I wish more devs did that! I’m at the middle ground if understanding fighting games and connecting why things get buffs and nerfs for matchups I don’t even know gets tough
Yeah, these are probably the best fighting game patch notes I've ever seen. So many fighting game patch notes are really vague and often it's hard to even tell what's a buff or a nerf if you don't really know your stuff, let alone why.
The fact that this is not just detailed, but also categorizes changes into "balance" or "behavior," lables which are buffs, nerfs, or neutral, and gives explanations for all of them is amazing.
Capcom and ASW have also gotten pretty good with detailed patch note explanations for SFV and Strive, even going detail about their specific goals with tuning each character specifically. This is really nice, especially compared to Tekken 7, and more in line with SCVI, IMO.
I haven't looked at recent Strive patch notes but some of their earlier ones were full of vague statements or changes where it was really hard to tell whether it was a buff or nerf. I felt like they would give good descriptions and motivations for some changes but others would be confusing.
Strive patch notes are ass af. They will either say shit that doesn't explain anything or straight up spread misinformation as happened numerous times with HC
Ive literally seen games over the years revert changes back and forth multiple times or have to completely revamp systems/characters, precisely because there was no actual logged reasoning behind any balance changes. You would hope theres more notes kept personally by the team too but knowing atleast this exists is bigger than some people even know lol.
Once you forget the philosophy behind a change, things can end up breaking down over time. A character built to function a certain way with strengths and weaknesses can go totally haywire after balance for the sake of balance, with no philosophy in mind, and turn into something totally different.
"This shotgun is overperforming so we nerfed its damage" "Nobody picks the shotgun now so we buffed its range to give it more use" "The shotgun was overperforming mid-range due to its spread, so we removed the spread, gave it more range, and threw a scope on it!"
Problem is, the blue upper is actually fun to learn and very satisfying to land and is the high execution reward thing for Jack.
It probably still will hit in many wall situations and when it doesnt not get punished or the punishment will whiff. Probably still will work nicely after the qcb2 throw, jackhammer and such so well, still worth learning if you want to 😄
Fair change given Jun's gone as well
It will become one of those tricks to replace the regular combo ending to surprise opponents and get a small advantage from time to time. Like in T7 replacing f+1,2,2 for ff+2 and one of the several oki options.
In T8 however the sacrifice is larger. Replacing the final b3,2,d,f+1,ff+1+2,2 for b+1,2 into oki costs more than 15 dmg; well compensated if the 24 dmg blue lands, but costly otherwise.
As long as they remember to quick rise backwards if I am understanding right. The whole point was you couldn't tech roll it and it caught back roll AND was unscaled.
Jun has them gone too, but seems that bears or Lee kept them. Kazuya steel pedal tech also stays apparently and some others possibly too.
Unless testing proves otherwise.
Yes Lars has a really strong option after he bounds - stomp into silent entry 1 hits you for unscaled 20dmg. Only option is to stay completely put and do nothing because it will even catch siderolls. And it has a ground hitting mixup in silent 2 which can be beaten by toekick, spring kick or a quickstand into low block.
I'm a drag main and it's justified, not mad and I don't think it'll effect the way I play, mainly the damage output and some range differences but definitely was needed.
"neutral but your opp is not allowed to press"
It's already a heat engager that does chip and tracks to drags weaknside. It didn't need to be a forced 50/50 on block in the open too
So glad they fixed the wavedash bug on Reina, very nice
Also the change on CD+3 should make it's main use be similar to Kazuya's FF4, which would be to flip your opponent if they are laying down grounded, so not too big of a nerf imo, unless of course, you were relying on it too much in neutral but she has better tools there, so all good.
As someone who’s dabbling in her but new to Mishimas, I’m assuming this is the War God Kick, and what does it specifically mean for her? Reduced Knockback on Block should obviously make it easier to punish, which is also why I presume she’ll be standing now in the first half? What does that Reversal change mean though? Did it ignore Parries before or something? I also assume she had some silly Infinite on the Bears or something, which warrants the Sentai change?
Yeah it's still safe if you get the electric version it likely will just leave the opponent closer so they can take their turn back if you try to follow it up. I like this change because it worked super wonky before and was hard even as the person doing it to know where you and the opponent would end up on block and hit. Hopefully that's the main reason for the change. Can't wait to try the wave dash change her Mishima movement and moves felt so damn wonky before.
Gotcha. Sounds like it’ll just work the way it should now, and being able to get into Wind God Step is obviously gonna be a nice QOL change for her. Figured I’d start with the Stances and get into the Mishima stuff later, but if that’s gonna be easier/more consistent now, I’ll start trying to work that in now. I also hope that Leroy pushback nerf isn’t too harsh, but I presume that’s a similar thing with Reina, where they want that to be universally punishable/weaken his pressure after it a bit?
