The Strongest Creature on Earth
JOINS THE BATTLE!!๐ฅ
Yujiro Hanma joins the #TEKKEN8 roster as the 4th additional playable character in early 2027๐ฅ
These are changes that people expected to see when you used terms like "back to basics, more conventional, more focused, more deliberate, a fresh start".
Heat System (Core Mechanics)
- Remove heat regeneration for every character (ex. King throws, Law nun chuck, Lee blue sparks, Lars...)
- Heat engagers nerfed even further from +9 to +5
- Remove heat loss delayed when launching opponent during heat
- Make heat burst no longer +ob and instead -3
- Nerf heat burst range
- Additional nerfs to chip damage / Drastically lower or remove chip damage to stop punishing players for blocking
- Remove g-clef heat engagers / safe g-clef in heat
- Nerf the additional tracking on moves from being in heat
- Adjustment to the heat system were you can no longer round start pop heat every round, either by ex.1 build heat meter by chip damage received (heat being more of a defensive comeback option) or ex.2 by chip damage delt (heat offence being earned through offense)
Heat Smashes
- Heat smashes being impossible to punish on whiff / heat smashes continuing forward movement on whiff
- Nerf heat smash tracking / homing heat smashes
- Low heat smashes adjusted to be made launch punishable on block
Core Gameplay / Collision & Tracking Fixes
- Remove string tracking / realignment after first hit whiffs (tracking on second hit etc.)
- Nerf mids that track to both sides
- Reduce general frame advantage (moves over +5ob and over +8 on normal hit)
- High crushing ch launching lows need to be -15ob (ex. leo's new df 2+3, kaz d1+2...)
- Remove homing properties to +ob mids / remove +ob properties from homing mids
- Moves that high crush / low crush shouldn't crush mids
- Remove power crush pushback on absorption / absorption shouldn't affect frames ob (a -12ob mid power crush should still be -12ob after absorption with no pushback)
- Fix to collision detection / instances when completely side walked behind opponent, being counter hit when attempting to punish
- Buff back dashing
- Adjustment to moves added in Season 2 that cover characters individual weaknesses
- Adjustment to moves given to characters with already oppressive options that go into stance more options that go into stance / readjust said moves that transition into stance less frames on hit to allow for more interactive gameplay
Stance Offence
- Nerf the frame advantage of lows that lock you down on hit that transition into stance, or remove ability to transition into stance (ex. anna db4, victor wr1+2, hwo d3+4, jin fc df4, azucena fc df4...)
- Nerf to frames into stance / minimize or remove the amount of additional frames when transitioning into stances / Adjustment to looping offense that forces players to down jab or power crush
- Stop giving characters more options out of stance / readjust options that have been added that prevent interactive gameplay
Combo & Stage Interaction
- Limit strong aerial tailspins to 1 per combo / Adjust heat burst so that it no longer spikes
- When a heat smash or throw interacts with stage gimmick, can not use bound during interaction, similar to low parry
Looping offense can have little counterplay other than just holding back, being forced to down jab or powercrush to get out of oppressive sequences rather than being able to move / backdash and create space / reset neutral. Game often forces you to hold back while your health chips away until you have to take a hard guess and pray