Tekken 7: Fated Retribution receives “Version N” balance patch, makes Xiaoyu AOP sweep juggable, buffs Lee

Bandai Namco has just announced the latest balance patch for Tekken 7: Fated Retribution (the arcade version currently in Japan and Korea) will be going live today, with a lengthy set of patch notes accompanying it on the official Tekken websiteFLYING WONKEY over on avoidingthepuddle has mercifully translated the patch list for Western audiences, and there’s some big news among the changes:

Hwoarang

  • Rage Drive 2 & 3 (In Rage u/f+3, 4, 3+4) has been adjusted so that you no longer lose rage status by just inputting the entire command.
  • Human Cannonball (f+2+3) can now be done by performing a “slide input” for the command (f+2~3).

Note: Bug fixes. The Rage Drive now has to have the 2nd and 3rd hit connect to consume your rage.

Xiaoyu

  • Firecracker (AOP 4~3) now leaves you closer to the opponent on block. Xiaoyu will now also be in an aerial state after having the move blocked.

Note: This makes the move now floatable on block.

Bryan

  • Snake Edge (d/f+3) attack hit box has been made bigger.

Note: Bug fix, sometimes the move will completely whiff right in front of the opponent.

JACK-7

  • Rage Art (In Rage, b+1+2) attack hit box has been made bigger.

Note: Assists in hitting opponents low profiling the Rage Art like with Dragunov’s d+2.

Dragunov

  • Clipping Sweep (d/b+3) now starts up 2 frames slower.
  • Pommel Swing (b+1, 2) 2nd hit now comes out 1 frame slower.
  • Ballistic Upper (while standing 2) attack hit box has been made bigger.

Note: Nerfs. The ws+2 change helps him punish certain lows that recovers in a low profile like Miguel’s d/b+1.

Lili

  • Edelweiss (d/b+4) attack hit box has been made bigger.

Note: Like the Bryan change above.

Leo

  • Xiang Chui (d/f+2+3) now leaves you closer to the opponent on block. It now recovers 1 frame slower on block. It also recovers 4 frames slower on whiff.

Note: Nerf, this makes the move -15 now.

Lucky Chloe

  • Rage Drive (In Rage, d/f+3+4 → 1+2) 1st hit on block makes the opponent recover 7 frames slower. The 1st hit has an additional 1 more frame of active hit frames. Pushback on the opponent after connecting with the 1st hit has also been reduced.
  • Rage Drive (In Rage, d/f+3+4 → 1+2) 2nd hit on block now also makes the opponent recover 7 frames slower.
  • Step Up (while crouching, d/f+4) now has 1 more additional active hit frame.

Note: The pushback for Rage Drive on hit for the 1st hit should make the 2nd hit more easier in combos.

Josie

  • Step In Tracer (ff+4) attack hit box made bigger. The move now has 1 additional active hit frame.

Note: Buff, this move would whiff a lot especially in cases where opponents would stand at the tip range or sidestep it.

Gigas

  • Monster Axe (f+2, d+1) attack hit box on the 2nd hit has been made bigger.
  • Hell Crusher (In Goliath, 2) Now has 2 more additional active hit frames.
  • Repelling Blast (d+1+2) Now has 1 more active hit frame.

Note: Bug fix for the f+2,d+1 which would whiff a lot if the opponent was very close to Gigas.

Kazumi

  • Jab (1) range on the jab has been reduced.
  • Standing four (4) now recovers 2 frames slower on block and on whiff.
  • Crimson Dawn (d/f+1, 2) range on the 1st hit has been reduced.

Note: Nerfs. Standing 4 on block is now -9.

Nina

  • Sideslip (qcf+3) now has crouching status. This move was also adjusted so the move will now connect in situations where it looks like it should hit.

Master Raven

  • Quicksand Catastrophe (while crouching, d/f+3+4 → 4) attack hit box on the 1st hit has been made bigger. The frames where Master Raven has crouching status during the animation of the 1st hit of the move has been increased by 8 frames.

Note: Bug fix, hitbox made bigger make it connect more often since opponents would go right through it sometimes when very close. She also is considered in crouching status for 8 frames longer during the 1st hit animation.