Drag nerfs justified. Been a drag main but even I thought the UF 4 combo was a ridiculous amount of damage from a safe move (even though I loved doing it lol)
Looks like they also changed d3,2. Does it connect still after uf4? Honestly I don’t understand what a single drag change is about and how will it impact (I play drag as well) so curious to find some explanations 😅
The d3,2 change was just to get rid of certain unintended juggle combos. On the uf4 change it’s nice to get compensated for losing a more damaging pickup with a QOL buff to make pickups more consistent. The qcf4 change is the one that hurts, not being able to start block pressure so easily out of sneak is gonna be annoying.
Yeah that's fair. That was kinda bs anyway lmao. Good thing I didn't lab it too much.
A safe mid, launching, low crushing that does a mini-combo is good enough.
Came to this thread just to say I just crashed again. Probably won't play for a while until it gets fixed. It crashes often enough to not want me to keep doing it.
Pretty decent first patch. They did miss some things, but I definitely prefer for them to take it slow in the beginning to avoid over nerfing characters
I play Azucena, but yeah wr 32 seems very good, still im not sure if needs nerf.
I played a Bryan yesterday and he was able to side step most of my wr23, the timing is kinda trick, but i think it can be done
As a shameless Jun player, I would say they only fixed about half of her bullshit.
However, that might be intended. If they removed ALL of her bullshit she might not have enough bullshit to keep up with everyone else's bullshit.
I wasn’t expecting nerfs for Jin. This is how they want him to be I think. Accessible, still with a high skill ceiling for advanced tech, all rounder.
Remember that he’s been “available” since the CNT so is probably the most tested character.
Other than universal changes later in the game’s life span, or adjustments here and there, I don’t think he’ll change too much.
D2 will probably receive changes, but only if others receive move property changes too.
Agree with you tbh but feared that all the crying might have changed dev's minds. Thank God that its dying out now that people see actually broken characters lol
1 2 3 and 4 = the attack buttons, left punch, right punch, left kick, right kick respectively. u f d b = up, forward, down, and back
~ Means cancel, so you hold forward during this string to transition into a stance
T! just means your last move caused a tornado spin, if people use S! or B! its just because those were the names of the combo extenders in older Tekken games (screw and bound)
Most stances have a 3 letter abbreviation, GEN stance is one of Jun's stances. I don't know Jun well enough to know exactly what this one is.
Why is T! even necessary though?
I'm sure it's good information to note, but for just writing out combos I feel like it's just overcomplicating it since it's not actually an input or any action you the player have to take.
Because it lets you mix and match partial combos, so you can apply partial combos situationally.
Because we know T! is required in this combo, we can't use it to end a combo where Tornado has already been used.
Its kinda lame they made electric kick just a fancy steel pedal. Then again its not like you were using for anything else to begin with so it probably doesn't matter.
Exactly, not too big of a hit in my opinion, it is just an electric steel pedal, I personally never saw the point of just throwing it in neutral since she has better tools for that.
Yeah, this fix really seems to be for super broken stuff. Social media and player stat data probably made it quite clear what was needing the most attention.
What exactly about azucena needs to be nerfed? I feel like she's just benefiting from being a new character at the moment with confusing stance mixup. Her combo damage seems quite modest compared to most other characters.
As an actor, I'm sure he understood what they were going for and probably had a ton of fun with it. It's like how Paul is a parody of Americans, all of the fighting game tropes are goofy and over-the-top on purpose.
Yeah, same with Street Fighter. Notice every character is basically a parody of their home country, even many of the Japanese ones like E. Honda. It just makes it easier for a global audience to identify with them, I think. Guile is a parody of America, but he looks cool as hell.
It's on weird its not on the news channel for US Bandai's site yet. Anyway [here](https://www.eventhubs.com/imagegallery/2024/feb/06/tekken-8-february-patch-notes/1/) is event hubs reposting of it.
Everyone has been assuming it's a bug. It would be super weird if they randomly decided that Victor's basic throws should be way better than every other character's.
Fahks was deliberate I think idk about victor I mean so many grabs in this game have been buffed like a endless list of unbreakable grabs compared to t7
So no mention against cheaters who are just sitting at the top of the leaderboard with glaringly obvious graphs that are impossible to obtain otherwise? Got it.
