buff to damage, 29dmg
  • DESd2* 3,3,3,3,3,20 (5,5,5,5,5,5) - buff to damage, 32dmg usually

Summary: A+ -> A+, no major changes, DES is a bit more toxic again...

Anna

  • New move CJM3+4, m, 20-21f, -14 - -13, KND FDFA power crush pc8?, no followups? - good addition to CJM to complete the stance
  • (1,2,)4_(2)4_(df32)4 CH launch - buff
  • 2 jab leaves opponent closer - buff, not used alone
  • f23 OBT KND - fix?
  • f3b CJM3 normal startup - fix?
  • f4 19-20f (19), -11 oB (-13), hits lower - buff to punishability and hitbox
  • df1 13-14f (13f), range increased - buff, ~1.9 range against Eliza
  • df2 13dmg (16), 15-16f (16-17f) - big buff to startup, nerf to damage
  • df314 15-16f (15f) - buff, more consistent combos?
  • df314d_u slower ss cancel - nerf
  • df32 +5 oH (+1), lower hitbox - buff to frames and hitbox
  • d2 +1 oB (-1), +7 oH (+5) - buff to frames
  • d4,1 reduced pushback, easier to land on hit - buff
  • b2 14-15f (15-16f) -6 oB (-2) - big buff to startup
  • CJM stance bug fix - buff, good fix
  • CJM1 +14 oH (+15) - nerf, but understandable, still gets b22 / other 14f
  • CJMd_db3 RC - buff for enabling FC mix shenanigans
  • CJMff true high crush, 8-35a (7-40a) - nerf? better against highs, gets floated less but more vulnerable to whiff punishing?
  • uf1 less pushback oNH/CH, easier pickup combo - buff
  • ff2 bug fix - fix
  • ff34b3 bug fix - fix
  • ff4d RC option - buff for enabling FC mix shenanigans
  • wr2 -8 (-14) - buff, safe
  • wr23 32-33f (31-32f) - fix to combos?
  • ws1 increased range - buff
  • ws2 air hit spins them around - buff to enable float combo
  • ss2 +14g oCH (0) - buff to CH frames
  • ss1+2 1st hit 5dmg (8), hit change, 2nd hit 7dmg (21) -9 oB (-4) - buff to consistency?

Summary: B+ -> A Fixing weaknesses in better standing punishment, enabling more FC mix shenanigans, lots of QoL to fix issues. Solid upper mid tier character.

Armor King

  • New move SSTEP1, h, 11f, +1, +8, Launch 13/15+dmg - new addition to SSTEP, okay
  • 21 15dmg (12) - buff, 2,1 now 25dmg nc
  • 3+4 14dmg (10) - buff, 3+42 now 39dmg nc
  • 1+4 increased pushback - buff, doesn’t switch sides as often
  • f21 25dmg (20) - buff, f21 now 37dmg nc
  • df1 closer oH - buff to offense
  • df2 +4 (-1) oH - buff
  • db24 lower hitbox - buff
  • db3 23dmg (20), homing, easier to hit with jumping attacks - buff, although hopefully less of a realm move now… good changes.
  • b12 17dmg (15) - buff, b12 now 29dmg nc
  • b4 -9 (-11), +2 (0), closer oB - big buff, safe
  • ub1+2 fix
  • uf3 lower hitbox - buff
  • uf4 more range - buff
  • ff2 -8 (-11) - big buff, safe
  • ff3 +2 (0) - buff
  • wr3 lower hitbox - buff
  • ws1 longer range - buff
  • ws2 -9 (-10), +3 (+2) - big buff, safe
  • 10hit 8th hit +8 (+5) - buff, but good luck landing it so far...
  • SSTEP2 air hit S! - big buff, ff3d SSTEP2 S! combo into ssl SW 69dmg, ff3 route 63
  • fhcf1 (Giant Swing) tracking increase - buff, wat
  • dbf2+4 (Tombstone) tracking increase - buff, wat
  • qcb1+2 (Hades drop) bufferable, input fix - buff and fix

Summary: B -> A. A lot of moves made safe, much less risk with power mids, damage on par with King now on most stuff, ff3d can actually be used now, throw tracking is toxic… Solid upper mid tier stuff.

Asuka

  • New move b2+3, m, 24-25f, -9, +6, sabaki 4-?f high and mid kicks - crazy addition to defensive tools, can now mix between punch (2+3) and kick (b2+3) sabakis
  • 21 bug fix
  • 211+2 -7 (-10), faster recovery - safe, and easier combo followups after air hit S!
  • 3~4 easier to hit with hopkicks - nerf, but good fix
  • 2+3 23-24f (28-29) - buff to sabaki usability
  • df12 10,13,25dmg (10,13,20) - buff to damage and floorbreak start
  • d1+2 less pushback - buff, tip range d1+2 fff2 can hit easily now
  • db1 +7 oH(+4) - buff
  • db12 delay window 23f (20f) - buff to hitconfirmability?
  • db2 20-21f (23-24) - buff
  • b1d cancel into RC - buff to FC shenanigans
  • b21+24 increased range - buff to combo stability
  • b4 -7 (-8) - buff, opens up reversal option
  • b1+3_2+4 5f faster recovery - buff
  • uf2 20,25dmg 45dmg - buff to damage and floorbreak start
  • wr3 lower hitbox - buff
  • ws14 -8 (-12), more delayable - buff to safety, still should be ducked, still not confirmable
  • 10hit string 8/9th hit closer oH - buff, but good luck getting so far...

Summary: A+ -> A+, slight buffs and QoL changes, nothing too major to push her to S tier.

