Tekken 8 has had some characters dominating the meta since day one, and the first patch involves taking down some of the strongest fighters.
Tekken 8 s first patch arrives shortly after release and already brings some nerfs.
Raina, Dragunov, Devil Jin, Leo, Jack and Jun are affected in different ways. Big changes are coming, from limiting your ability to carry combos to making it much easier to punish certain bread and butter combos. Not sure yet how much this will affect this character’s powers, but I’ll update you . Our tier list accordingly .
Tekken 8 at EVO 2024 notified Players must quickly adapt to the upcoming balance changes if they want to rise to the top in the world’s biggest fighting game tournament.
When is Tekken 8 coming back online?
The servers are currently down for maintenance while the update progresses. Online services will not be available until the servers are back online at 11:00 PM PST on February 6 and 2:00 AM EST on February 7th.
Here is the full Tekken 8 Patch 1.01.04 transcript:
Tekken 8 1.01.04 Full Patch Notes
General changes
- special style
- Fixed an issue where buffering attack input during recovery (during special styles) would delay the start of certain moves by 1 frame.
- balcony relaxation
- Pushback collision detection has been adjusted as certain moves can cause balcony breaks, causing the character to leave the battle area.
Alyssa (Bugfix)
- Hertz Blade – Diablo (destructive form) f 1+2)
- An issue where frame advantage was not displayed correctly in practice mode has been fixed. Originally it showed +8 frames per block, but the correct value is +5 frames per block.
Devil Jin (nerf)
- Spinning Demon Hellfire Ray (f, n, d, D/F 4 > 1+2 on hit)
- Damage distribution changed from 20/10 to 14/7.
- Reduced forward movement for first hit, shortening range.
- Fixed an issue where the distance between the character and the opponent only increased when the second hit was also input.
- tiger thrush (1 under the morning crow)
- We’ve reduced the duration of the attack by 1 frame to reduce the chance of hitting evasive opponents.
- Damage changed from 25 to 20.
- Fixed block chip damage from 10 to 6.
Dragunov (nerf)
- Avalanche Hammer Rush (d 1, 2, 1+2)
- The recovery frame for the first two hits has been increased by 2 frames. (Guard: -6 frames >>> -8 frames, Hit: +8 frames >>> +6 frames) The third hit in the combo is not affected.
- Sliced Asleep (u/f 4 or u 4 or u/b 4)
- The character now rotates towards the opponent when hitting. This change makes follow-up attacks more reliable when hit off-axis.
- Opponents are now knocked down 6 frames early.
- Ignition lock (d, d/f, f 4)
- The distance between the player on the block and the opponent has been increased.
- Chip damage under block changed from 8 to 5.
Jack-8 (bug fixes, mostly nerfs)
- Double biceps curls (b 1, 2)
- Fixed an issue where the opponent would not be able to perform Ukemi backwards after an air attack.
Jun (bug fixes, but mostly nerfs)
- Yukimiguruma (WR 3, 3+4)
- Recovery time has been increased by 5 frames.
- Increased the opponent’s cooldown by 5 frames when blocked.
- The frame advantage of the block does not change.
- Divine Exile – Heaven (u/f 1)
- Changed reaction on hit to prevent accidental follow-up attacks.
Leo (nerf)
- Ying Mian Tui (f 3, 1) | Zhu Zhao Ying Mian Tui (of B 3, 1 Lightning Glare)
- Increased recovery time by 3 frames only when movement is blocked, changing the frame advantage per block from -7 frames to -10 frames per block.
- Dingzhou Meng Pocao (b 1, 1+2)
- Reduced the cooldown only applied to the opponent when the move is blocked by 3 frames, changing the frame advantage when blocked from -9 frames to -12 frames.
Leroy (nerfed)
- Soil separation chain (b 3+4)
- When an attack is blocked, the knockback distance is reduced, making it easier for the opponent’s counterattack to connect.
Lily (buff)
- Holy step (u 3+4)
- Opponent collision detection has been scaled down to make it harder to slide under a floating opponent.
Nina (nerf)
- (f4)
- The timing has been adjusted so that the opponent can block 2 frames when hitting from the front or side.
Raven (buff)
- Assassin’s Sting > Phantom Javelin (db 2, 1, 1) | Body Blow > Phantom Mace (d/f 1, 4 | Blinding Knife > Phantom Javelin (BT 2, 2, 1) | Swift Blade > Phantom Mace (Soul Zone 1, 4)
- The recovery frame after crouching cover for a double attack has been adjusted to match the standing block, fixing an inconsistency.
Rayna (nerf)
- Wind God Step (f, n, d, df)
- Fixed an issue where players were sometimes unable to transition from driving mode to wind god stage.
- Martial Arts Kick (f, n, d, DF 1) | Lightning Shin Kick (f, n, d, df 1 (press df and 1 at the same time)
- The recoil distance when blocking an attack has been reduced.
- Removed crouching state during the first half of the attack animation.
- Damage box increased.
- We made it possible to defend with a turning move.
- Inverse Deva Laser (Sentai 1+2)
- Changed Reina’s reaction when hitting a downed opponent to prevent her from hitting the bear repeatedly.
Steve (Bugfix)
- Gatling gun (1+2, 1+2, 1+2, 1+2 while ducking)
- The distance to the opponent on the first hit has been reduced, making it easier to hit consecutive large characters.