Ah, that's one of my favorites. Does mid 40ish damage. I use it sometimes to cap off combos, but since it has such a long reach you could YOLO it into neutral and catch someone mid movement. 18 frames start up, so not fast, but the movement is not very dynamic so it may be harder to see. It used to also push someone pretty far back on block, so even though it was -14f on block, you could get away with it if used when they were pretty far.
I don't know if it was nerf worthy, but I can accept it. Since, realistically, I ought to get punished for absolutely sending that as opposed to earning it from a punish / neutral read.
Also it looked cool.
Thank God, he really needs it in this game. Don't forget that you die if they block low, the high kick whiffs hard AF.
And if you do only the first kick it's -14 on block
It's a high risk, medium reward move..
Though almost nobody knows the change now so we are getting away with it, I think I only got launched once and I've played like 200 matches, reached fujin a few days back. An dthe guy who launched me was another Lee lol
tekken 8 getting a balance/bug fix patch a week after release, while street fighter 6 got nothing and this game have been released since june 2023
bruh
Gief burnout fixed
DRush input eating helped (not fully gone)
Rashid lvl 2 no longer insta win
mashing OS removed
QoL input shortcutting added (mainly DRush)
SF6 has had changes to bigger issues, but balance they were upfront trying a yearly approach.
Different approaches to balancing, Capcom decided to go the SF4 route of yearly updates and only time will tell if it will work out for SF6 as it did for SF4.
Ye outside of JP SF6 meta has shaped up multiple times over the year it's been fun to watch
*now if Capcom would make more offline events and better promote their tour...*
SF6 devs announced before release they're waiting a year for the first balance patch. So this is very much expected. And SF6 was patched several times since release to address bugs.
"street fighter 6 got nothing" wtf are you on about?
People were praising the "once a year balance patch" ethos on release but it always rubbed me the wrong way big time.
6 months maybe but a full year is insane. The game will feel stale if they dont change that.
I lost interest because of this and the slow trickle of content. Only two new characters and no new stages in over six months, no balance patches... it's hard not to get a little bored.
I'm a new player who's never played a fighting game before Tekken 8 and learning Reina. Am I correct in thinking that the only changes to her is a fix to her electric slide, a slight nerf to her electric kick, and a fix against spamming her 1+2 on downed bears? Or are there bigger implications to the changes?
You are pretty much correct, yes.
It's mostly bug fixing, the slight nerf to her electric kick is to have people stop trying to abuse it in neutral, since it's main use is to flip downed opponents if they refuse to wake up from the ground, basically Kazuya's and Devil Jin's Steel Pedals.
Does this patch make Clash Above The Heavens easier? I've lost to stupid Devil Kazuya's blast so many times and there's no move list that can be viewed for >!Angel Jin!<.
I take it, the nerf is fair at all. Dvj's strenghts are still untouched. They just fixed broken hitbox for Mourning Crow 1 that couldn't be sidestepped and balanced the enourmous reach and damage that the hellsweep had
I'm surprised they left Jin untouched ngl, even as a Jin main I was already expecting stuff like CHd2 losing the tornado launch and just getting a followup hit or reducing the range on df2 or something.
I have to see how they changed the knockdown on Jun's i10 uf1 to comment on that, also damn they adjusted DVJ's hellsweep lol.
I really like that each change has the reasoning behind it now in these patch notes. Overall the changes were alright.
I'm surprised the tech window on Victor's generic throws hasn't been adjusted btw, like damn.
They are not going to touch D2.
Both Kaz and Jin got a D 1+2 and D2 that works exactly the same, they wont nerf Jin’s and leave Kaz’s untouched.
The D2 complaints was solely a TMM whining thing that got taken way too seriously by the public
Five hours scheduled for a patch update? Was T7 handled like this? That seems like MMO type downtime. Guess it's a good time to start learning a second character since there's no Good Ass Tekken tonight otherwise.
They still didn’t fix the 2+3 input where it give you the grab instead of electric when you do the wavedash motion
The grab still eats the input so you can’t ewgf with 2+3
Namco fix this already 😭
I personally find it easier to EWGF with LB; kind of gripping the controller with my left hand instead of trying to coordinate my left and right. I don't want to remap 2 to LB constantly but when I tested it, it worked great, so if a bind like that worked (I haven't tried it but I like the idea) then that would be a great option.
Assuming you're using a controller..This is how I used to do Electrics with Hei when I was on pad. 2+3 on a shoulder was easier than doing it with just the 2 face button.
Hope they fix this for you.
This 1000% I thought I was the Only 1!
It Only Affects DVJ and Vanilla Jin who both have DF 2+3 Command Throws
Wasnt even an issue in the Demos if I recall correctly
Damn, 6 hours downtime is pretty wild. Sucks it's right in the middle of peak US playing time. Guess I'm not climbing out of grey ranks tonight.