Bob

  • New move uf4 (replaces old uf4), 15f, h, -9, Launch S!, 20dmg, js10, 2.2 range against Eliza - big buff, 15f standing launcher
  • f1+2 23dmg (25) - nerf to damage, still high evasion and can be safe...
  • d1 -9oB(-11), +7 (+5) oH, easier to hit with jump mid - buff, pretty much always safe now, at least it doesn’t evade mids as well anymore…
  • d21 -9oB(-10) 11dmg (14) - buff as safe, nerf to damage
  • d212 -13oB(-10) - nerf to punishability
  • d1+2 increased range - buff to punish range
  • cd1 NH S!, -4oB(-2) - big buff
  • cd4 CH launch - buff
  • cd41+2 sends opponent spinning further - nerf? still wall breaks.
  • ws21 14dmg (12) - buff

Summary: B -> A+. major weakness in lacking 15f standing launcher removed. cd1 NH launch restored. Upper mid tier now at least.

Bryan

  • New move 1+2,1 23-24f, h, -1 +6 NH/CH 16/19dmg, nc (4f fuzzy to 1+22), duckable - good mixup tool, enables better combos (~+2dmg to easy routes)
  • (143)3 CH UTKD FUFT, guaranteed followups - buff
  • 4 increased range, 2.20? against Leroy - buff
  • 434* -6 - -5 oB (-9 - -8) - hidden buff
  • 1+2 CH no OBT - nerf
  • f3 +4 oH (+1) - buff
  • df21 +8 oH (+4) - big buff to continue offense
  • d23 increased range - buff
  • d1+2b,u step cancel - buff
  • d1+23 CH same as qcb3 new CH - buff, but easy low parry string
  • d1+2~2 +7oB (+2) - buff, but who uses this 30f move…
  • d3+4 16dmg (15) - buff
  • d3+42 25dmg (23) air hit flip - buff
  • gatling punches easier to hit - fix
  • ff4 -9 - -6oB (-10 - -7) - big buff, safe always
  • qcb24 -9 - -6oB (-10 - -7) - buff, safe always, still duckable though
  • qcb3 23dmg (21) CH property change, KND FUFA guaranteed followups, d3+42 after 50dmg, launches on bigs with db2, at least Kuma.
  • qcb4 increased range - buff
  • (ws3)4 closer on CH - buff, more consistent at or near wall, still no taunt on open


Summary: A -> A+ slight buffs all around buffing Bryan as a challenger to the S tiers.

Claudio

  • New move ff1+2, m, 17-18f(18~), -8 - -7, KND FDFA, no followups - nice new safe mid poke that gives STB oH, nice addition to round out STB enablers
  • New move ws12 m 28-29f, -9, +4 (S!), +9, 12/14dmg, air hit S!, 10f interruptable, swl on block, crouchjab OS ws11_ws12 - meh “mix” to ws11
  • New move STB ws12 +8 oB 23/27dmg, 10f interruptible/steppable after blocking ws1 - buff, adds 12f 35dmg crouch punisher
  • 2 lower hitbox, closer oH - buff
  • 4 17dmg (15) - buff to m4
  • 4,3 0 - +1oB(-5 - -4), closer oB - buff
  • f3 0 oB (-5), closer oB - buff
  • b1 air hit after S! used changed to spin - ???
  • uf2 25-26f (25f), -3oB (-9), js9-25 (js9-24) - buff
  • ff2_FCdf2 increased range - buff, more consistent punishing
  • STB d22 17dmg (15) - buff
  • STB b432 38dmg (35) - buff


Summary: A -> A+ slight buffs all around buffing Claudio as a challenger to the S tiers.


Devil Jin

  • New move bf23 h -9, KND W!, 21/25dmg,33dmg nc, quick backrollable on open - new mix to laser scraper, and makes it scarier at the wall, have to delay bf21 so as to not have easy time fuzzying bf21_3
  • df324 12,10,20dmg (10,8,16) - buff to wall carry route for FLY3 b4 ender setup…
  • df44_ws44 increased range - fix, more consistent to nc
  • db2 CH knd FDFA guaranteed followups - big buff, db2 CH ground laser 38dmg, RA 60+dmg, one of the best high crushing low pokes in the game now.
  • b2 lower hitbox - buff QoL, easier to hit wall ender
  • b21 21dmg (23), 30-31f (31-32f) - slight nerf to wall ender damage, but more consistent
  • uf4 closer oH - big buff, fffb4 guaranteed at all ranges again...
  • cd44 leaves standing closer oH, 38dmg nc, first hit doesn’t knock down - nerf to forgotten realm, buff for standing plus frames momentum
  • ws1 closer oH - buff
  • FLY3 ground hit spike - buff to wall enders, 31dmg W! FLY3 b4, really needed this…
  • qcb1+3 bufferable - buff to buffered startup


Summary: A+ -> S. Big buffs all around make DJ one of the best characters in the game… again...

Dragunov

  • New move df3+4 m, 22-24f, -7 - -5, +12-14kg NH/CH, homing - finally a mid homing for dragunov, it’s a good addition, although slow.
  • 1321+2_ff21+2 40dmg (35) - buff
  • 44 23dmg (25) - nerf to combos
  • d1 +1oB(0), +8oH(+7), increased range - buff
  • d44 1f faster recovery - whatever
  • b421 CH +12, 41 after for 47dmg ncc - buff
  • ff3 +5oB (+3), 2f faster recovery - buff, still pushes back so only pressure at wall, and easier followups in (float) combos
  • qcb2 going through fix - fix
  • wr4 air hit flip - wall carry?
  • ws13 -15 - -14oB (-13 - -12) - nerf

Summary: A -> A.Niché buffs keep Dragunov as a solid upper mid tier character.