Lee

  • Lee Somersault (4, u+3) now leaves you closer to the opponent.
  • Laser Edge Lee Somersault (d+4, n, 4, u+3) now leaves you closer to the opponent.
  • Rear Cross Punch (b+2) attack hit box has been made bigger.
  • Grass Snake (d/b+3+4) can now be done with d,d/b+3+4.
  • Twister Heel (while standing 2, 4) now recovers 2 frames faster on hit and leaves you closer to the opponent.
  • Silver Tail (while crouching, d/f+4) losing crouching status on this move by cancelling it into HMS has now been fixed.

Note: Somersault changes make them easier to use in combos. d/b+3+4 change was to assist in not getting accidental Blazing Kicks. You won’t lose crouching status by cancelling Silver Tail into HMS now.

Eddy

  • Rage Drive (In Rage, ff+3+4) your opponent recovers 7 frames slower after blocking the 1st hit of the Rage Drive.

Note: You could interrupt the 2nd hit of this Rage Drive with certain moves even after blocking the 1st hit. This has now been changed to prevent that.

Eliza

  • Dark Blade (SRK 2) tracking/homing properties have been improved.
  • Dark Blade Chaos (SRK 1+2) tracking/homing properties have been improved.
  • d/f+2,3 — Due to the 2nd hit of this move whiffing if you manage to land the 1st hit on the opponent’s side, the properties of the 1st hit of this move for your opponent has been changed.
  • Dark Cannon (qcb+3 & air qcb+3) now recovers 3 frames slower.

 

System Changes

  • Certain bugs with Eliza’s projectile attacks being parried/reversed have been fixed.
  • Certain bugs where air throws were not registering on Eliza after she is on the wall (wall splatted) have been fixed.
  • Various other minor system bug fixes.

 

While no date has been set for the console version, it’s an inevitability that we will see these updates on the console at some point.

Sources: ATPTekken

Indie title OKINAWA RUSH aims to combine fighting game mechanics with classic platforming/RPG elements

Use Okinawan Karate (and more) to bust open some old-school-style heads in this upcoming indie game.

Indie developers Steven Miller, David Miller, and Gary Angelone are aiming to bring some retro-fueled violence to PC, PlayStation 4 and Xbox One with “intense, skill-based” action-platformer Okinawa Rush, a love letter to classic side-scrolling brawlers, platformers, and RPGs in one. Behind the cartoony sprite art, the game sports a gameplay engine that borrows heavily from fighting game sensibilities: utilizing a broad move set, a combo system, and “parry anything” mechanic.

In addition to single or multiplayer action, the game will feature RPG elements in the form of a detailed story mode, shop system, multiple playable characters with different backstories, and dojo maintenance that will affect your fighter’s abilities. You’ll even be able to improve your stats by practicing katas.

okinawa rush sample 1
okinawa rush sample 2

okinawa rush sample 3

To try the demo, head over to the game’s Steam Greenlight page. You can watch the Super Best Friends try it out for themselves in their YouTube video below (note, NSFW language!):

As of this writing, Okinawa Rush has met its crowdfunding goal, and there are still about twelve hours left. Head over to their Kickstarter page for more detailed information about the project and its developers; they have claimed that if their goal was met, the game would include a guest character: the Baz from Divekick! We’ll have to keep an eye out for confirmation as the project goes forward.

Thanks to Matthew for the tip.

Sources: Okinawa Rush (Steam Greenlight); Okinawa Rush (Kickstarter); Destructoid

World of Warcraft – 100% of Adoption Fee from New Battle Pet to Go to Charity

From now through December 31st, 100% of the “adoption” (purchase) price of the World of Warcraft battle pet, “Shadow”, will be split evenly between the American Red Cross Disaster Relief Fund and the International Federation of Red Cross and Red Crescent Societies to assist with relief efforts around the world. The US purchase price is $10, with the EU price at 10 Euros.

Capcom showcases Iron Man’s new moves in this Marvel vs. Capcom: Infinite mini-trailer

With the official release of Marvel vs. Capcom: Infinite just a week away, Capcom Japan has seemingly started releasing small video featurettes going over certain characters moves. The first of these involves Iron Man, and goes over just how different he is from his previous incarnations.

Coming into Marvel vs. Capcom: Infinite, Iron Man has received a revamped moveset that’s designed to make him a better zoning character. The biggest changes are the replacement of his “Repulsor Blast” and “Smart Bomb” moves with the “Repulsor Array” and “Smart Mine” moves respectively. These, the moves that have remained, and a few combos are featured in the video below.

Source: Capcom Japan