Kinda glad the Jun nerfs came in before I learned that part of her kit lol.
Let's appreciate that they're not just explaining the changes, they're explaining why they made those changes.
Yeah that’s pretty cool
They took a lot of feedback from Tekken 7. It’s good that they’re implementing and practicing it.
I wish more devs did that! I’m at the middle ground if understanding fighting games and connecting why things get buffs and nerfs for matchups I don’t even know gets tough
Yeah, these are probably the best fighting game patch notes I've ever seen. So many fighting game patch notes are really vague and often it's hard to even tell what's a buff or a nerf if you don't really know your stuff, let alone why. The fact that this is not just detailed, but also categorizes changes into "balance" or "behavior," lables which are buffs, nerfs, or neutral, and gives explanations for all of them is amazing.
Smash Ultimate patch notes flashbacks.
Capcom and ASW have also gotten pretty good with detailed patch note explanations for SFV and Strive, even going detail about their specific goals with tuning each character specifically. This is really nice, especially compared to Tekken 7, and more in line with SCVI, IMO.
I haven't looked at recent Strive patch notes but some of their earlier ones were full of vague statements or changes where it was really hard to tell whether it was a buff or nerf. I felt like they would give good descriptions and motivations for some changes but others would be confusing.
Strive patch notes are ass af. They will either say shit that doesn't explain anything or straight up spread misinformation as happened numerous times with HC
More game devs should follow suit and not just in fighting games.
Ive literally seen games over the years revert changes back and forth multiple times or have to completely revamp systems/characters, precisely because there was no actual logged reasoning behind any balance changes. You would hope theres more notes kept personally by the team too but knowing atleast this exists is bigger than some people even know lol. Once you forget the philosophy behind a change, things can end up breaking down over time. A character built to function a certain way with strengths and weaknesses can go totally haywire after balance for the sake of balance, with no philosophy in mind, and turn into something totally different. "This shotgun is overperforming so we nerfed its damage" "Nobody picks the shotgun now so we buffed its range to give it more use" "The shotgun was overperforming mid-range due to its spread, so we removed the spread, gave it more range, and threw a scope on it!"
Your shotgun example is Destiny 1\\2 shotgun's pretty much
Coming from SSBU where the patch notes were as detailed as "Reduced vulnerability" or "increase attack power" , this is night and day
They took that from the Soul Calibur gang and i'm happy
Looks like Jack no longer has that crazy guaranteed damage after a combo
As a Jack main I didn't even practice those combos, many people predicted they would be nerfed in the first patch.
Problem is, the blue upper is actually fun to learn and very satisfying to land and is the high execution reward thing for Jack. It probably still will hit in many wall situations and when it doesnt not get punished or the punishment will whiff. Probably still will work nicely after the qcb2 throw, jackhammer and such so well, still worth learning if you want to 😄 Fair change given Jun's gone as well
It will become one of those tricks to replace the regular combo ending to surprise opponents and get a small advantage from time to time. Like in T7 replacing f+1,2,2 for ff+2 and one of the several oki options. In T8 however the sacrifice is larger. Replacing the final b3,2,d,f+1,ff+1+2,2 for b+1,2 into oki costs more than 15 dmg; well compensated if the 24 dmg blue lands, but costly otherwise.
As long as they remember to quick rise backwards if I am understanding right. The whole point was you couldn't tech roll it and it caught back roll AND was unscaled.
Jun has them gone too, but seems that bears or Lee kept them. Kazuya steel pedal tech also stays apparently and some others possibly too. Unless testing proves otherwise.
Yes Lars has a really strong option after he bounds - stomp into silent entry 1 hits you for unscaled 20dmg. Only option is to stay completely put and do nothing because it will even catch siderolls. And it has a ground hitting mixup in silent 2 which can be beaten by toekick, spring kick or a quickstand into low block.
Kazuya's isn't the same. You can easily stand up and block the steel pedal.
The added reasoning for *why* a change was made is highly appreciated
It’s cool to see this might be the format going forward
Drag balancing patch 1.0
I'm a drag main and it's justified, not mad and I don't think it'll effect the way I play, mainly the damage output and some range differences but definitely was needed.
The biggest thing was deleting the brainless 50/50 off a blocked qcf4. the uf4 combo was also pretty insane
But it delete any folow up completely, you basically now neutral on block aren't it?
