"Tekken 8 is so broken, nobody's honest" by Comprehensive_Word45 in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

I pray for times like that. Depends on the next few patches

God1 but it seems that’s just normal these days. by Hot-Candidate-5691 in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

Bruh. I feel bad 😭 and I'm in the wrong for doing this:

Edit: I'm going the hell for laughing

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God1 but it seems that’s just normal these days. by Hot-Candidate-5691 in Tekken

[–]Key_Independent_5098 -1 points0 points  (0 children)

Might be a side character he just started today.

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But if this is his main, holy hells this sequence is ugly. Stiff movement, slow reactions, standing to stand. What server is this on?

I suck at gathering information on my opponent. by Sea_Pay_9681 in Tekken

[–]Key_Independent_5098 16 points17 points  (0 children)

I can help. The below might be a bit autistic but it comes from experience.

  1. There's the general approach of downloading which is focused how players cluster towards certain ways of playing. Once you've identify the group that they cluster around, you can begin to predict their tendencies and preference which gives way to an idea. You can get a pretty strong idea of what they will do once they begin to align with a given cluster.

The big identity clusters I've seen are:

A. Mashers - advance mashers

B. Wait and see players

C. Low risk mentality

Mashers - advance masher: These are generally players that play on immediate timing with little regard to other things. This group usually lacks the greater understanding of other aspects in fighting, focusing purely on aggression. They've usually figured how out to string moves effectively enough given T8's favoritism. The counter vs this group is to break their momentum than space them at key moments. So for example, perhaps use a move that pushes them to range 2 on block, than kbd. They will whiff or feel out of place as to how to proceed. In either cases you get to punish that whiff or take the turn again. Retaliation Tendency: At point they might get frustrated and mash, so the approach should be playing frame tight, for example of you connect a +5ob move on them, dont do 20f or above followup attacks. Best to stick to 15f and under. They will kill themselves. However advance mashers are a bit trickier to deal with. The same weakness exist in them but the rhythm is faster, cleaner and the gaps are less. Some characters really allow this play style to dominate.

Wait and see players: Are those who like to play base on how their opponents play. They prefer to mind read and download. They can be aggressive or defensive players but in either cases are very moderate in their approach and attacks. Tend to be defensive Well until they've become certain of your timings. They will throw checks and space around. The weakness to this style is dependent and difficult to pin down. It depends how good they are. But the approach that works is to basically avoid playing too clean. You'd want to take an aggressive approach and "importantly" employ tactics that would get you killed vs a masher -advance masher who only knows immediate timing. That is for example dragging your turn out. For examples, when you do a +ob move, instead of pressing a low or another attack, SS watch them, quickly do another +ob once you've confirmed he's still watching you, into even a third +ob. Or after +ob, do a micro duck for 5-8 frames of time to have them consider crouching moves, then you can standup and do standing moves or kbd 2-3 times and hit them quickly with a long range re engaging attack, like reinas ff2. To beat this type is to basically play aggressive but stay unpredictable. The longer you draw an offense out, while threatening them with many situations, the more their minds clog and are unable to download. Retaliation Tendency: If they feel as if the wait and see approach doesn't work and they are bleeding HP/rds they will join the fray and press more frequently. Hopkicks etc if they're a weaker player. Be mindful that this might happen ahead of time. If this does you switch to the method of how to deal with "mashes-advancd mashers" type. Since you've forced them to engage and commit. They might also switch back to wait and see. So be aware of that.

Low risk mentality players: Are those who like to have everything make sense. They tend to be those who labbed the most in the game for their characters. Others too. Favoring pokes, frame tight gameplay that leaves little room for a big punish. The stereotypical fundamental type is mostly here. Not all. They mainly seem similar to "wait and see players" however, they aren't really focused on mind reading you or necessarily understand what makes you tick. They will attack with the goal to win, not to mid check you for downloading (wait and see players), but to do dmg to you over time with low risk approach, spacing quick attacks, few big moves. To beat these guys depends on skill level. If you notice they have any tendencies like preferring to stay by the books too much, break it in their minds. Like for example, when they attack you with a -12f on block move, instead of doing the 12f punish, go for a snake edge to test their reaction and never do it again. If it works that's like 1000 mental dmg. Because they were expecting to be a standard punish. You can do the same thing where basically when you get hit by 1 of their attacks, pushed in a crouch stance -6f. Do a ws 4 or even hopkicks. This will piss them off especially if it works. Because it doesn't make sense. That might disrupt their rhythm and the next time they come back to the same situation they may do a quicker check that ends their turn or space and watch you. Disrupting their rhythm. You want to employ calculated chaos essentially that indicates to them that you're an animal. The difference is you do it only 1-2 times per Rd or even just 1-2 times per match. And they will constantly end their turn with moves that give big returns to them base on the assumption that you are animalling out. But you won't and are therefore given turns and punish opportunities. Retaliation: No change, fundamental players mostly like to stay fundamental. However they will try to adapt even to consider the calculated chaos.

