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Tekken 8 Post-Release Discussion Thread

Eddy Wang

Skarlet scientist
the thing that bothers me the most is the lack of move data (hit type, frames etc.) in the move lists. that makes developing anything really cumbersome. but right now i want to bite through this.
Tekken 8 has that, but it's not in the movelist, it's on the practice mode with a frame data and information viewer
 

M2Dave

Zoning Master
The individuals who criticize Tekken 8's offensive nature of the game are the same individuals who criticized Tekken 7's defensive nature of the game.

The Tekken community has become an echo chamber of negativity, elitism, and hypocrisy.

The reality is that Tekken 8 is selling well, offline and online tournaments numbers are as good as ever, and in spite of certain polemic changes, Harada and Murray communicate and welcome feedback as well as criticism.

Why does the game deserve to be set on fire? Because off-axis combos no longer exist?

I took a rather forceful and confrontational position on these matters on the Tekken Discord and I have been banned forever. LOL.
 
the thing that bothers me the most is the lack of move data (hit type, frames etc.)
You have my sympathies, Tekken is opaque. Yoshimitsu and others have moves that aren’t even in their move lists.
the game doesn’t tell new players to look for the distinct red hitspark and gunshot sound to confirm their counter hits.

It doesn’t tell you anywhere that if you press a button it makes your hurt box bigger. when tightly side stepping attacks make sure you’re blocking during the side step so you don’t get clipped because you tried to punish too early and just expanded your hurtbox to get hit anyways
 
I took a rather forceful and confrontational position on these matters on the Tekken Discord and I have been banned forever. LOL.
I respect you a lot M2Dave but you must concede there is cause for the whiplash, before this Tekken talk they were talking about increasing defensive play. I agree there exists a segment of doomers but you are making a straw man argument by saying it’s ONLY fickle people who hated Tekken 7 for being defensive who are currently complaining about Tekken 8.
A lot of people, even those who get their paychecks from commenting the Tekken world Tour, have expressed weariness about what was shown.
I enjoy the game for what it’s worth, but it is in my opinion myopic to say only haters are hating and it’s not the fact that the game is changing fundamentally in a way that displeases many legacy players.
 

M2Dave

Zoning Master
I respect you a lot M2Dave but you must concede there is cause for the whiplash, before this Tekken talk they were talking about increasing defensive play. I agree there exists a segment of doomers but you are making a straw man argument by saying it’s ONLY fickle people who hated Tekken 7 for being defensive who are currently complaining about Tekken 8.
A lot of people, even those who get their paychecks from commenting the Tekken world Tour, have expressed weariness about what was shown.
I enjoy the game for what it’s worth, but it is in my opinion myopic to say only haters are hating and it’s not the fact that the game is changing fundamentally in a way that displeases many legacy players.
People in the community, whether they are profiting from Tekken or not, ought to wait and play the updated version of the game before arriving to conclusions.

Besides, Tekken has always favored defensive gameplay styles. As recently as Tekken 7, the meta involved selecting an infinite stage and backdashing until the cows come home. Obviously, Harada and his team analyzed this noninteractive gameplay and implemented adjustments accordingly.

Remember that I am the guy who spammed nothing but projectiles and who "punished" moves with a backdash in order to place top 8 at EVO 2012. I am also the guy who complains about the poor balance between offense/rush down and defense/zoning in Mortal Kombat 1. When I tell you that Tekken needed an offensive meta shift, I am not being a "rush down fool". I am being realistic.

Speaking of offense, I question whether Tekken 8 is as offensive as the critics claim. As a Mortal Kombat 1 player, I had to block pre-patch Kenshi for 15 seconds. Do not get me started on Mortal Kombat X.

If (the current version of) Dragunov is too broken for you, go play Fortnite, poker, chess, etc.