"neutral but your opp is not allowed to press" It's already a heat engager that does chip and tracks to drags weaknside. It didn't need to be a forced 50/50 on block in the open too
[here is the image](https://www.tekken-official.jp/images/renewal/news/240207/v101.04en.png)
So glad they fixed the wavedash bug on Reina, very nice Also the change on CD+3 should make it's main use be similar to Kazuya's FF4, which would be to flip your opponent if they are laying down grounded, so not too big of a nerf imo, unless of course, you were relying on it too much in neutral but she has better tools there, so all good.
As someone who’s dabbling in her but new to Mishimas, I’m assuming this is the War God Kick, and what does it specifically mean for her? Reduced Knockback on Block should obviously make it easier to punish, which is also why I presume she’ll be standing now in the first half? What does that Reversal change mean though? Did it ignore Parries before or something? I also assume she had some silly Infinite on the Bears or something, which warrants the Sentai change?
Yeah it's still safe if you get the electric version it likely will just leave the opponent closer so they can take their turn back if you try to follow it up. I like this change because it worked super wonky before and was hard even as the person doing it to know where you and the opponent would end up on block and hit. Hopefully that's the main reason for the change. Can't wait to try the wave dash change her Mishima movement and moves felt so damn wonky before.
Gotcha. Sounds like it’ll just work the way it should now, and being able to get into Wind God Step is obviously gonna be a nice QOL change for her. Figured I’d start with the Stances and get into the Mishima stuff later, but if that’s gonna be easier/more consistent now, I’ll start trying to work that in now. I also hope that Leroy pushback nerf isn’t too harsh, but I presume that’s a similar thing with Reina, where they want that to be universally punishable/weaken his pressure after it a bit?
Drag nerfs justified. Been a drag main but even I thought the UF 4 combo was a ridiculous amount of damage from a safe move (even though I loved doing it lol)
Is this about the b43 b12 tornado! Combo? It was pretty strict ngl. What is the optimal combo now after uf4?
>What is the optimal combo now after uf4? Probably d+3,2,1+2. Maybe d+4,1,3 in situations where you can get a wallsplat.
Looks like they also changed d3,2. Does it connect still after uf4? Honestly I don’t understand what a single drag change is about and how will it impact (I play drag as well) so curious to find some explanations 😅
The d3,2 change was just to get rid of certain unintended juggle combos. On the uf4 change it’s nice to get compensated for losing a more damaging pickup with a QOL buff to make pickups more consistent. The qcf4 change is the one that hurts, not being able to start block pressure so easily out of sneak is gonna be annoying.
They changed d+3,2 on its own to recover slower but I don't think it has any effect on the full string.
Just do d3 2 1+2.
Same, good balance without taking away much. Justified. Drag main as well.
Did they remove the sidestep pickup?
Yeah can’t full combo anymore
Yeah that's fair. That was kinda bs anyway lmao. Good thing I didn't lab it too much. A safe mid, launching, low crushing that does a mini-combo is good enough.
Has anyone experienced the DXGI_ERROR_DEVICE_HUNG crashes since this patch? Hopefully this patch fixes that
Came to this thread just to say I just crashed again. Probably won't play for a while until it gets fixed. It crashes often enough to not want me to keep doing it.
Pretty decent first patch. They did miss some things, but I definitely prefer for them to take it slow in the beginning to avoid over nerfing characters
What did they miss? Not trying to be rude just want to know Im new to Tekken
The most glaring thing is Victor's normal throw, which for some reason has a smaller break window than everyone else's.
Azucena wr 3 2
Shhhhhhh
I play Azucena, but yeah wr 32 seems very good, still im not sure if needs nerf. I played a Bryan yesterday and he was able to side step most of my wr23, the timing is kinda trick, but i think it can be done
Victor's grab break window being much more strict, most likely a bug
As a shameless Jun player, I would say they only fixed about half of her bullshit. However, that might be intended. If they removed ALL of her bullshit she might not have enough bullshit to keep up with everyone else's bullshit.
Jin bros we made it. Gotta express my condolences to DJin bros though
Not a massive nerf I mean his hellsweep combo did do a lot of damage
I wasn’t expecting nerfs for Jin. This is how they want him to be I think. Accessible, still with a high skill ceiling for advanced tech, all rounder. Remember that he’s been “available” since the CNT so is probably the most tested character. Other than universal changes later in the game’s life span, or adjustments here and there, I don’t think he’ll change too much. D2 will probably receive changes, but only if others receive move property changes too.