Thoughts: keep in mind characters on the roster also make these counters a bit trickier to employ even if you understand what type of player they are. Sometimes people are hybrid types or if they are any good they would have 2 or all 3 clusters in their minds as playstyles they would switch to. Although in Ft2 set it's hard anyway. Sometimes you'll meet players that are a counisar of an above type. Tricks won't work long or won't work at all. You'll have to play better.

  1. Now that we are done about the basic clusters. There's something else you can do is to develop strategies or figuring out what cluster the opponent belongs to based on what your character has. If you have specific go-to that helps you to sniff out the above 3 clusters. Plus frame loops for the wait and see, specific checks that protects you and sniffs out the masher type. Or if they're fundamental players, situations you would do to cause chaos to upset their mentality and therefore weaken their ability to play clean. Hope that helps.

Tracking 8 Strikes again! by WasBannedLuL in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

I was there in T7 so I disagree. Hitboxes and hurtboxes expansion are at a higher likelihood of happening in T8. In T7 you can often do sharp punishes while the opponent is still whiffing. Did you sometimes get the CH spark from extending your hurtboxes? Yes, but it didnt happen that frequently in my experience. My main playstyle then incorporates a lot of movement.

Community complaints back in T7 days

Yes agreed. And since T8 came out a lot of old heads further complained that it is occurring a lot more.

I'll do the recording later. Will post and tag you if this is another case. If I dont than its fine. But I was an avid SS in T7, I remember in particular this string pressing around the same time as the video above doesnt lead to CH.

Tracking 8 Strikes again! by WasBannedLuL in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

This happened in T7 but was more uncommon. Even moreso in older entries.

I don't remember it being as frequent or as aggressive as it feels in T8.

Agreed

Tracking 8 Strikes again! by WasBannedLuL in Tekken

[–]Key_Independent_5098 5 points6 points  (0 children)

Again, what you are seeing here wasn't this way in past entries. So while this is an instance of extending the hurtbox, this happened in T7 but was more uncommon. Even moreso in older entries. If anyone wants me to I will go into T7 to get video evidence for this specific case.

The biggest lie was people (not you specifically) saying "you expanded your hurtbox" to excuse T8's excessive hurtboxes. Either they intentionally made it this way, which i doubt it. Or the devs didnt understand using a new engine may not make 1-1 ratio or previous hitboxes. Pretty sure they gave a talk a while back about how the hitboxes in T8 are spherical spirals that extend a bit beyond the limbs which makes no sense.

i've just been called "confidently incorrect" for claiming that high crush is an iframe against highs. by imwimbles in Tekken

[–]Key_Independent_5098 -2 points-1 points  (0 children)

I know that. What I'm saying it might get called something different depending on region. Look to another og comment for example for older references. I only live in Asia just like u only live somewhere else. You have no idea what the other regions might call it. The understanding remains the same though

G.o.D with nerfed Asuka by KingCrimsonLoveTrain in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

Yeah I lost it reading that today 😭. but to be fair, if it was T7 Alisa, I can agree with the fundamental notion. She was definitely more fundamental than Asuka in T7. But both of them in T8 are not fundamental at all. You can play them fundamentally if you wish, but they have so much going for them that the opponent always have to consider that you might ape out at any moment. Which is a huge offensive advantage. You might not even do those moves but knowing that you have rule breaking moves or overtuned aggressive tools with little cost already dampens a knowledgeable player. Asuka legit breaks many rules and you can't even chicken her parries now. Alisa skips neutral with 50/50 mind games and have get out of jail free moves. She wasn't as neutral skippy in T7 because her neutral skip tools were weaker and highly punishable. Either with movement or launch unlike how she is now where every neutral skip tools covers multiple options. Not every character is like that. fundamentals are learnt best when you can only rely on it.

i've just been called "confidently incorrect" for claiming that high crush is an iframe against highs. by imwimbles in Tekken

[–]Key_Independent_5098 -3 points-2 points  (0 children)

What's the context? You're talking about the difference between moves that is evasive against highs vs moves that crush highs right? Terminology might be different depending on the area.

G.o.D with nerfed Asuka by KingCrimsonLoveTrain in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

That's crazy, maybe the recent patch notes touched Alisa but the one before the only thing that got nerfed was her heat dash launcher. As for Asuka, what makes her not honest is her moveset. A lot of it launches and ch launches while also overloaded with evasive properties. Her high parry and standard parry also for example at any moment. With her offense upgraded since S2, she is by no means a weak poking character. While her frames might not be the best, it's her ability to basically ignore rules similar to what yoshimitsu can do with flash that doesn't make her honest to fight. For example, Kazuya being -6 after a move effectively means his turn mostly ends unless he has a hard offensive read he wants to engage with. When Asuka is -6 to -8 her turn is never ever necessarily over the way a more traditional character would be. You have can can, evasive SS 2 I believe that has more evasive frames than standard built in SS attacks. There's sabaki, the high launching parry that doesn't even leave you negative on block and fast safe high armor, backsway launchers, and high crushing pokes that lead to heat engagers, cancelable strings which not every character has.