Eddy

  • New move b23 m 22-23f, -7 - -6, +5-6 NH/CH, 17/20dmg, nc 31dmg - nice mid mix addition to b2
  • New move b233, m, 33-35f -14 - -12, KND W!, 24/28dmg, (b2)33 ncc 44dmg - buff, wall ender flipover oki, 22/27dmg for max hits carry / straight splat
  • 4 14dmg (12) - buff
  • f23 20-21f (20f), air hit flip - ???, combo routes?
  • d3~4 17dmg (15) - buff
  • ub3 +1OC oB(-2) - buff, good buff to pressure after
  • ub_u1+2 closer oH - buff, u1+2 b33 more consistent now
  • uf1+2 25dmg (20) - buff
  • uf4 lower hitbox - buff
  • FC1+2 fix - fix
  • FC1+21+2_RLX1+21+2 14dmg (12) - buff
  • ss1+4 buffer fix - fix
  • RLX3 -14 - -12(-15 - -13) - big buff, not launch punishable by most from close, and even fewer from tip range.

Summary: C -> C+ slight buffs and QoL keep Eddy low tier.

Eliza

  • New move MG14, m, 20-21f, -11 - -10, KND W!, Launch S!, 20/24+dmg, nc 31dmg
  • ff2_(EX)MG2 60f faster meter build oH - buff for meter gain shenanigans
  • dp1+2 34dmg (34) - nerf, no chance for wallsplat or oki on hit
  • df12 -12oB(-13), +2oH(-2), closer oCH - buff, ff2b easier to land
  • d1_FC1 CH same as NH - big nerf, no more crouch jab CH launches. 2bars NH launch remains.
  • d3_FC3 easier to hit with jump mids - fix
  • d4_FC4 easier to hit with jump mids - fix
  • d1+2_FUFT/FUFA1+2_FC,D~ 30f faster meter build start - buff for meter gain shenanigans
  • b124 25-26f (27-28f?), 17dmg (23) - big nerf to dmg, 10f move doesn’t trade, pc8 doesn’t beat
  • ff1+2d cancel to RC, -12, -4 NH/CH - meh


Summary: B- -> B- big nerfs to crouch jab and new move

Fahkumram

  • New move 312 h, 21-22f, 0-+1, +8-9 NH/CH, ncc (3)12 34dmg - whatever
  • New move uf2 h, 18-19f, -8 - -7, +10kg W! NH/CH, power crush pc8? - new safe powercrush that splats when right next to wall, scary new addition to wall game
  • bb backdash less movement - nerf to movement
  • 121 -10oB (-6), +3 oH(+7), - big nerf, punishable, (12)1<4 no longer confirmable
  • 1243~4_243~4_43~4_d343~4 +11G NH/CH (KND) - nerf
  • 31d4 15dmg (18) - nerf
  • 34~3_f324~3_ws24~3 NH/CH +4 (KND) - nerf
  • f3 -7 oB(-4), +4oH (+7) - nerf
  • f1+2 21dmg (26) - nerf
  • df1 +6 (+8) - nerf
  • df12 CH launch removed - big nerf, good riddance.
  • df14~1_ff4~1 -3oB (0) - nerf
  • FCdf32_df14~32_ff4~32 (Ramasura) 23dmg (25) nc 31dmg - nerf, still too much dmg
  • d3 low crush fix - fix
  • d3+4 +1OC oNH (KND) - nerf
  • b2 -6 oH (-4) - nerf, charge followup easier to interrupt/avoid even on hit
  • b3 CH KND W! (Launch S!) - big ner
  • b43 -10oB (-9) punishable, +1oH(+2) - big nerf
  • uf1 low crush fix - fix
  • uf3 lower hitbox - buff
  • ws1 +4oH(+7) - nerf
  • ss4 slower block stun - nerf, easier to punish, good change.


Summary: S+ -> S weird nerfs don’t do much to reduce Fahk toxicity. Strings still there, range oppression still there, still hits like a truck. Wrong kind of nerfs. Still a candidate for best character in the game.

Feng

  • New move df43 h, 23-24f, -6 - -5, +13-14kg NH/CH (S!), 18/21dmg - buff, new combo routes e.g. df3_CH ws2 df43 S!, resplat tool,
  • 1+2 -12 (-13) punch parry 2-9f (2-7), increased range - buff
  • db12 -11 (-12), new CH property, UTKND FUFT, guaranteed ffb1+2 - buff
  • db3 new CH property 36dmg - buff to risky low
  • db4 easier to hit with jump mids - fix
  • BTd3 easier to hit with jump mids - fix
  • ss4 easier to hit with jump mids - fix
  • b23 increased range - buff
  • b4 closer oH - buff, but still far and only +2 so whatever
  • uf3 lower hitbox
  • uf4 lower hitbox - buff, might hit lows now
  • ff2 increased range - buff
  • wr3 increased range - buff
  • ws1 13f (14) - buff to crouch punishing
  • ws121 new CH property, UTKND FUFT, guaranteed ffb1+2 - buff
  • ws2 +7-8 oH (KND) - nerf to normal hit, as df43 would give launch from this, but full launch on CH now
  • FCdf2 closer oH


Summary: B -> B+ small buffs and fixes keep Feng as a solid mid tier character.


Ganryu

  • New move ws12 m, 22f, -14, +6OC NH/CH, 23/27dmg, - buff, new 13f crouch punisher 35dmg, 3+4 TCH transition with same frames to make punishing more finicky...
  • New move TCHf2 m, 18-19f, -15 - -14, Launch 20+/24+dmg, buff to TCH tools, but risky
  • 212 -13OC (-11OC) - big nerf, needed
  • TCH1+2 23f (26f) - buff to TCH power crush hit grab
  • b2 -14 oB (-18) - buff, not super risky to leave it at the first hit
  • df2 closer oH - buff, easier to land routes even from tip range, and better routes from close, too
  • df2+3 23dmg (20) - buff to power low
  • db23+4 TCH cancel to snake - buff, snake mix with evasion cancel to avoid punishment..
  • uf1 lower hitbox - buff
  • uf23+4 TCH transition - buff
  • uf1+2 lower hitbox - buff, more stable combos
  • bf2+3 is now the old bf2 - no more overlap between blocking into f2
  • debug2 35dmg (45) - big nerf to deathpalm damage, deserved.
  • ws2 lower hitbox - buff

Summary: A -> A slight nerfs are balanced by other slight buffs keeping Ganryu a solid upper mid tier char with a lot of stupid BS that you still have to deal with.