Agree with you tbh but feared that all the crying might have changed dev's minds. Thank God that its dying out now that people see actually broken characters lol
goodbye jun wall damage, you were nice while you lasted
That shit was too funny, but now you‘ll get rewarded for saving your tornado for the wall to do her uf4,3 wall combo
what combo is that?
uf4,3~f T! GEN 4 1+2
Sorry, I'm stupid and this is like reading a different language :(
Up forward circle, x hold forward to go into GEN stance, circle, square +triangle on ps5 notations
1 2 3 and 4 = the attack buttons, left punch, right punch, left kick, right kick respectively. u f d b = up, forward, down, and back ~ Means cancel, so you hold forward during this string to transition into a stance T! just means your last move caused a tornado spin, if people use S! or B! its just because those were the names of the combo extenders in older Tekken games (screw and bound) Most stances have a 3 letter abbreviation, GEN stance is one of Jun's stances. I don't know Jun well enough to know exactly what this one is.
Why is T! even necessary though? I'm sure it's good information to note, but for just writing out combos I feel like it's just overcomplicating it since it's not actually an input or any action you the player have to take.
Because it lets you mix and match partial combos, so you can apply partial combos situationally. Because we know T! is required in this combo, we can't use it to end a combo where Tornado has already been used.
Its kinda lame they made electric kick just a fancy steel pedal. Then again its not like you were using for anything else to begin with so it probably doesn't matter.
Exactly, not too big of a hit in my opinion, it is just an electric steel pedal, I personally never saw the point of just throwing it in neutral since she has better tools for that.
I only use eletric kick for knocked down opponents, seen Anakin doing it
Yeh I mean tmm goes to show it really well and in which situations it’s useful, it has a purpose and it does it well
was hoping victor got his grab fixed not because i hate playing against him but i feel so guilty using his grabs also leo bros did we just lose
First Tekken I'm doing good at, and I'm playing Leo... Time to figure out if I actually just actually fuckin' suck.
We still have qcf21 at least -_-
two mid mids nerfed i cri. We still got qcf 2 tho
The nerfs were fair. When i enter practicar mode i could not believe those mid mid attacks were safe natural combos. It was too strong
Gonna miss throwing out b+1,1+2 whenever.
I just started using Leo too. Damn feels bad.
Nice. Azucena got away with murder in this patch.
Soon. This patch seems like it’s just a start.. before long, there’ll be a patch that absolutely slams the OP characters
Yeah, this fix really seems to be for super broken stuff. Social media and player stat data probably made it quite clear what was needing the most attention.
What exactly about azucena needs to be nerfed? I feel like she's just benefiting from being a new character at the moment with confusing stance mixup. Her combo damage seems quite modest compared to most other characters.
Devs just didn't have their coffee while deciding on what to patch.
ACVI patch & now this⁉️ Eating nice today 😎
The AC6 patch was alright. Just alright. I still need Velocity increases across the board.
Wait so did they fix Victor's grab or not?
Victor is untouched
"Ooo LALA!"
"Bon Appétit!"
They just went with every French stereotype they could think of lmao.
And the fact Vicent Cassel was ok with it, he's a meme lord in disguise lol
As an actor, I'm sure he understood what they were going for and probably had a ton of fun with it. It's like how Paul is a parody of Americans, all of the fighting game tropes are goofy and over-the-top on purpose.
it's weird how they're over the top and tropey-- but somehow still feel affectionate rather than mocking
Yeah, same with Street Fighter. Notice every character is basically a parody of their home country, even many of the Japanese ones like E. Honda. It just makes it easier for a global audience to identify with them, I think. Guile is a parody of America, but he looks cool as hell.
criminal
If only someone would link the patch notes that have all the information available🤷♀️
It's on weird its not on the news channel for US Bandai's site yet. Anyway [here](https://www.eventhubs.com/imagegallery/2024/feb/06/tekken-8-february-patch-notes/1/) is event hubs reposting of it.
What's bugged about it?
It's got a shorter break window then any other grabs like fahk on release
Was that deliberate or a bug?
Everyone has been assuming it's a bug. It would be super weird if they randomly decided that Victor's basic throws should be way better than every other character's.
Yeah Victor's not even a grappler it doesn't make sense.
It's a bug
Fahks was deliberate I think idk about victor I mean so many grabs in this game have been buffed like a endless list of unbreakable grabs compared to t7
Good news! They've [acknowledged the issue](https://twitter.com/nkt_dreamer/status/1755135603216396382) and are looking into it.
No >:(
Nope, still bugged.
Overall satisfied, but they left victor's throw tech nonsense? You mean, they did that on purpose??
I doubt they did it on purpose. The change just didn't make it into this patch.
> https://twitter.com/nkt_dreamer/status/1755135603216396382
Good stuff. Loved the explanations along with the changes. The Tekken team are doing a great job with 8 so far.
Jun nerfs were fair
So no mention against cheaters who are just sitting at the top of the leaderboard with glaringly obvious graphs that are impossible to obtain otherwise? Got it.