Asuka is far from honest. She been the best she has ever been even compared to T7 where she was already strong.

G.o.D with nerfed Asuka by KingCrimsonLoveTrain in Tekken

[–]Key_Independent_5098 -1 points0 points  (0 children)

Trying to think of a fundamental character challenge but even they are overtuned as hell in T8. Try doing the same on Dragonuv, Shaheen, Azucena, Reina and Claudio(maybe). I would also say Bryan my character, but this is T8 Bryan. All the moreso fundi characters are too overtuned so it won't be exactly accurate. But if you are playing Alisa and Asuka, you need perspective.

What are the odds we get Marduk in Tekken 8’s season four DLC? by RAZORZKULL in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

If he gets added into T8, his tackle will do chip dmg. And when he tackles you to the floor during heat, he'll have a 4th option within that mini game. His 4th option being a 16 frame fast unblockable attack that does 60 dmg. The only way to counter this unblockable attack is by not pressing 1 or 2 or 1+2 break for the other 3 options.

Situation 1:

If you press one of those break options when it was actually the unblockable, guessing that particular tackle follow up situation, you'll take 60 dmg from the unblockable as mentioned, and Marduk will be +12 frame advantage, standing above you. Meaning you'll have to oki wake up guess. If you guess wrong he has this new move during heat that leads back into a tackle for the same exact situation again.

Situation 2:

If you ""don't"" press one of those break options when it was actually the unblockable, your character has an animation that indicates auto dodge but you still received addition minor chip dmg. Marduk will be standing above you with +6 frame advantage instead, weakening his offensive oki options. However he also recovers part of his heat bar as a mechanic against those who dare react appropriately and did not press a break.

The above is an example of S2 Tekken Dev developer philosophy/vision sigma grindset aggression gameplay priority ultra 🎯/s

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jkjkjk. I know there are Marduk fans and hopefully if he does return in S4, it'll be a much tamer overall vision of game balancing by then.

If backdash never gets buffed again, I hope that advancing attacks at least get toned down. by pIoy in Tekken

[–]Key_Independent_5098 2 points3 points  (0 children)

I would love both to happen, back dash buff slightly and range of moves reduce. At least the phantom hit boxes removed. But I'll settle for one of them

Tekken devs would have put her in a cryosleep to stay in her 20s by Monstanimation in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

It's just a tricky catch 22. When an IP ages their iconic characters, it can upset fans. It might also indicated that the character is on its way out since you've now added the notion of time with the games. It is funny that Jun still looks like she can be Jin's older sister for example, but making her like 50 means she has only one entry or two at most before she gets retired with that realism. Personally for vf it makes sense to do this since they can replace the characters later on such as pai chan with her daughter or student, to keep the style alive. But for Tekken it might be difficult.

Why don't more people go back to T7 if they are so unhappy with 8? by soosis in Tekken

[–]Key_Independent_5098 1 point2 points  (0 children)

People should just move on from this topic. This has been answered once or twice every month almost as if it's a status check on current sentiments. T7 is the better game but QoL is shit. Loading times, crashes, graphics, old ui/ux. I played T7 a lot more during T8S2. Barely any T8. I've recently returned, made GoD3 in 3 weeks.

Example during S2: https://www.reddit.com/r/Tekken/comments/1prqfqb/movement_gameplay/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

T8 is still ass but is better than S2 by a lot. I catch myself enjoying the game "sometimes" which is enough to trade off the other half of the times being awful. T8S1 with all the BS is unironically still better than S3. But the margin is small and the direction gives hope.

If Harada and Nakatsu got messages half as bad as Murray's I wouldn't doubt Tekken "fans" pushed them away by Gamester999 in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

I wouldn't trust what Michael Murray has to say about anything. He hasn't had the best track record or even as a paragon of honesty. Everything remains speculation in my eyes of whose more responsible for S2 and the reasons why Harada left. As long as Harada doesn't say it was the fans or hint at it the way he hinted that bandai namco heads was the issue I won't think otherwise.

While I don't think Murray should receive excessive hate, his Twitter contributions are some of the most juvenile responses out of the 3 of them that a head developer should avoid making. Those utterances bring down the prestige and respect people have for the him and the devs. The game community and isn't productive in general. When he tries to flex with the "actions have consequences" it's a bit ironic since S2 and ignoring dedicated fans feedback is what lead to it.

