TEKKEN 7 Season 3 is coming to the PS4, Xbox One and Steam on September 9, 2019! Season 3 brings new characters, starting with Zafina, and revised gameplay to TEKKEN 7. With new mechanics and individual character balance changes, Season 3 brings updates to the entire cast! Read the full patch notes in this post.

Damage = The amount of health taken away from the opponent when an attack hits.

1 frame = 1/60 of a second. A unit of measurement used to indicate the passage of time in the game.

Attack startup = The time at which an attack’s hitbox becomes active.

All notes in this list are written from the perspective of you, the player, hitting the opponent (or making them guard) with the move in question.

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Commands Changes

1,2,2 – Changed the frame advantage upon hit from +1 frame to +3 frames.

1,2,2+b – Changed the frame advantage upon hit from +1 frame to +3 frames.

1,2,2+b – Decreased the distance between the character and the opponent when the move hits or is blocked.

3,3,4+b – Decreased the distance between the character and the opponent when the move hits or is blocked.

【2,1】 – Changed the frame advantage upon hit from +5 frames to +8 frames.

– Decreased the distance between the character and the opponent when the move hits or is blocked.

– The move can now also be performed with “During sidestep 【2,1】”.

【2,1】,1 – Changed the frame advantage when blocked from -12 frames to -13 frames.

– Shortened the recovery time after the move hits by 2 frames.

– Changed the opponent’s behavior when hit from the side.

– Increased the distance between the character and the opponent when the move is blocked.

– Decreased the distance between the character and the opponent when the move hits.

【3,4】 – Changed the frame advantage when blocked from -12 frames to -7 frames.

– Shortened the recovery time after the move hits by 5 frames.

– The move can now also be performed with “During sidestep 【3,4】”.

【3,4】+b – Changed the frame advantage when blocked from -7 frames to -2 frames.

– Shortened the recovery time after the move hits by 5 frames.

f,4,3 – Changed the attack startup from frame 21 to frame 22.

– Decreased the distance between the character and the opponent when the move is blocked.

f,4,4 – Changed the attack startup from frame 31 to frame 32.

– Decreased the distance between the character and the opponent when the move is blocked.

– Changed the startup of the character’s crouching status from frame 24 to frame 10.

f,3+4,1 – Shortened the recovery time after the move hits by 2 frames.

f,3+4,3 – Increased the distance between the character and the opponent when the move is blocked.

d/f,4 – Changed the damage from 15 to 14.

– Decreased the distance between the character and the opponent when the move hits.

d/f,4,2,1+2 – New move.

d/b,1,2 – Changed the frame advantage upon hit from +5 frames to +7 frames.

d/b,2,2+b – Changed the frame advantage when blocked from -17 frames to -15 frames.

– Changed the frame advantage upon hit from -6 frames to -4 frames.

d/b,2,2,2 – Changed the damage from 5, 10, 30 to 10, 10, 25.

– Decreased the distance between the character and the opponent when the 2nd hit is blocked.

d/b,3 – Changed the damage from 12 to 14.

b,2,3,4,2 – Changed the damage from 15, 8, 12, 21 to 15, 10, 13, 22.

– Increased the range of the 1st and 4th hits of the attack.

– Changed the input window for the 4th hit from 27 frames to 37 frames.

Back toward enemy 1 – Changed the frame advantage when blocked from -1 frame to -3 frames.

– Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction.

– Increased the lower range of the attack.

b,3+4,4,3+4 – Changed the frame advantage when blocked from -5 frames to -3 frames.

– Shortened the recovery time after the move hits by 2 frames.

– Decreased the distance between the character and the opponent when the move hits.

– Increased the move’s reach.

u/f,3+4 – The character is now counted as crouching from frames 6 to 23 of the 1st hit.

f,f+2 – Changed the frame advantage when blocked from -10 frames to -9 frames.

f,f+1+2 Hold – Changed the damage from 28 to 25.

– Changed the frame advantage when blocked from +1 frame to +3 frames.

– Changed the frame advantage upon hit from +23 frames to +14 frames.

– Decreased the distance between the character and the opponent when the move hits or is blocked.

QCF,1 – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

QCF,1+2 – Changed the damage from 23 to 21.

– Changed the frame advantage when blocked from +5 frames to +4 frames.

– Changed the frame advantage upon hit from +9 frames to +8 frames.

– Decreased the distance between the character and the opponent when the move is blocked.

While rising 1,2 – Changed the damage from 11, 12 to 13, 13.

While rising 4 – Changed the frame advantage upon hit from +4 frames to +7 frames.

While rising 1+2 – Changed the damage from 25 to 20.

– Changed the frame advantage when blocked from -10 frames to -9 frames.

– Shortened the recovery animation by 1 frame when the move hits.

– Changed the opponent’s behavior when hit.

– Decreased the distance between the character and the opponent when the move is blocked.

While rising 1+2 upon successful punch parry – Changed the damage from 25 to 20.

– Changed the frame advantage upon hit from +30 frames to +16 frames.

– Decreased the distance between the character and the opponent when the move hits.

While crouching d/f,1 – Changed the damage from 18 to 19.

– Changed the frame advantage when blocked from -13 frames to -12 frames.

– Changed the frame advantage upon hit from -2 frames to -1 frame.

During sidestep 2 – Changed the frame advantage when blocked from +1 frame to +3 frames.

During sidestep 4 – Changed the startup of the character’s crouching status from frame 13 to frame 10.