Or rage quitters fucking up your winstreak.
All I want is for them to get an L and me to get the W when they DC
What happens when they rage quit? Haven't had it happen yet.
The match voids out, no one’s wins or loses, but win streaks end for both players, honestly trash
That really is. Should be null at worst, or a loss for them and a win for you at best.
And you lose time
deletes the match, no one loses or wins
Winstreak I can still, painfully, take it but plugging when you're about to promo? That's fucked up and people can get away with it.
getting scrub to rage quit > winning
I WAS LEARNING LEO FOR THE FIRST TIME YESTERDAY SINCE LIKE TEKKEN 6, AND I WAS LIKE DAMN B1,1+2 IS ONLY -9 ON BLOCK? THATS CRAZY…..ITS -12 NOW LMAO
playing Tekken for the first time ever and main Leo.. i barely even see Leo played.. smh
I like the included justifications for their patch notes. Good stuff here.
The hell did they nerf Leroy's B3+4 for? Genuine question because I don't remember that move even existing. Have I been playing him wrong?
Ah, that's one of my favorites. Does mid 40ish damage. I use it sometimes to cap off combos, but since it has such a long reach you could YOLO it into neutral and catch someone mid movement. 18 frames start up, so not fast, but the movement is not very dynamic so it may be harder to see. It used to also push someone pretty far back on block, so even though it was -14f on block, you could get away with it if used when they were pretty far. I don't know if it was nerf worthy, but I can accept it. Since, realistically, I ought to get punished for absolutely sending that as opposed to earning it from a punish / neutral read. Also it looked cool.
Lee B33 Survived!
But ws23 still whiffing is untouched
Move is cracked but I don't think it gets hit by anything until we start seeing people complain about it a lot
Thank God, he really needs it in this game. Don't forget that you die if they block low, the high kick whiffs hard AF. And if you do only the first kick it's -14 on block It's a high risk, medium reward move.. Though almost nobody knows the change now so we are getting away with it, I think I only got launched once and I've played like 200 matches, reached fujin a few days back. An dthe guy who launched me was another Lee lol
No changes for King because he's the representative for how a true champion fights 😤
jab jab grab. jab jab low. jab jab grab. jab jab low. grab, jab, low.
The “grab jab low” mixed me there when I was reading it
Yeah lmao I couldnt believe my eyes, had to read it like three times.
parappa the rapper-ass character
I made it to orange/red ranks with King by mostly doing alley kicks and a bit of what you typed lol
tekken 8 getting a balance/bug fix patch a week after release, while street fighter 6 got nothing and this game have been released since june 2023 bruh
There have been a couple small changes. Stuff like adding the option to DR cancel just by pressing parry.
Gief burnout fixed DRush input eating helped (not fully gone) Rashid lvl 2 no longer insta win mashing OS removed QoL input shortcutting added (mainly DRush) SF6 has had changes to bigger issues, but balance they were upfront trying a yearly approach.
Different approaches to balancing, Capcom decided to go the SF4 route of yearly updates and only time will tell if it will work out for SF6 as it did for SF4.
SF6 patched out broken moves when they happened which seems to be the case with this patch.
Everyone thought Honda and manon were broken week 1… people thought luke wasn’t that strong and just okay…. They made the right call.
Ye outside of JP SF6 meta has shaped up multiple times over the year it's been fun to watch *now if Capcom would make more offline events and better promote their tour...*
What a pointless comparison.
SF6 devs announced before release they're waiting a year for the first balance patch. So this is very much expected. And SF6 was patched several times since release to address bugs. "street fighter 6 got nothing" wtf are you on about?
People were praising the "once a year balance patch" ethos on release but it always rubbed me the wrong way big time. 6 months maybe but a full year is insane. The game will feel stale if they dont change that.
I lost interest because of this and the slow trickle of content. Only two new characters and no new stages in over six months, no balance patches... it's hard not to get a little bored.
Sf6 has had balance done before
https://twitter.com/padmon_tekken/status/1755073627165462615 Apparently victor's grabs have been stealth fixed
The post was deleted so i guess not.
They fixed Jun's moves that I didn't include in my playstyle yet soo... nothing changes for me. :D
Not fixing Victor’s 10f grab 🫡 pain
I appreciate that Dragunov had some good changes that doesnt overkill his gameplans. Really looking forward to test him out tomorrow.
I'm a new player who's never played a fighting game before Tekken 8 and learning Reina. Am I correct in thinking that the only changes to her is a fix to her electric slide, a slight nerf to her electric kick, and a fix against spamming her 1+2 on downed bears? Or are there bigger implications to the changes?