You lack the mental fortitude to play Tekken 8 (and most other good fighting games).
 
zoning feels nerfed in all the new games like Tekken, MK, even SFVI and GGST (I’ll grant you happy chaos but look at the state of axl or venom vs previous iterations of those characters). there is less breathing room all together in my opinion. A Poking character in tekken like Jun who would zone got a stance mixup eddy gordo move in the new season.
As a Mortal Kombat 1 player, I had to block pre-patch Kenshi for 15 seconds. Do not get me started on Mortal Kombat X.
MK1 absolutely takes the take on having long block strings that you must respect. But Tekken is a game defined by its 3d counterplay, and everything they showed in the Tekken talk gives MK1’s long block strings and 50/50 set ups a run for its money. Azucena’s new low out of her new running 3 stance (I think?) that crushes highs. looks like something out of an NRS game. You have to think twice from side stepping Zafina anymore because she has a new homing move. Simply ducking or blocking is preferable counterplay to many options now.

I agree though MK1 feels claustrophobic compared to Tekken, but footsies are way downplayed in these new games
 
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LEGEND

YES!
question, are there moves faster than 10 frames in the game?
10f is the standard fastest move in neutral. Jabs out of a stance are sometimes faster (Raven and another I'm forgetting are 8f)

Yoshi has Flash which is either 6f or 8f depending on if he's in sword stances or not.

Parries have startup are various startup frames, but all sub 10f I think. (Leroy's is 5f startup for example).
 

kabelfritz

Master
10f is the standard fastest move in neutral. Jabs out of a stance are sometimes faster (Raven and another I'm forgetting are 8f)

Yoshi has Flash which is either 6f or 8f depending on if he's in sword stances or not.

Parries have startup are various startup frames, but all sub 10f I think. (Leroy's is 5f startup for example).
thanks a lot, so one should basically build a gameplan around 10f being the fastest counter, except for a few matchups? also good to know about leroy parry, the training mode doesnt show its data, even when executed.
 
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LEGEND

YES!
thanks a lot, so one should basically build a gameplan around 10f being the fastest counter, except for a few matchups? also good to know about leroy parry, the training mode doesnt show its data, even when executed.
10f is the fastest punish. Every character has multiple options that are faster than "10 frames of startup" in defense (parry, armor, evasive attacks, stepping). You have to be like, +7 or more for you to be able to do your fastest mid and not worry about a counter. But even then I know Raven has a frame 1 counter and a couple others might be faster than 5f startup. Evasive attacks are a whole other can of worms

Stepping is generally unsafe at -6 or higher. But again there are exceptions (Lilly)
 

kabelfritz

Master
10f is the fastest punish. Every character has multiple options that are faster than "10 frames of startup" in defense (parry, armor, evasive attacks, stepping). You have to be like, +7 or more for you to be able to do your fastest mid and not worry about a counter. But even then I know Raven has a frame 1 counter and a couple others might be faster than 5f startup. Evasive attacks are a whole other can of worms

Stepping is generally unsafe at -6 or higher. But again there are exceptions (Lilly)
damn, this game :laughing: . i guess you just gotta pick an approach and bet on it.
 

Eddy Wang

Skarlet scientist
question, are there moves faster than 10 frames in the game?
Yoshimitsu flash starts at 7frames, and it's broken.
Jin's parry starts on frame 3 in tekken 8, used to autoblock on frame 1 and frame 2 used to be the parry
Leroy on frame 3
Other than that power crush armor starts on frame 7

The rest, the fastes button move universally are 10f jabs, yoshi flash it's the exception
 

kabelfritz

Master
alright, little info dump:
leroys uf1, b2, ub2 and db1+2 parries can be done from -4, maybe -5; hrm, hrm 1 and hrm b2 from -7, maybe - 8. havent tested -5/-8 yet because leroy has no moves that leave him at that. qcf3+4 and 1+3+4 parry from about +15, again he has no move that leaves him between +10 and +14 and and +10 doesnt work.
all numbers are against a 10f punish attempt