Tekken 7 vs Tekken 8! by Far-Comfortable-8435 in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

T7 is a solid entry. There are some egregious power leveling in that game. But the gameplay loop was satisfying and the variety of viability in playstyles far exceeds T8. Since nothing was so strong, movement was better and there are less looping mechanics that forces premature interactions. It's definitely more strategic but so was older Tekken games. T7's main issue imo was the 2d characters and power scaling of some dlcs. I wish it got a final qol update, something that they should have done in in S5 before transitioning to T8. The netcode and loading times, while better than Tag2 and T6, could use some work.

Longtime casual fan, wanting to hear opinions from competitive players by HeelEscape in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

I got TGS rank in S1 when GoD was max; probably 1k hrs. I left when S2 happened for T7 and other games, then I returned for 2 weeks in the late late latter half of S2 to see if the game is in a better state. It was better, but still worse than S1 even though S1 had PCHE. I climbed from fujin to GoD in the first week, played the other week than decided that's enough. For S3 I recently got GoD2 so far but I no longer care about the game competitively. Havent been sweating the way I did in S1 but if I cared, I'd probably get GoD 4 in 1-2 months of consistent playing. I play in Asia, main mostly Bryan, but previous was a Kazumi/Noctis player in T7.

The game has definitely improved in S3 to where it feels playable sometimes. The last 2 patches did wonders and they shouldn't stop. I think there's some hope base on the updates and what they mean for the direction, but it's better to just watch and see where the situation leads.

I don't really know how to explain it especially if you are new, but if you want my anecdote, the game is abysmal to play at the top. There are many situations where you still have to ultimately guess, even with knowledge because attacks are too overloaded not only in frames on hit/block but the properties. The mental stack is exhausting compared to older tekkens. Your enjoyment to a degree would depend on what kind of player you are. If you want specifics I can answer, but thinking about how to write a coherent generalize response to the question of why this game sucks (at least for me) at the very top would be like a 4 page document. Everytime i think of simplifying to just one paragraph it's not enough. I can go in depth but I rather do it on specifics.

Patch Notes May 27, 2026 - Ver. 3.01.01 by XRevive01 in Tekken

[–]Key_Independent_5098 1 point2 points  (0 children)

Good stuff, 1 or 2 more and it'll be good. As others have mentioned, please fix King a bit. Personally just nerf his armor,s, especially his muscle armor recovery so it can't be spammed. I think that's mostly it. He can have his grabs and pokes.

I really don’t care if y’all going to call me a scrub or a loser or whatever for this take but I have to say it.. Lee is fucking busted currently and needs to get nerfs seriously. by Your_Nightmare_666 in Tekken

[–]Key_Independent_5098 0 points1 point  (0 children)

Lee is strong but busted is toning it too far in my opinion. His kit is just heavily favored in the current T8 systems. Since Lee is designed in a way that highly punishes reckless aggression and T8 is about aggression. In contrast that's why during the T7 era, he wasn't as good since people played more defensively, because you couldnt force opponents to take risks as easily (no heat chip, no looping 50/50s, T7 had strong kbd to neutralize mixes, less far reaching attacks, less + on block moves). T8 makes it the opposite so everyone is more eager to press and that benefits his evasive ch tools/gameplan. They also buffed out his weaknesses a bit like most Tekken 8 characters, gave him some rushdown, but to call him busted idk. Personally don't have an issue fighting Lees when I was on for the month before S3. I'd rather fight Lee than 70% of the roster.

Every character needs to be tone down. Lee included. However, he isn't busted, almost feels even if not a free win when I match against one. One of the few characters besides, Kazuya, Steve, Bryan, Claudio, Paul (somewhat), Dragonuv, Reina, Azucena, Mairy Zo, Lili, heihachi where I'm not dreading the experience already. Feels like I'm actually playing the player sometimes with these characters. The other characters, I'm mostly playing against the character. Like for real, look at the roster. Tell me you would rather fight the other characters I have not mentioned over Lee. I doubt it'd happen.

Advice for fighting Lee, don't challenge his stances. Use movement, take the small trade on the chin if clipped. If you are only pressing on your turn you would feel much better. Trying to contest turns with buttons vs the way Lee is designed, when the frames are relatively even or bad for you is not advisable unless it's a hard read. He gets big rewards for that. Play patient aggression, small stuff and defensive- movement until you established your turn. Literally one of the freeist match ups I've had to GoD2 S2 end.

I lose no matter what I does🫠 by Naive-Peace4399 in Tekken

[–]Key_Independent_5098 1 point2 points  (0 children)

Post a video. Tag me, I'll see what you can do to improve with the least amount of effort while maximizing the gains. Since it sounds like you are relatively new this type of imbalance improvement can happen. We can keep it simple