Geese

  • New move b13, f3 command normal as string followup to b1, +1-3, +20kg NH/CH, 15/18dmg,  nc from b1, 23dmg - new punisher for continued momentum, some combo applications for easier routes, b131+2 +5-7oB, +24-26G oH/CH
  • b1 8dmg (10) - slight nerf, but followup buffs make up for it
  • b12 +1 (+4) 23dmg (18) - buff, buff to punisher dmg, but nerf to frames, but b13 covers that, b12 now 31dmg nc
  • d1+2 15dmg (20), closer on hit - nerf, but easier to land GT
  • ws2 15dmg (10) - buff to damage, good change
  • FCdf1 17dmg (20) - nerf to damage
  • ss3 +4 (+6), closer on CH - nerf to frames, buff to CH combo consistency
  • dp1 19-21f (19-20), 10,15dmg (10,17), opp 1f faster recovery - nerf to damage, slight buff to actives, more consistent combos?
  • dp2 23-25f (23-24), 10,15dmg (10,17), opp 1f faster recovery  - nerf to damage, slight buff to actives, more consistent combos?
  • qcb24 closer oH - slight buff, easier to land GT
  • MM dp1+2 23-25f (23-24), first hit makes airborne, 2nd hit air scaling, 10,15dmg (10,17) - nerf to damage, combo routes

Summary: S- -> A+. A lot less overpowered combo damage and slight other nerfs, but better punishment and QoL buffs keep Geese as a solid challenger to the top tiers.

Gigas

  • New move SG4 l 20-21f, -16 - -15, 0 - +1 NH/CH
  • New move SG41 h 24-25f, -1 - 0, KND W! (S!), Launch S!, ncc 36dmg - buff, new combo tool for S!
  • RD GOL1 30dmg / 45dmg far (25,40) - buff to RD mid damage
  • 1,2 28dmg (24) - buff to jab punisher, nc 35dmg now!
  • 4 +4 oH (+2) - buff
  • f1+2 -5 oB (-9), farther oB - buff, leaves room for backdash whiff punishing etc.
  • df41+2 launches on CH (+5-6OC) - big buff
  • df41+23+4 SG transition +3-4OC, +7-8OC
  • df1+21+2 17dmg (20) - slight nerf to combo ender, 13dmg ground hit now
  • d1+2 more linear, but lower hitbox - buff?
  • db2 23dmg (20) - buff, CH db2 ff db1+2 now 55dmg!
  • db1+2 easier to hit - buff
  • db3+4 takes db3~3+4_db4~3+4 inputs now - fix
  • b1+2 CH launch (+5-6OC) - big buff
  • b1+23+4 SG transition, +6-7OC, +7-8OC
  • uf3 lower hitbox - buff
  • ff2 fix - fix
  • FDFA2 easier to hit with jump mids and easier to hit - fix
  • GOL1 25dmg / 40dmg far (20,35)
  • increased throw range - buff, ~2.18 against Eliza, but still no other command grabs than 1+2…

Summary: C -> C+ several buffs and QoL changes make Gigas not be clearly the weakest character in the game any more.

Heihachi

  • New move b32 20f, h, -1, +8, Launch 20/24+dmg - new 14f punisher for standing momentum, new wall ender b32 1+2
  • RA closer oB - nerf, more consistent punishing
  • 1+2 -10 - -9 oB, faster recovery on hit - buff, can be  safe from tip range, better oki after wall ender
  • f4 closer oB - big buff, sucks enemy in
  • db2 +6-8OC oH, 25(23)/30(27)dmg - buff
  • b3 14-15f (14-16f), lower hitbox - buff
  • b33 24-26f (25-27f?) - ?
  • b4 CH S! (KND W!) - big buff
  • b1+2 +8 oH (+2) - buff
  • OTGF high crush frames - buff
  • cd4n44 -14 - -13 oB (-16 - -15), -3 - -2 oH (-5 - -4) - buff
  • ws31+2 different launch animation, easier follow-up - buff, better combo routes
  • RAI1 lower hitbox - buff
  • RAI2 lower hitbox - buff

Summary: B+ -> B+ solid buffs and quality of life changes keep Heihachi as a solid mid tier character able to challenge the high tier characters.

Hwoarang

  • New move RFSuf4 17-18f, m, -13 oB, Launch, js11 beats dickjab from +1 but not -1 - buff,
  • 43 16/19dmg (14/16), CH KND W! (+5) - buff
  • db4 14/16dmg (12/14) - buff
  • u3+4 easier to land - fix
  • uf3_LFSuf3 js fix - fix
  • ff3 closer oH - buff to pressure
  • cd3 18-19f (18f), +4-5,LFS oB - buff
  • wr3 lower hitbox - buff
  • RFFff43 nc fix from side - fix
  • RFFf3f4 LFSf4 fix - fix
  • LFS4_RFS3 +4-6 oB (+2-4), closer oB, easier to land - buff
  • LFSb3 lower hitbox - buff
  • LFSuf4f RFF transition - buff, new combo routes
  • RFSdf4 lower hitbox - buff
  • RFSb4 lower hitbox - buff
  • 2+4b BT4 no longer guaranteed - nerf, good riddance.good change
  • Hitbox buffs - hits AOP, but not AOPd (what about SSR aop?)

