With its revolutionary mechanics, impeccable storyline, and captivating gameplay, Tekken 8 has indeed turned out to be the recipe for a perfect fighting game. However, just a few weeks post-release, the game has been hit by its first significant patch. So, who’s getting smashed by the nerf hammer, and has there been a fix for Jack-8’s outrageous combo damage? Here’s everything you need to know about the Tekken 8’s first update!
What Changes Have Been Made In Tekken 8’s First Update?
The latest patch v1.01.04 for Tekken 8 introduces a variety of changes, including balance tweaks and bug fixes related to the game. In simpler words, a lot of characters have been either nerfed or buffed – changes that can often alter the way you play your character.
Here’s a comprehensive breakdown of each update, along with a thoughtful explanation from the developers on the rationale behind these changes (seriously, it’s refreshing to see a why along with a patch note):
Alisa Bosconovitch
- During Destructive Form [f, 1+2]: An error was fixed in Practice mode, where the frame advantage wasn’t displayed correctly. Initially, it was showing a frame advantage of +8 on block, but the accurate value is actually +5 on block.
Devil Jin
- [f, n, d, d/f, 4 > 1+2 on hit]: The damage distribution has been changed from 10/20 to 7/14. The forward motion of the first hit has been lessened to decrease range. An issue was fixed where the gap between the character and opponent expanded only when the second hit was also inputted.
- Reason: The total damage output of the combo was greater than expected.
- During Morning Crow [1]: The attack’s duration has been shortened by 1 frame to decrease the likelihood of hitting opponents who are sidestepping. The damage has been reduced from 25 to 20. The chip damage on block has been adjusted from 10 to 6.
- Reason: The move was very strong against sidestepping.
Sergei Dragunov
- [d, 3, 2]: The recovery time for the first two hits has been extended by 2 frames (Guard: from -6 frames to -8 frames, Hit: from +8 frames to +6 frames). The third hit in the sequence remains the same.
- Reason: The adjustment was made to prevent extra damage from being dealt for specific combos.
- [u/f, 4] or [u/b, 4 or u, 4]: For this move, the character now faces the opponent upon landing a hit. This adjustment ensures that subsequent attacks are more reliable when hitting in an off-axis condition. The opponent now enters a downed state 6 frames sooner.
- Reason: The move caused unintended high-damage combos despite having the jump status .
- During Sneak [4]: The gap between the player and the opponent when blocked has been widened. The chip damage during block has been reduced from 8 to 5.
- Reason: Adjustments have been made to make countering a specific combination that was proving more challenging than expected. It’s now made easier to execute.
Jack-8
- [b, 1, 2]: Resolved a problem that prevented the opponent from executing a backward ukemi following an aerial strike.
Jun Kazama
- [while running, 3, 3+4]: For this move, the recovery has been extended by 5 frames. Additionally, the opponent’s recovery time when the move is blocked has also been increased by 5 frames. However, the frame advantage when the move is blocked remains the same.
- [u/f, 1]: The reaction of the opponent upon being hit has been modified to avoid accidental follow-up attacks.
- Reason: Unintended follow-up attacks were allowing damage output way greater than expected.
Leo
- [b, 3, 1] | During Lightning Glare [b, 3, 1]: The recovery period has been extended by 3 frames, but only when the move is blocked. This results in a shift from a frame advantage of -7 frames on block to -10 frames on block.
- [b, 1, 1+2]: The recovery time imposed on the opponent has been reduced by 3 frames, but only when the move is blocked. This leads to a change from a frame advantage of -9 frames on block to -12 frames on block.
- Reason: While keeping the mind games in place, the situation where the return was significantly lower than risk has been fixed.
Leroy Smith
- [b, 3+4]: The pushback distance when the attack is blocked has been decreased. This adjustment makes it more likely for the opponent’s retaliatory attacks to hit.
- Reason: The move had a long reach, easily connected against lateral movement, and was difficult for opponents to punish.
Lili
- [u, 3+4] (transition to throw on hit): The collision detection with the opponent has been expanded downwards. This change makes it harder for the character to slide under an opponent who’s in the air.
Raven
- [b/d, 2, 1, 1] | [f/d, 1, 4] | Back facing opponent [2, 2, 1] | During Soulzone [1, 4]: The recovery frames after a crouching guard against the doppelganger attack have been tweaked to align with the standing block, thereby rectifying any inconsistencies.
Reina
- [f, n, d, f/d]: Fixed the error that hindered the transition from a running state to Wind God Step.
- [f, n, d, d/f+3] (press simultaneously d/f and 3 ) | During Heat [f, n, d, d/f+3] | [f, n, d, d/f+3] | During [f/d, d/f+3]: Knockback distance when attack is blocked reduced. The crouching status during the first half of the attack animation has been reduced. The damage hurtbox has been increased. It is not possible to defend against it with a reversal move.
- Reason: The attack was overly restricting the opponent’s actions.
- During Sentai [1+2]: New reaction when hitting a downed opponent.
- Reason: To prevent the possibility of repeatedly hitting Kuma or Panda in a face-up combination.
Nina Williams
- [f, 4]: Opponents can now block by 2 frames when hit from the front and side.
- Reason: The powerful follow-up upon hit is now no longer possible as it led to damage significantly exceeding expectations.
Steve Williams
- During Ducking [1+2]: Distance to opponent upon the first hit has been reduced.
- Reason: Adjustment made to address cases where combos using this technique inconsistently landed consecutive hits on larger characters.
Yoshimitsu
- During Manji Dragonfly [2, 4, b]: Upon transitioning to “Muto no Kiwami”, the airborne state no longer persists longer than intended.
Final Thoughts
From Jun Kazama’s ridiculously overpowered wall damage to Reina’s infamous wavedash bug, the devs have been keeping their eyes peeled and have dished out some well-deserved nerfs. Do you think Bandai Namco is on the right track by releasing such major updates within weeks of Tekken 8’s release? We’d love to hear your thoughts and insights in the comments below!
FAQs
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Will Old Replay Data Be Available After Update?
Unfortunately, all your replay data from before the update will be completely wiped out, as confirmed by Bandai Namco in the latest patch. The devs haven’t provided an explanation for this decision, but it’s most likely due to potential compatibility issues.
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Will Ghost Data Be Available After Update?
Your AI-generated character profiles will still be accessible after the update. However, as part of the balance adjustments introduced in this patch, the behavior and moves of the characters will be updated.