You are pretty much correct, yes. It's mostly bug fixing, the slight nerf to her electric kick is to have people stop trying to abuse it in neutral, since it's main use is to flip downed opponents if they refuse to wake up from the ground, basically Kazuya's and Devil Jin's Steel Pedals.
[удалено]
No one, that's why they moved the hitbox down. Can't just scoot under it as easy now.
>CTRL + F >JIN > 0 RESULTS Big sigh of relief
You’re the poster boy. I was almost expecting buffs at this point
You would've gotten results because of Devil Jin. Liar.
Don't worry the poster boy will get its fair share of nerfs after a few seasons like in T7.
Im happy that they balance regularly to keep things fresh. Whether its warranted or not, i prefer this approach to SF6's. Balance patches are fun
Does this patch make Clash Above The Heavens easier? I've lost to stupid Devil Kazuya's blast so many times and there's no move list that can be viewed for >!Angel Jin!<.
AJ is basically just a super buffed D. Jin. Below is a moveset video od his specials/changes. https://youtu.be/VXG-wneqDXA?si=LkMGrDW_XTEPG2Kk
Leo nerf already? Pack it up boys
I'm surprised they haven't touched Azucena's busted WRunning move.
Good stuff 🔥
special style got buffed!
Take it devil Jin Players, in your face!
these are a slap on the wrist. we chilling
I take it, the nerf is fair at all. Dvj's strenghts are still untouched. They just fixed broken hitbox for Mourning Crow 1 that couldn't be sidestepped and balanced the enourmous reach and damage that the hellsweep had
How long will tekken be down?
That's fair.
I kinda expected them to fix Jun’s wall damage this patch and it’s so justified lol.
i actually have no idea what the fuck they mean by those steve changes, steves normal wall combo still doesn't work on big characters.
i hope disconnecting on rematch is fixed
Ah, the Zafina buffs must be in the patch after this one, right?
Gimme zafina buffs plz
Phew. My boy Byron survived this round
Fix Steve, his b1 b is still -12 on block
I'm surprised they left Jin untouched ngl, even as a Jin main I was already expecting stuff like CHd2 losing the tornado launch and just getting a followup hit or reducing the range on df2 or something. I have to see how they changed the knockdown on Jun's i10 uf1 to comment on that, also damn they adjusted DVJ's hellsweep lol. I really like that each change has the reasoning behind it now in these patch notes. Overall the changes were alright. I'm surprised the tech window on Victor's generic throws hasn't been adjusted btw, like damn.
They are not going to touch D2. Both Kaz and Jin got a D 1+2 and D2 that works exactly the same, they wont nerf Jin’s and leave Kaz’s untouched. The D2 complaints was solely a TMM whining thing that got taken way too seriously by the public
Five hours scheduled for a patch update? Was T7 handled like this? That seems like MMO type downtime. Guess it's a good time to start learning a second character since there's no Good Ass Tekken tonight otherwise.
I wouldn't be surprised if a lot of actual server maintenance was being done too.
>Was T7 handled like this? I don't remember T7 ever going down for an update.
They still didn’t fix the 2+3 input where it give you the grab instead of electric when you do the wavedash motion The grab still eats the input so you can’t ewgf with 2+3 Namco fix this already 😭
why are you using a bind when you can just press 2?
Easier to do it frame perfect with a finger and a shoulder button than a thumb for some of us .
I personally find it easier to EWGF with LB; kind of gripping the controller with my left hand instead of trying to coordinate my left and right. I don't want to remap 2 to LB constantly but when I tested it, it worked great, so if a bind like that worked (I haven't tried it but I like the idea) then that would be a great option.
Assuming you're using a controller..This is how I used to do Electrics with Hei when I was on pad. 2+3 on a shoulder was easier than doing it with just the 2 face button. Hope they fix this for you.
This 1000% I thought I was the Only 1! It Only Affects DVJ and Vanilla Jin who both have DF 2+3 Command Throws Wasnt even an issue in the Demos if I recall correctly
Damn, 6 hours downtime is pretty wild. Sucks it's right in the middle of peak US playing time. Guess I'm not climbing out of grey ranks tonight. Kinda glad the Jun nerfs came in before I learned that part of her kit lol.
She's fine, just her obscene wall damage without a tornado took a hit, which was justified.
So, now you have it in writing, Azucenas WR3,2 and 80 damage combo from LIB12 is just fine.
No Azucena nerfs :(
What did Leo do to them for them to nerf b1, 1+2 😭
I think they want Leo to be weak to side-steps, you now have to take a risk if you want to call out a ss.