Summary: A -> A Hwoarang’s RFS pressure is even harder to deal with the addition of the hopkick option to beat crouch jabs. It is a good balance with other minor buffs and QoL changes to the minor nerfs to the throw game to keep him a solid upper mid tier character.

Jack-7

  • New move f11 h 25f, KND W! FUFT 25/30dmg, NC 40dmg - buff to 14f punisher
  • f1 closer oH - buff
  • f122 24dmg (20) - buff to combo damage
  • f1+2 air hit damage fix - fix
  • db1+2 closer on hit and increased range - buff to consistency
  • b12 17dmg (20) CH launch (KND) - nerf to damage, buff to CH
  • ff3 closer oB, 9OC (KND) oNH, Launch (KND) oCH - buff to block and CH, nerf to NH?
  • FCdb1 closer oH - buff
  • ss1 +6OC oB, closer oH - buff, can get u1+2 route
  • wall stun 1+3_2+4_uf1+2 added command, and 60dmg (45) - buff to unscaled wall ender, 33dmg now

Summary: B -> B+ small buffs and quality of life changes keep Jack-7 as a solid mid tier character.

Jin

  • New move bf21df2 m, 28-29f, -14 - -13, Launch, 28+/32+ - wall ender flipover, +1 combo dmg ender, (bf2)11+2 ncc, OBT bf21df2 ewhf 4 S! ffbf21df2 101dmg
  • 124 26dmg (30) - nerf to damage, combo damage
  • 1d3 9dmg (7) - buff
  • 214 +4 oH (+2), closer oH - buff
  • 4 CH Launch S! (Launch) - nerf to combo damage, 62bnb (ssr against smalls)
  • f1+2 fix - fix
  • d3 closer oB - nerf, easier to punish
  • d33 -14 oB (-16) - buff
  • d4 11dmg (13), farther oCH, pushback fix - nerf for dmg, buff to defensive spacing
  • db3 -11 oB (-13) - buff, less punishable
  • (ff3)12 jails - buff
  • ff4 0OC oB - nerf
  • bf21 14dmg (10) - buff, combo damage buff
  • bf23 lower hitbox - buff, more consistent in combos

Summary: S -> S slight nerfs elsewhere, buffs elsewhere, and quality of life changes keep Jin firmly in S tier and among the best characters in the game.

Josie

  • New move 1+4 hl, 15f, 0,SWS, +11,SWS (+15 SWS) only low hits - SWS1 nc for 27dmg, punish with 13f, 14f trades with SWS1
  • RA df1+2 20-21f (20f) - buff to combo consistency
  • 33 23-24f (23f) - buff to combo consistency
  • 3f3 -13 (-14) oB - buff
  • f233 28dmg (30) - nerf to wall carry ender damage
  • f3 increased tracking - buff, tracks against ssr, ssl avoids ez
  • df3+4 22-23f (22f), increased range - buff to range and actives
  • db423 -14 (-16) - buff
  • b2 lower hitbox, increased tracking - buff, mostly tracks against ssl, ssr avoids ez
  • cd2 increased range - buff
  • cd1+2 24-27f (24-26f), lower hitbox - buff
  • FCdf4 increased range, closer on hit - buff, easier offense on hit and even more spacing options for block
  • SWS1 -1 (-7)

Summary: B+ -> B+ small buffs

Julia

  • New move ff4, h, 20-21f, +2-3, KND FUFA (S!), 25+/30+dmg guaranteed followups and can pickup to combo, ff4 ff2 43dmg, air hit S! - buff
  • ddf low parry fix - fix
  • f41d new FC cancel of 2nd hit - buff to FC shenanigans
  • b3 easier to hit with jump mids, fix - fix
  • b4 -2 (+1) oB - nerf
  • b1+2 -14 (-13) oB, closer oB - nerf, well deserved. Can be punished now.
  • ff1+2 -9 (-7) oB, 23dmg (27) - nerf, well deserved. Still a great move.
  • ddf12 5f faster on hit - buff to okizeme / wall combo after.
  • wr21 air hit change - nerf to wall carry
  • ws3 closer oCH - buff to combo pickup
  • ws4 17dmg (21) -12 (-15) oB - nerf to damage, but safer on block, probably impossible to punish for most chars.
  • FCdf43 20dmg (23) - nerf to damage, still great damage
  • ss2 closer oH - buff
  • ss4 0 oH (+3) - nerf, deserved.
  • ss3+4 less going through fix - fix
  • SSTEP1+2 35dmg (30) - buff to air throw damage and combos, +3dmg compared to wr21 in bnb

Summary: S -> S slight nerfs balanced by slight buffs keep Julia as one of the best characters in the game.

Katarina

  • New move HARdf3 l, 23-24f, -12 - -11, +5-6OC, KND FDFA 20/24+dmg, CH guaranteed followups d3+4 46dmg - buff to HAR mixups with safer low
  • 112 closer oB - buff, df4 and d3 hit backdash after now.
  • df1 -2 (-3) oB - buff, 4 trades with 13f now for CH
  • df22 25f (27f) - buff to startup
  • df24 26-27f (29-30f) - buff to startup
  • df3+4 easier to hit with jump mids - fix
  • d1 further on block - buff to spacing
  • d34 -1 oB (-4) - buff to frames
  • db3 24-25f (25-27f), easier to hit with jump mids - buff to startup, harder to react to
  • db4 easier to hit with jump mids - fix
  • b3+4 1st hit 15dmg (10), increased tracking, 35dmg nc now - buff
  • ff24 closer - buff to combo consistency
  • d3+4 28dmg (25), -12 (-20), -1 oH (-9) - big buff to stomp
  • HAR3 higher hitbox, easier to hit with jump mids - fix

Summary: B- -> B. Slight buffs and QoL changes keep Katarina as a solid and easy mid tier character.

Kazumi

  • New move wr1, h, 15-17f (18~) +7-9 oB, UTKND FUFT, 26+/30+dmg, guaranteed followups wr2 50dmg - buff to run game, pushes back though so not that oppressive
  • RD air hit fix - fix
  • 4 15/18+dmg (18/21+) - nerf to magic4 damage, bnb 58dmg
  • f3 lower hitbox - buff
  • d1 CH opponent buffer fix - fix
  • db3 12dmg (14) - nerf
  • db4 CH property removed, same +4 - nerf
  • db1+2 +7-8OC oH (UTKND FDFA) - nerf, now needs CH for guaranteed followups
  • uf34 0-+1 oB (-7 - -6), increased range and tracking - buff, still doesn’t track much though
  • uf4 lower hitbox - buff, hopkick might hit something now
  • wr2 25dmg (24) - buff
  • ws3 14-15f (15-16f) - buff, long range 14f punisher from crouch now
  • b1+2 5f faster recovery, 5f less PC, 5,30dmg (0,30), 25-34f,31-76f (30-34f,36-81f)  - buff to damage, recovery doesn’t mean much for pressure, but shorter PC nerfs usability, faster startup helps usability. ~?
  • RSS3 CH UTKND FDFA (+7-11OC) - buff, guaranteed followups, d2 for 40dmg
  • RSS1+2 CH UTKND FUFT (KND) - buff, guaranteed followups, wr2 for 44dmg
  • RSS3+4 7,20dmg (8,20) - nerf

Summary: A+ -> A+ slight nerfs balanced by slight buffs keep Kazumi as a solid easy challenger to the top tiers.

Kazuya

  • New move ws1+2, mid, -9 - -8, +14-15kg, UTKND FUFA 25/30+dmg - buff to FC game, d1+2 hit, etc.
  • RD cd1+4 41dmg (45) - nerf
  • 31 10dmg (7) - buff to combo damage4
  • 1+2 lower hitbox, -13 oB (-14), 1f faster recovery, closer on hit - buff
  • df14 -3 oB (-4), +18kg (+17kg) - buff, but not much difference
  • df2 increased range - buff, much harder or impossible to backdash df2 now in situations
  • d1+2 +3OC (+1) - buff
  • ss1+2 -3 oB (-6) - buff

Summary: A+ -> A+

King

  • New move b3:f1+2 attack throw, 20dmg, 43dmg in total  - buff
  • 4 increased range - buff
  • 1+21b cancel - buff, doesn’t seem hit confirmable though
  • f3 lower hitbox - buff
  • f2d12 22-23f (22f) - buff, more consistent for combos
  • df12 +5-6 (+3-4) - buff
  • df3 +6 (+2) - buff
  • wr3+4 lower hitbox - buff
  • FCdf2 increased range and tracking - buff - why???...
  • Tombstone tracks - buff
  • qcb1+2 bufferable - buff
  • GS tracks - buff
  • Leg Cross Hold fix - fix
  • Crouch throws increased range - buff
  • db2+4 28dmg (33) - nerf
  • dfdf1+3 increased range - buff
  • JGS2 closer on hit - buff

Summary: S -> S small buffs all around and only a slight nerf to wall ground throw damage make King a candidate for the best character in the game.


Kuma & Panda

  • New move f1+21+2, m, 30-31f, -13 - -12, +9-10kg (S!), air hit S!, -
  • 3 reduced pushback - fix
  • 1+21+2 increased range, easier to land - buff
  • f3 reduced pushback - fix
  • f1+2 20dmg (25), -15 oB (-12), 2f slower recovery, air hit change (S!) - nerf to this move, but followup improves use cases
  • ub1+2 37-38f (42-43f) - buff, more chances for setups
  • ws1 easier to land - fix
  • ws12 27-28f (41-42f) -9 oB (+5), 23dmg(34), 3f faster oH, ncc, 8f gap - buff, usable string now,
  • ROL1 increased tracking
  • ROL3 increased tracking
  • Throws easier to land
  • HBS12f new ROL transition

Summary: C -> C mostly quality of life fixes and slight buffs keep the bears low tier.

Lars

  • New RD DEN3+4 l,m -13, UTKD FUFT, air hit spike, homing - big buff, unscaled ground hit combos
  • New move SEN3+4 13-14,29-30f, m,m -6, +11KG (S!) - buff, wall carry buff, combo damage buff
  • 111 7,8,20dmg (7,10,15), 36dmg ncc now - buff
  • 3d -10 oB (-12), +7 oH (+5) - buff
  • f1 lower hitbox - buff, combo consistency
  • f123(b) CH launch (KND) - buff
  • f21(b) 15dmg (12) - buff, combo damage up
  • df21 m (h), -14 (-7 - -6) - buff to punishability
  • db13d +1 oH (-1), -10 oB (-12) - buff, crouch jab / ws4 not a great option, but something to frame trap with
  • db4 19dmg (17), closer oH - buff to damage and mixups after
  • b4 CH 27,28(23)dmg 55dmg total - buff
  • ff1+2 -9 (-11) - big buff, always safe now
  • wr3 lower hitbox, crouch block fix - fix
  • ws21 CH launch - buff
  • DEN3 +6 (+4), closer oB - buff
  • SEN2 -12 (-13) - buff
  • SENdf1 CH launch (UTKND FDFA) - buff

Summary: B -> B+ good buffs all around raise Lars to be a solid upper mid tier character.

Law

  • New move db3+4 m, 21f RC, -13, KND FUFT, 23/27dmg, minicombo at wall, cs? - buff
  • 1222_222_f222_b22 CH UTKND FDFA - buff
  • 1221+2_221+2_f221+2 wall bound oH - buff
  • 3+4 -14 oB (-12), 2f slower recovery - nerf
  • 3+44 pushback fix - fix
  • df3+4 easier to hit with jump mids - fix
  • db3 CH +14-16kg (UTKND FDFA) - big nerf, no more guaranteed followups
  • db44 block fix - fix
  • b2 increased range - fix
  • ff4 17dmg (12) - buff
  • ff43 23dmg (17) - buff
  • wr3 lower hitbox - buff
  • ws1 10dmg (13) ws12 now 35dmg - nerf
  • DSS_FS4 -13 oB (-14), +6 oH (+5) - buff

Summary: S ->

Lee

  • New move ws14(3) m,h 13f,20f, -5/-8, +4/+1 13/15,17/20dmg nc, doesn’t jail - buff to crouch punish/FC mix.
  • RA can be done in HMS - buff to defensive options in stance
  • 13:3 -11 (-10) oB, 0 (+1) oH - nerf
  • 3~3:4 25dmg (20) - buff
  • f21 farther oH - buff actually, as fixed the wall splat inconsistencies
  • f1+2 10,20dmg (10,24) - nerf
  • df323 -14 (-16) oB - buff
  • d2 17dmg (18), CH UTKND FUFT followups, hard launch - buff
  • b4 20dmg (22) - nerf
  • b3+4 20dmg (25) - nerf
  • uf3 lower hitbox - buff
  • ssr3+4 -9 (-11) oB - buff
  • ssr3+44 -12 (-14) oB - buff
  • HMS14_143 +2 (0) oH - buff
  • HMS1+2 closer oH - buff

Summary: S -> S

Lei

  • New move f2 m, 12f, -8, +3, 11/13dmg - buff, nice new mid
  • New move f24 m,h 25-26f,BT -7 - -6,BT, +4-5,BT, nc 29dmg, duckable - buff, nice new damage + BT mix punisher string
  • New move SNA4,1
  • 11 increased range - buff to punish consistency
  • 4~3 airborne hurtbox fix - fix
  • f3 closer oH - buff to consistency
  • b4 20f (23f) - buff to startup
  • u1+2 3f faster recovery - buff
  • fn3 +5 oB (+3), 2f faster recovery oH - buff
  • fn41222f_SNA222f buffer fix - fix
  • ff34 pushback fix - buff to consistency
  • ff3+4 air hit change - ~
  • ws2 15dmg (12) - buff
  • ws21 closer oH - buff
  • ws3 increased range - buff
  • ws4 closer oH - buff to mixup potential
  • ws3+4 20dmg (14) - buff to combo damage
  • ss4 16dmg (14), increased range - buff
  • SNA22 closer oH - buff to consistency

Summary: B ->

Changes:

11 - increased range (punish consistency buff)

f3 - opponent closer on hit (improved consistency, second hit would sometimes whiff)

b4 - shorter startup from 23 to 20

u1+2 - 3 frame shorter recovery

fn3 - +5 ob up from +3, 2 frame faster recovery

ff34 - reduced pushback, made 'easier to land', likely more consistent in combos

ff3+4 - changed behaviour when hit mid air (maybe wb? combo ender? it sends them further back)

ws21 - increased damage from 12 to 15 (i14 ws punish buff)

ws3 - increased lower hitbox (maybe hits ground?)

ws4 - decreased distance on hit

ws3+4 - increased damage from 14 to 20

ss4 - increased range, and damage from 14 to 16

SNA 22 - decreased distance on hit (likely improves how second hit could whiff oh)

SNA 4 - decreased damage from 14 to 11, new extension

SNA 1+2 - now safe, -9 instead of -10

f1+2 - decreased distance on block (easier to use plus frames)

BT 41 - improved frames on block -6 from -8 and decreased distance on block

BT 43 - improved frames on block -12 instead of -15

f21 - removed from game

FCD d3+4 or FCD 4~3 - increased range (unclear if it was the worm move or slide)

PLD 3+4 - increased pushback to fix side switching with opponent

New moves:

f23 - i12, 29dmg nh, mid high, +4 ends in BT (f2 has a obviously different animation to 2 now)

SNA 41 - 24dmg nh, low high, +1 ends in neutral

SNA 41f - +4 transition to Tiger, can still TGR backdash out of downjab range

Summary:

Overall punishment and QoL improvements, with strong situations off punishers i10-i12:

  • BT is now more dangerous, with a new i12 punisher entering BT at +4, and BT43 no longer launch punishable, down to -12. Other buffs to fn3 and b4b help enter BT at plus too.

SNA is now more dangerous as his i10 already gave him +5 in SNA but now with SNA 41f entering tiger at +4 as a low high natural combo, both punishes at i10 and i12 give him a strong situation.

Leo

  • New move KNK3+4 24-25f, -26, KND FDFT, guaranteed followups?
  • 1 range increase - buff
  • 22 -12 (-13), +6 (+4) - buff
  • f22 +8 (+6) - buff
  • f1+2 17-18 (19-20) - buff
  • df2+3 20dmg (19)  - buff
  • d1 +5-6OC (+4-5OC)         - buff
  • d41+2 hit 1+2
  • uf12 hit 1+2 faster kicharge transition - buff
  • bf1+21+2qcf2 -13 - -12(-16 - -15), faster recovery - buff to punishability and wall oki
  • qcf3+4 CH launch - big buff
  • ss1+2 -9 (-10) - big buff
  • KNK2 NH KND W! - buff
  • KNK4 +9 (+4), but CH also +9 - buff to NH, nerf to CH
  • BOK3 lower hitbox - buff
  • BOK1+2 closer on hit - buff, f1+2 after

Summary:

Leroy

  • UF4 changed startup from 21F to 23F.
  • D2 damage lowered from 15 to 11.

Summary:

Lili

  • New move BT14?, +XKG, air hit S! ? - combo tool?, guaranteed after CH ff4b
  • 123 13dmg (11)
  • df1 hits lower - big buff, needed!
  • d3 CH +5OC - buff
  • ub1 CH launch higher - buff to combo routes?
  • uf2 -10 (-12) - buff
  • qcf1b -17 (-19), -6 (-8) - buff
  • FCdf1 -6 - -5 (-9 - -8) - buff
  • BT12 +8 (+5) - buff
  • BT43+4 15dmg (20) - nerf to wall damage
  • d1+2 25dmg (20) - buff
  • uf4 can now transition into BT
  • b1+2 -12 (-14) - buff
  • qcf21 fixed an issue where the move does not knd when it hits the opponent’s side
  • BT1+2 leaves the opponent closer - QOL change for combo consistency

Summary:

Lucky Chloe

  • New move df133?
  • New move df4?
  • DF1 - less pushback both on block and hit
  • 2,2 - 35dmg
  • DF3,3 - 35 dmg
  • 1,2,2 - KND
  • B2 - KND
  • B3 screw on CH

Summary:

Marduk

  • New move uf12 12,37-38f h,h -?, +6OC, KND FDFA 14/16,20/24+dmg - big buff to punishing
  • b2 +4 (+1) - buff
  • db2+4 35dmg (40) - nerf

Summary:

Miguel

  • New move f+2,1[~f SAV], -?, +10g, ?t, ?,?dmg 30 damage nc, i12 punisher
  • Old f+2 “telefonazo” is gone
  • f4 can transition to savage
  • (d/f+1,1),2 is a Counter Hit launcher (3rd hit is a CH launcher)
  • Third hit was a KNDd/b+3 is +4 on hit (was +3) and -12 on block (was -13)
  • u/f+1 is +4 on block and does more damage (21->23)
  • f+3,4 damage increase at 30 damage
  • SAV 1 is +0 on block
  • SAV b+1 is a homing attack
  • SAV d+4,3 damage increase to 25 damage (15->17 on 2nd hit)
  • SAV 4 is +0 on block (was -5)
  • SAV 3 is +6 on hit
  • SAV 3,3 is +3 on hit
  • SAV 3<3 (delay 2nd hit) has a smaller window
  • d/b+2 has more pushback on block (more distance between Miguel and opponent)
  • Pushback isn’t very far

Summary:

Negan

  • New move uf2 m 16f, -11, +7, Launch, - buff
  • 1,2* INT now +6 on hit from +3.
  • INT 3; Changed to 17F, -2 on block, +7 on hit (Faster, safer and opponent doesn’t fall on their ass anymore on hit).
  • INT 4; Startup changed from 25F to 20F.
  • DF3,1,2* Can now enter INT Stance.

Summary:

Nina

  • New move: i12 b1,3 h,m 32dmg +9, -14ob
  • Df+1 range increased
  • B+1 input changed to ub+1
  • Qcf+3, property on CH changed (d4,1 still combos)
  • Qcf+2 changed from i20 to i17
  • Db3+4 range increased (?)
  • Wr3,4 changed from -15 to -13ob

Summary

Noctis

  • New move df12 m,s.m -12 20/24dmg, KND, nc 30dmg
  • uf1 13f (14) - buff
  • SS2 forces crouch on block.
  • B2 changed to i14 (from i15)
  • B12 leaves the opponent closer on hit, second hit increased range and CH launches
  • DF4 changed to i14-15 (from i14), on CH guarantees DF424 (might be hit confirmable?)
  • F32, second hit does 2 more damage (went from 21 to 23)
  • F1+4 does 4 more damage (went from 20 to 24)
  • DB2, increased range (seems minor?)
  • DB1+2* does 4 more damage (went from 28 to 32), changed to +6 oB (from +2) and leaves the opponent way closer oB
  • Jumping 2 increased tracking (QoL for combos)
  • Jumping 1+2 recovery decreased by 4 frames making it +9 oB (from +5)
  • WS12 leaves the opponent closer

Summary:

Paul

  • RAc 1+2b damage nerf, 15dmg only
  • f1+4 no guaranteed followup
  • f2+3 20f -14 oB guaranteed followup on hit, deathfist 49dmg
  • b4 +16g oCH
  • qcb4 damage nerf

Raven Master

  • A

Summary:

Shaheen

  • New move: i15 b2 (?) mid, -9, +4(?), KND

Summary:

Steve

  • New move PAB1+2 12,27-28, h,h -5, KND W!, - jails
  • b2 15dmg (17) - nerf
  • d1 12dmg (14) - nerf
  • d2 11dmg (13) - nerf
  • DCK1+2 dmg buff - buff
  • FLK2 slower recovery oH - nerf, only d1+2 after
  • PABb2 -13 (-14)
  • LWV(1)1 CH property change, same launch as CH df2 - buff

Summary:

Xiayou Ling

  • New move db2, -8B, +5, +18g
  • df1b -2 (-4) 13dmg (11) - buff, frames and damage
  • RDSd3 12dmg (10) -buff
  • d/b+1 clean hit
  • F+1+2 lower hitbox
  • ws1 range increased - buff
  • AOP 4 -3, +8 - buff

Summary:

Yoshimitsu

  • New move - KIN? l -13, +3, ?, cancelable -
  • KIN11 nc
  • d2,2,(d1) on CH now launches
  • db1 on ch now +7 (possible flash afterwards)
  • Shorter recovery on b3_4
  • uf1 now -4
  • ff2:2 increased damage 30 to 35
  • cd2 -13 on block, +6 on hit
  • 2+3 shorter recovery
  • NSS1+4 -15 oB (-16)

Summary:

Zafina

  • New move MNT? ?f, ?, ?, ?, ?/?dmg, homing -

Summary: