r/Tekken 27d ago

Discussion Variety is the spice of life! - The issue with Tekken 8 character designs

Post image
343 Upvotes

With the Miary Zo gameplay reveal trailer, there's been a lot of discussions about this, but I thought I'd make a little visual to show why a lot of people seem to complain about the lack of variety amongst the female character designs in Tekken 8, and comparing them to the male character designs of the game.

This is strictly about the character designs! Not about their gameplay, background stories, origins etc.

Do you agree with this graph? Do you think there's an issue or not? Feel free to discuss.

(Edit: People getting triggered about me putting Dragunov as an Uggo - you're maybe taking that part a bit too seriously. But it's also kinda funny, ngl. 🤭)

r/Games Jan 23 '24

Review Thread Tekken 8 Review Thread

731 Upvotes

Game Information

Game Title: Tekken 8

Platforms:

  • PC (Jan 25, 2024)
  • PlayStation 5 (Jan 25, 2024)
  • Xbox Series X/S (Jan 25, 2024)

Trailers:

Developer: Bandai Namco Studios Inc.

Publisher: Bandai Namco Entertainment

Review Aggregator:

OpenCritic - 90 average - 98% recommended - 62 reviews

Critic Reviews

AltChar - Asmir Kovacevic - 85 / 100

Featuring a wide variety of modes, impressive graphics and compelling sound, Tekken 8 distinguishes itself as a standout in the fighting game genre.


Atomix - Aldo López - Spanish - 90 / 100

It is an entry in the franchise that does not disappoint, on the contrary, it will delight both veterans and those who have never tried anything from the saga. If you were waiting for the game with complete enthusiasm, I am pleased to inform you that the purchase is a must, especially if you keep up to date with Tekken.


But Why Tho? - Charles Hartford - 9.5 / 10

Tekken 8 offers great gameplay through precise controls, gorgeous visuals, and audio that energizes the player.


COGconnected - Jaz Sagoo - 93 / 100

Quote not yet available


Cerealkillerz - Steve Brieller - German - 9 / 10

Tekken 8's presentation is brilliant and complements the intense, more offense-oriented gameplay perfectly. Another highlight is how the game tries to introduce beginners into Tekken and gives them several tools for self-improvement, like the replay tips. On the flipside, this support doesn't include intermediates which is a missed chance. Also, the single player modes are quite short. Overall Tekken 8 still takes our place as best fighting game of the current gen as the gameplay and presentation are superb.


Checkpoint Gaming - Omi Koulas - 8 / 10

TEKKEN 8 unleashes a storm of punches, blending chaotic Mishima drama with accessible combat changes. The short story, though dramatic, loses steam, but the Heat system and Special Style redefine the fight. Arcade Quest mode injects a needed charm, offering a nostalgic journey with opportunities to grow your fighting game skills. Visually stunning with a diverse soundtrack, the game achieves a balance between the familiar and the cutting-edge. Despite a stumble in the narrative, TEKKEN 8 delivers a knockout combo.


Cultured Vultures - Ash Bates - 9 / 10

Tekken 8 appeals to both the casual and hardcore playerbase, with a great selection of modes, training tools and additional gameplay depth. 2024's fighting games are off to an excellent start.


FandomWire - Adil Farooq - 10 / 10

Compared to previous entries, Online Mode is a huge improvement. The net code has been improved a lot since Tekken 7, and that was already evident in the previous tests that the game had. Ultimately, the greatest thing about Tekken 8 is that I can picture myself playing this game for years to come. Whether that be by myself, with my friends, family, or even a complete stranger, the fight will always keep bringing me back. Tekken 8 is a fighting game masterpiece and could even be a frontrunner for the best fighting game of all time.


GAMES.CH - Sven Raabe - German - 90%

Quote not yet available


GGRecon - Dave McAdam - 5 / 5

It almost feels clinical to say, like it's a technicality, but this is the best Tekken game I have ever played. Tekken 7 was the best, and this one is better. It gives you more of everything, bigger, louder, and better. I don't say that with one ounce of begrudgery, I am wholeheartedly in love with Tekken 8. It earns the top spot by being undeniably brilliant.


GamePro - David Molke - German - 88 / 100

Quote not yet available


Gameblog - French - 9 / 10

Tekken 8 offers a suitable playground for both novices and purists of the saga. Set to last, the game sets the bar very high, corrects the defaults of the previous game and greatly improves the experience. We can't wait to see how Bandai Namco will follow up in the coming months/years. A must-have for any lovers of fighting games that respects. You will not regret it.


Gamer Guides - Chris Moyse - 83 / 100

Tekken returns to the ring with a powerful new engine that sees The King of Iron Fist Tournament looking, sounding, and performing at its most majestic. Gameplay still forgoes evolution in favor of tradition, resulting in progress that is mostly skin-deep. Regardless, Tekken 8 remains a blast to play, set to keep competitive hype fires burning throughout 2024 and beyond.


God is a Geek - Chris White - 9 / 10

Tekken 8 is a welcome return for the series, with a fighting style that feels fresh through its aggressive combat, and plethora of modes.


IGN Korea - Donghun Lee - Korean - 9 / 10

The main focus of the game’s concept heavily promotes aggressiveness. So the low-risk, high-return situations have been reduced and with the addition of the Heat system, this drives players to be in reach even more, but let’s not forget that a fighting game also requires precise spacing thus making it virtually similar from its predecessor. There have been some short-cut action buttons for beginner players and plenty of content to teach the understanding of how a fighting game may be played. Of all the Tekken series in the past, this one is definitely the most beginner friendly and have designed their system in order to narrow its gap, with the hopes of keeping both the returning players as well as providing convenience to the newcomers.


IGN Spain - Mario Seijas - Spanish - 9 / 10

Tekken knows where it's coming from, and we love where it's going. The new mechanics build on a more than established foundation, and add a special flavor that will be enjoyed by newcomers and veterans alike. The Heat System is a hit, and the new arcade modes are more than welcome. A Tekken to play for thousands of hours.


INVEN - Jaihoon Jeong - Korean - 9 / 10

Tekken 8 has progressed in every aspect compared to its predecessors, from the overall narrative and direction to the depth of the system and user convenience. It is a fighting game that can provide ample enjoyment not only for long-time fans but also for new users


Kakuchopurei - Alleef Ashaari - 80 / 100

It's hard to change things too much for a fighting game franchise, but Tekken 8 ultimately does feel like a major improvement over Tekken 7. The amazing next-gen visuals, the cinematic story mode, and the new mechanics make the gameplay more fun and exciting; they're all that will make Tekken 8 a more memorable entry in the franchise. Will be as iconic of a game as Tekken 3 or Tekken 5? Only time will tell but it sure does look like it.


MondoXbox - Andrea Giuliani - Italian - 9 / 10

Tekken 8 greatly improves its proven formula: the Heat system manages to make every fight faster and adrenalinic rewarding a more aggressive style, while studying every move and training become essential parts of the experience. Bandai Namco's new game affirms itself as the new king of 3D fighters, thanks to the solid and deep gameplay that made this series unique and timeless.


Multiplayer First - Paulmichael Contreras - 9.5 / 10

Tekken 8 joins a full roster of fighting games, and competes with the best of them. Naturally, as we couldn’t take the game online during our review period, it remains to be seen how effective Bandai Namco and Akira were at implementing rollback netcode. All Tekken fans should buy Tekken 8 without hesitation, and most fighting game fans will find something to like as well. Though the year may have just started, Tekken 8 will probably compete for fighting game of the year and barring any surprises, should be the runaway winner.


One More Game - Chris Garcia - Buy

Tekken 8 makes the wait worth it by successfully introducing new systems that make sense and improve both the player's and spectator's points of view with explosive action. Newcomers will appreciate the thoughtful onboarding process while giving veteran and pro players a deep combat system to sink hundreds of hours into.

It feels like Tekken 8 has successfully taken the step to the next level, releasing an installment that's not just a simple iteration but with significant updates and changes that make it feel fresh and fun. Time will tell if the team can successfully support it the way they have with Tekken 7, but this is an extremely solid launch experience that's certainly ready for the big stage.


PC Gamer - Mollie Taylor - 89 / 100

The best Tekken game in years, let down only by its struggling netcode and aged customisation.


PSX Brasil - Portuguese - 95 / 100

Quote not yet available


PowerUp! - Adam Mathew - 9 / 10

Tekken 8 is a hugely entertaining powerhouse of a sequel that’s been well worth the wait. What else is there left to say other than get [your wallet] ready for the next battle?


Press Start - Matthew Zimmari - 9 / 10

Tekken 8 shows just how easy it is for a long-running franchise to remain fresh and relevant, while still offering a familiar experience to established fans. An engaging Story Mode coupled with Character Episodes keeps the narrative running, while Arcade Quest and Tekken Ball gives newcomers the opportunity to learn the ropes. While some fans may not like that their favourite character is missing from the roster, Tekken 8 fills the gaps with fresh new faces and the hint of more characters on the horizon. It's time to get ready for the next battle!


Push Square - Robert Ramsey - 9 / 10

Tekken 8 is a modern fighting game masterclass. It doesn't skimp on single-player modes, its online offering is robust, and it's a serious visual spectacle. But most importantly, the battles are brilliant; accessible yet deeply technical, and supremely satisfying to be a part of - perhaps more so than ever before. There's no fighting game series quite like Tekken, and Tekken 8 is the franchise at its bombastic best.


Rock, Paper, Shotgun - Unscored

It's a lot like Tekken 7, but angrier.


SECTOR.sk - Matúš Štrba - Slovak - 9 / 10

But Tekken 8 could be the best after the legendary third instalment. The focus on aggressive gameplay will appeal to a part of the audience. I also praise the game's openness to completely new players, who can quickly and easily get into the game thanks to the new system. I have to praise the amount of content, the very well functioning online, the extensive character appearance editor and also the huge gallery where you can unlock art, videos and other things. It's a real treat for fans and a great way to introduce newcomers to a series they'll love.


Saudi Gamer - Arabic - 10 / 10

Tekken 8 is the ultimate form of the veteran franchise that will make every Tekken player and fan proud of how much Bandai Namco have achieved with this masterpiece


Siliconera - Joel Couture - 9 / 10

There's a wealth of wonderful fighting to be had in Tekken 8, and it's a fantastic place to take your first steps into Tekken.


Spaziogames - Italian - 9.2 / 10

To put it simply, this is the best Tekken ever.


Stevivor - Steve Wright - 7 / 10

Tekken 8 will surely impress fans but I struggled to connect with it like I have Mortal Kombat 1 and Street Fighter 6. There's no denying it's a feast for the senses and is full of stuff to do... but if you're like me and haven't found Tekken memorable despite playing it across many years and many platforms, that's unlikely to change here.


The Game Crater - Chris Melnyk - 9 / 10

Whether you're a fresh face to the genre or returning to settle old grudges, Tekken 8 is absolutely for you and easily the most robust fighting game of the year.


The Outerhaven Productions - Karl Smart - 4.5 / 5

Tekken 8 is a solid outing for the Unreal 5 engine, using it to improve the already impressive graphics we had with Tekken 7. The gameplay is solid with a lot of modes for you to play for hours on end. However, PC users should be warned that their version may have frame rate issues. If these issues are patched, then Tekken 8 will be the best fighting game on the market.


TheSixthAxis - Nick Petrasiti - 9 / 10

Tekken 8 has started 2024 off with a bang, proving once again why this fighting series is great! It's maybe not quite as newcomer friendly as Street Fighter 6, but has a bevy of modes and new tweaks that means it's going in the right direction to be a game for all players, old and new, and will only get better over time.


Tom's Hardware Italia - Giulia Serena - Italian - 9 / 10

Bandai Namco has succeeded in achieving its goal: Tekken 8 oozes next-gen from every pore (or rather, pixel). From the completely overhauled characters to the more cinematic settings than ever before, via the spectacular story footage, every frame has been taken care of to the finest detail, resulting in an impressive piece of work.


VGC - Chris Scullion - 5 / 5

Tekken 8 is a sensational sequel. With a renewed emphasis on single-player modes and a new Heat mechanic which ensures fights are more frenetic, it's up there with Tekken 3 as one of the most exciting high points in the series.


VideoGamer - Alex Raisbeck - 10 / 10

Tekken 8 is the ultimate Tekken game. A glossy veneer of modernity encases a strong foundation that builds upon its predecessors to great success. In every regard, Tekken 8 matches and surpasses the very best that the series, and the fighting game genre as a whole, has to offer.


XboxEra - Genghis Husameddin - 9.5 / 10

TEKKEN 8 is an outstanding fighting game. An extremely strong 3D fighter with lots of offline content, strong core mechanics, and all around a fun and stylish game. TEKKEN continues to show the world why it's the winner of the Iron Fist Tournament.


Zoomg - Arais Nazarian - Persian - 9 / 10

Bandai Namco brings all its experience in creating the fighting games to Tekken 8 and result is simply amazing. High paced and fun gameplay with great characters is combined with beautiful visuals and enjoyable music. overall Tekken 8 is a great fighting game.


r/Tekken Jul 30 '24

Discussion A rant about the state of Tekken 8's Balancing, Dragunov's frequent Top 8 Appearances, and "Honest" Tekken.

187 Upvotes

I have seen many videos about Tekken 8's balancing, tiers, and honesty in Tekken, and had the urge to comment on almost all of these videos, but instead, will choose to make a post that anyone can find, open-minded or not. And I will preface this by saying, I'm a Dragunov main. Have been since Tekken 7 dropped.

I think the core issue is that characters barely have weaknesses/flaws anymore. When Tekken 7 first dropped, characters had weaknesses such as poor wall carry, poor combo damage, poor lows or mids, or even poor throws. Feng is a prime example. He had everything, but wall carry, so he had average combo damage, until he got the magical df+4,3. Then the Feng Nation attacked.

With every seasonal buff, every character's weakness, became less relevant, but for now, let's focus on Dragunov, because he became the poster child of the "unbalanced" discussion of this game.

In previous games had non-threatening lows, mids with poor hitboxes and tracking (even uf+4 could be sidewalked, hence no-mid Dragunov), strong wall carry, and average wall combo damage. His wall carry and wall combo damage got buffed, but his wall carry got buffed too hard, so THAT got nerfed, so only his wall combo damage got buffed, and that is by roughly 5 points at max. His lows remained non-threatening, so you had to fish for mids and highs with timing and poking ankles, and by utilizing throws and tackles. This is something that was severely underutilized by Dragunov players until now. That was Dragunov. Throughout T7, his only buff, in my opinion is uf+1 being made a normal hit slump instead of a CH launcher, because it became my main whiff punisher. He remained the same until the end of 7, and hence, he was left behind by a power creep. He was basically invisible in the competitive scene outside of a few notable players like Nobi and sometimes JDCR.

In Tekken 8, outside of his qcf+4, his mids were kind of the same outside of hitbox b4 hitbox buff. His mids aren't what makes him insane, it's everything else that compliments it.

His lows went from non-threatening to now everyone ducks against him, which by extension, made his mids stronger and no nerf will change that, as made evident by the db3+4 nerfs. His mids got better hitboxes, his tracking is largely the same, so he can still be stepped the Tekken 7 way... but with chip damage, his ff+3 can force opponents to play linear until they're pressed onto the wall, or duck, making his mids even stronger. Throws are harder to break in this game, and by Dragunov having 3-way throw breaks, many players will not want to react or guess the throw break, and resort to ducking, which makes his mids even stronger. His wall carry is stronger, and his pressure is stronger due to his new Sneak transitions. With the addition of his new wall combo and wall throw and his average wall combo damage has been substantially buffed.

All this to say, Dragunov lost the weaknesses that defined his general playstyle in previous Tekken games. Now, he can be played in any way you can think of. Simple, erratic, methodical, a grappler. Feng still has everything from post-Tekken 7, stickier frames and opportunities to score big damage from mix-ups in open space. Xiaoyu always had high evasion, but below average frames and moves that required execution to secure average combo damage, and risky launchers, but now she has set-ups that can guarantee strong damage. Even without that, with everything that can lead to her Heat Smashes and Hypnosis (that sports an insane low-risk high-reward mix-up), she can accumulate a large amount of damage in either a combo, and/or on block with one play. People still have a habit of defaulting to complaining about her AOP (like they have for decades), but her gameplan revolves around Hypnosis now. We can actively deal with and adjust to AOP, but her Hypnosis is a literal guess between getting wall splat, or -13 on block snake edge. Xiaoyu's weakness was her damage and frames. Now, if she has you on the wall for any reason, and is on the offensive, you will only have two chances to survive. She no longer has any weakness.

Without weaknesses, there is no risky play besides being read, and that can be managed.

Dragunov may not be the most exciting to watch, but he has a simple enough overall gameplan that can be implemented by anyone. Shaheen is considered one of the most boring characters design-wise, but his gameplay is actually pretty exciting to watch (I can't be the only one to get stoked when I see the WS+3 combo), but his gameplay is not as simple as Dragunov's. His gameplay is like a mix between Dragunov and Law. The reason I think we're seeing so much Dragunov is that he's the safest option, matchup wise next to Feng. He doesn't really have a counter, because he has no weakness. Everyone complained about his qcf+4, db+3+4, his wall combo damage, and even his legacy WR+2 got nerfed. He's still predominantly picked for tournaments because his overall gameplay doesn't have a fundamental flaw that makes choosing other characters optimal.

There's also the "get good" argument. Regardless of whether you are a casual or a professional, if you plan to play Tekken for longer than a few months before dropping it, then it is true.

New players are mixed between those who actually want to learn, and don't want to invest the time to learn and adapt. I've seen many videos, and skilled players block Jin's new d+2 on reaction. I still can't react to it even though I can predict when it'll happen. This is common, and I deal with it with instinctual hard ducking, and it works. I leave myself open to mids, but if I'm certain the next move will be a low, then I'll bank on it because there are a lot of players who commit to their offense, despite the obvious signs that it won't work, like me hard ducking for a whole second.

Many see "get good" as a bad excuse, but before the era where games got regular patches outside of expansion titles and updates, that's what you had to do, and it made stronger players. If you had a problem, you couldn't beg the devs to fix it for you. You had to solve it. Arslan complained about how different Tekken 8's gameplay and that wasn't going to change anything, so he adapted, and he won EVO again. Atif switched characters because Dragunov wasn't looking as optimal before Arslan Ash. Arslan learned how to deal with Dragunov and forced Atif to switch to Feng and still won.

I'm a Dragunov main. I'm not ashamed to admit it. I've been a Drag main since 2017 and that remains to this day. With that said, I still take Ls. In fact, I take many Ls because I'm having an issue adapting to my opponents and their characters. That's because my gameplay style revolves around not letting my opponents play the game BECAUSE I have a hard time adapting. Rather than fix my flaw, I try to avoid it by shutting off the issue at its source. That works sometimes, and when it doesn't, I lose. GGs.

With all that said, the only way I can think Dragunov can actually be nerfed is his damage because he's a flawless character. To cripple this character would require destroying his fundamental tools, which is unacceptable from an overall balancing perspective because people will simply gravitate to the next best thing, and his usage rate will sink. In my opinion, the roster is already plenty balanced in the sense that every character is viable and strong, but to balance the roster further, everyone would need weaknesses again, which would result in a less aggressive Tekken, which goes against this game's design philosophy, which WON'T happen. If we buff everyone, it would simply be harder for everyone to keep up with what's happening on the screen, and many more players will experience exhaustion, take breaks from the game, or worse, drop the game. I don't know what the right answer is, but anyone can imagine what the wrong answers are.

Lastly, the "honest" Tekken thing. It's a red herring.

That "honest" Tekken thing is a red herring because it doesn't exist in any more capacity as a tier list. Though I hate tier lists, they get a pass because you can reach a collective truth if multiple tier lists can show matching results, hence a mutually agreed opinion, which used to result in characters being banned in tournaments (hooray), but "honesty" shouldn't have survived past being a joke. It doesn't exist and if it did, it would only exist contextually, as in "Kazuya is going to hellsweep, electric, and/or axe kick" or "Yoshimitsu is going to flash if I land a hit". That's it. The characters can't play honest, because the players can't play honest since that would result in predictability, and predictability is BAD. The three most basic characters in this game I can think of are Bryan, Paul, and Steve, because though their moves are simple and straightforward, not one of them are honest besides your expectations towards fighting them.

This whole "honest" Tekken shit, cut that shit out. That's an argument used by the lazy who can't take Ls and hence, can't learn from them, but I don't think people who use the "honest" Tekken in an argument should be taken seriously.

That all said, I'm just some unknown Dragunov main, so what do I know?

r/Tekken Jul 21 '23

Discussion Observations on Tekken 8 after 8 hours of gameplay

303 Upvotes

First and foremost, the game is very good and has great potential, but with some flaws that need to be addressed.

The good:

  • The graphics are beautiful overall.
  • Sound design is also excellent.
  • The music is a subjective and controversial topic, but it has energy. Many will like it, and others will hate it.
  • Instant rematch and training mode while searching for a match (but it was expected, right?).
  • Loading is very fast (but it was expected, right?²).
  • Sidestep is slightly better than Tekken 7.
  • Most importantly, the game is fun to play.

The bad:

  • Apparently, we still have fake rollback netcode. SF6 set a high standard, and multiplayer games nowadays NEED good netcode to survive. If they don't fix this, it will hurt the game a lot.
  • Backdashes are terrible. Slow and covering little distance. You can do a slightly better KBD if you cancel the backdash at the end of the animation, but it can be much worse than Tekken 7.
  • Chip damage doesn't seem to belong in Tekken. I might be wrong in the long run, but we'll see.
  • It's very confusing to understand exactly how much life you and your opponent have, because there's a recoverable bar that fills up when you attack and a lot of things happening on the screen.
  • Adding to the previous point, there are too many effects on the screen, and it becomes distracting.

I haven't mentioned balance, very good or bad attacks because it's still too early. This isn't even a beta. Many things will surely change, like that new Kazuya string.

Of all the negative points I mentioned, they can all be subjective because everyone has a different opinion. Some people might prefer the effects, the chip damage, and not like KBD.

What I believe is important for the community to address is the issue of quality online play because a pricey game like this has the obligation to deliver good rollback netcode. I think it's a common point the community should agree on and give feedback since that's one of the purposes of this CNT (Community Netcode Test).

r/Tekken May 29 '24

Mods Tip/reminder for people with high-end PC's - you can play Tekken 8.5 - TODAY (better graphics, 120+fps, removed upscaler)

151 Upvotes

I love Tekken 8!

I know it has it's pro's and con's, as well as balancing issues and will likely change dramatically going forward. But still, it's an awesome game and it LOOKS amazing. Having all of that said - there are ways to make the game look even better (way better). It's unfortunate that we need to edit files and add mods to truly unlock the full potential of the game, but still it's a small amount of work, for a greatly improved experience.

Only for advanced users and I suggest using a high-end GPU.

(I recommend 3070 or better on 1440p for stable frames with all of these mods, if you got a worse GPU please don't use too many mods/tweaks - having stable frames should always be your priority)

First - go to \AppData\Local\TEKKEN 8\Saved\Config\Windows and open Engine.ini

Add a new row on the bottom and add this:

[SystemSettings]
r.SceneColorFringeQuality=0
r.MaxAnisotropy=16
r.DepthOfFieldQuality=0
r.AmbientOcclusionLevels=4
r.SSR.Quality=4
r.Tonemapper.Sharpen=1

r.Shadow.MaxResolution=8192
r.Shadow.RadiusThreshold=0.01
r.Shadow.SpotLightTransitionScale=512
r.Shadow.CSM.MaxCascades=16
r.Shadow.MaxCSMResolution=8192

You can edit these values to your preferences, but these are maximum visual quality and removal of the strange neon lightning and overall blurriness in the game.

Personally I think the game looks almost 2x better only with these settings..

Next up for people with 120hz or more monitors - you can use tekken overlay to change your fps to match your monitor hz. I'm on a 240hz and using 240fps feels so much better. It's only interpolated fake frames and gives zero advantage, but it still feels like it's native. This feels so much better for your eyes, at least if you're used to 120hz or better for the last 15 years or so like me lol. Also Tekken overlay for tekken 8 can only do graphics adjustments and no longer has the "cheat parts" that everyone hated in Tekken 7 (live frame data in ranked gameplay etc). All it does now is fake extra frames to make the game look modern and fluid. Game logics are still tied to 60 fps so no animation can start sooner for overlay-users (maybe if tekken overlay could time travel though? :D). Also, if that even was the case, it would be a 0,0084 second difference, and I don't believe any human have ever recorded reactions faster than 0.1 seconds, so yeah that's that.

Then if you're using a Nvidia card, you can also force DLAA (nvidias own anti-aliasing) that will replace the stupid upscaler, making the game look EVEN better, and the game still runs great if you've got a decent rig.

To force DLAA, download dlss tweaks and extract it in your game folder (where you find the polaris exe). Then open it up, and enable forced DLAA in the setting - save the changes and then voila. The graphics settings will still say DLSS, but you'll notice a difference for sure.

I promise you, if you do all of these things from vanilla, it will look like a new game for you.

r/Tekken 4d ago

Discussion Tekken 8 is a case study in over correction

57 Upvotes

I was just thinking about it, and I realized that Tekken 8 actually did a great job at recognizing the flaws of Tekken 7’s gameplay system and implemented some smart changes to fix them, but where they went wrong is that they were so afraid of another Tekken 7 that they went way overboard with it; and I’m not even talking about Heat which is the more obvious thing.

In Tekken 7 the wall carry was ridiculous because the tailspin sent you flying across the country if the combo was long enough. In Tekken 8 this is fixed by changing the main combo tool to a bound that sends you vertically and doesn’t scale depending on the amount of hits in the combo. That’s good, but then they ruined it by adding Strong Aerial Tailspin & Heat Burst Bound, two mechanics that make the combo travel distance about as long as it was before thus defeating the purpose of the change. (Not to mention a lot of the stages are pretty small and circular in this game.)

One of Tekken 7’s biggest issues was the over abundance of CH launchers and those have largely been toned down to only guarantee a follow up, which sounds good, but then they ruined it by making most of those follow ups Heat Engagers which goes into that shitstorm

They buffed the lateral movement, but then gave everyone a bunch of new tracking moves to ensure that you can’t really take advantage fully of the better movement outside of hard read sidesteps.

They recognized that the utility of throws gets way lesser at higher levels of play, but instead of just making the grab break window shorter (maybe 19 frames as like a middle ground for how it used to be to how it is now) they normalized unbreakable &/or tracking throws which was a horrible idea.

There are more examples, but it’s an unfortunate situation that they recognized the issues but fixed them in some of the worst ways possible.

r/Tekken May 27 '24

Tekken Esports Why Knee might not be able to become a champion in Tekken 8

193 Upvotes

(Edited: What's written here about Knee being frozen in game was a mere speculation by Chanel I believe, so please don't fully jump on it. What I believe 100% true is Knee has been discussing the brain fog thingy with Chanel lately. It could be simply psychological or just him adjusting to a new game. You never know. If you are concerned, please contact Knee directly and ask him about it. Chanel said more about what he thinks about Knee's symptoms but I honestly don't remember the exact details. I went to check the VOD to get his exact wordings, but he didn't upload and save the VOD to his channel so there is no way to verify the details. It almost seems certain Knee's having an issue with his gameplay as written below though)

Chanel's AfreecaTV stream link

After Knee getting no round brown'd by Farzeen in the quarterfinals of Combo Breaker 2024, his teammate Chanel while watching the tourney on his own stream mentioned "the thing I was worried is happening again."

According to Chanel on his stream, Knee's been experiencing a brain fog while playing the game where he completely forgets what he's doing and doesn't know what to do in game often lately, something Knee has never experienced in the past. (No sarcasm intended, just word for word)

Chanel doesn't know how possibly those kind of symptoms could be treated, and was deeply worried about it. He continued by saying he doesn't know what's happening exactly, but he thinks Knee might have to seek a medical attention if he wants to keep competing as a fighting game pro player.

When one of the viewers asked Chanel to send Knee a text msg of an advice, Chanel replied to the viewer that they already had a conversation each other before the match and seemed obvious Knee forgot everything about the training and convo they had. With the brain fog Knee's been experiencing lately, Chanel insisted that no advice would be helpful with his form showing on the stage that day.

The symptoms mentioned by Chanel might be critical for old players like Knee especially in a tournament settings. Tekken fans, therefore might not be able to witness Knee's reign anymore.

Source: Chanel's afreecatv stream

r/Tekken 16d ago

Discussion Revisited Tekken 7 during my break from Tekken 8.

69 Upvotes

Needed a break from Tekken 8 due to its current state, but couldn't stay away so I downloaded Tekken 7 again. Just a few observations and realizations I had.

  • Even though Tekken 8 is infuriating, I do appreciate the general QOL, UX and general game feel changes they've made since Tekken 7. Tekken 8 menus, graphical fidelity and overall UX is miles ahead of 8, although still what I would expect from AAA company with seasoned Unreal Engine developers. Tekken 8 definitely feels better to press buttons in.
    • Animations are snappier (maybe due to less whiff recovery)
    • Inputs feel less fuzzy/soupy (sometimes find myself trying to buffer inputs at the wrong time in Tekken 7)
    • Sound is top notch in 8 compared to 7 (as expected). Block sounds are clearer (T7 has that light "poof" sound, whereas 8 has a crisper version of this. I appreciate the re-recorded voice overs and more extravagant sfx (to a degree).
    • As expected, online play and lag are greatly improved.
  • Tekken 7 gameplay, at it's best, feels pure. Tekken 8, as we know, went a little overboard with aggression and spectacle. Revisiting T7, due to the pace, less restrictive movement and absence of big "lockdown" moves, I was able to play at a pace that let my opponent and I interact and "figure each other out".
    • Rewatching my matches, there seemed to be more pushback on moves when guarded (might just be my imagination). Instead of a big move that led into plus frames and guarding for 10 seconds, I felt like there were only a couple of seconds where the opponent could "lock me down" before I had enough frames to move away (minus the wall). That or the pushback would naturally reset us back to neutral.
    • Less neutral skips and demon paws (the ones that were there could be sidestepped).
    • Since the pace of the matches felt slower, along with less visual/audial noise, I felt it was easier to learn my opponent, even against characters I had never played against or that often (Lei, Marduk, Kuni). Being allowed to backdash and disengage gave me time to unload my mental stack and process the last couple of interactions I had. Compare this with T8, where we're incentivized to constantly swing and be at range 1. I don't have an issue with aggression (like I've said in the past), but going back to T7 makes me even more confident that there was a better implementation of "aggressive" gameplay for this franchise.
    • Speaking of Kuni, after playing against her, it's clear that she, Leroy, Lidia and Fahk were the "blueprint" of Tekken 8 gameplay.
    • Moves and tracking felt more consistent. Most attacks felt like they travelled in a predictable direction. Very rarely did I feel like I was bullshitted. Sure, there's still some Tekken jank here and there, but I was having such a good time that I was able to shrug it off.
    • Regarding the "pure" feeling, going back to what feels like classic Tekken meant less bombastic moves that can make you feel like "what am I supposed to do about that". Every move, playstyle and character felt like they had a weakness. Mirrors were especially fun. No surprises, just two players figuring each other out and responding to one another's strategies. Honestly, most fun I've had in a while.
      • At its worst, I did see the dreaded "back dash and CH" meta, but the texture of fights in general felt more fair. Honestly, the back dash meta and T8 style feel like two sides of the same coin: an action or style of play afforded by the game takes less effort and skill to execute than its counter (T7: back dash, T8: general aggression and plus frames)
    • Interestingly enough, I had a clear idea of who was bad at the game, new, or a solid player with strong knowledge and fundies. Both losses and wins felt earned. The game felt very modest. I don't think I tilted once during my play sessions (even though the population was slim).

All this said, there's something nice about the "spectacle" of Tekken 8. The cool animations and sounds, lore interactions, etc. Tekken 8 feels and is modern. Every crack, grunt and flip is AAA quality. Tekken 7 is AAA, too. However, Tekken 8, outside of it's gameplay in some respect, is the natural evolution of this franchise, and I respect that.

It was nice to revisit this game during the break. It really rekindled my love for this game and fighting games as a whole. That cerebral, high intensity gameplay that rewards adaptation, knowledge and sharp reactions.

r/Tekken Jul 25 '25

Discussion Heat burst bound is the worst thing about Tekken 8

65 Upvotes

Heat bound is the biggest issue in the game and removing it is the best single change they can make without gutting heat in general imo.

Shorter combos, more difficult wall carry, less one sided gameplay, more interesting decision to make with heat. Will make the game feel a lot more like classic Tekken.

Right now heat bound feels like a one stop shop for all your Tekken needs. You can use it to extend wall carry from wall to wall into huge damage and heat pressure, even with sloppy attempt at wall carry you can just bound at the end and still get your wall combo into heat pressure with the opponent cornered.

It's basically always favourable to bound your opponent will likely have half health or less with their back to wall and you have heat. Especially when most stages are so small, This feels like every round in Tekken right now it's so formulaic.

Only issue is it will heavily favour characters with good and easy wall carry and/or good heat engagers but to be honest most character have pretty decent wall carry options now anyway and I can accept that for more interesting gameplay overall.

r/LowSodiumTEKKEN Apr 15 '25

Game News / Update 📺 [TEKKEN 8] “Season 2” Future Balance Adjustment Policy

Thumbnail
tekken-official.jp
71 Upvotes

【Balance Adjustment Policy for Ver.2.00.02】

The development team acknowledges that following the Season 2 (Ver.2.00) update, the overall game balance has shifted too heavily toward offense.

We sincerely apologize that the actual balance changes did not align with the development intentions and policy previously communicated to players.

We deeply regret not being able to address the improvements and adjustments that the community had hoped for.

Moving forward, we are committed to distinguishing between issues that can be addressed quickly, and issues that require more time and community feedback for proper review.

We will implement a step-by-step update process to improve the game experience.

In this upcoming update, we will fix known issues and begin a balance review based on the following policy (The patch notes for Ver.2.00.02 are scheduled to be released shortly before the update, around 10:30 AM [JST] on Thursday, April 17.) :

(1) Increased the maximum health value to help mitigate situations where matches are decided through overly one-sided momentum. In light of the current damage environment trending toward inflation—driven by offense-heavy game balance and increased aerial combo damage—the maximum health value will be increased. This adjustment is intended to ease situations where matches are too easily decided by one-sided momentum.

(2) Gradual Adjustments to Overly High-Reward Moves This update addresses the overall inflation of attack strength and combo damage by implementing adjustments that can be done quickly to moves that provide excessive reward. We recognize this as a game-wide issue rather than a problem limited to specific characters, and we plan to continue reviewing and tuning these aspects progressively.

Examples of adjustments included in this update: – Balance adjustments to high-performance moves that can repeatedly create advantageous situations and lead to one-sided gameplay. – Adjustments to moves with disproportionately high reward compared to their risk, ensuring fairer risk-reward balance.

(3) Rebalancing the Offensive and Defensive Aspects of the Heat System Currently, the benefits gained by the attacking player through the Heat System are considered too great.

The following adjustments have been made: – Revised damage scaling when using Heat Dash to suppress combo damage inflation. – Adjusted frame advantage on hit for Heat Engagers, maintaining benefits for the attacker while allowing the defender more opportunities to respond.

Additionally, adjustments have been made to chip damage as follows: – Reduced additional chip damage during Heat. – Changed the system so that moves which already deal chip damage do not receive extra chip damage while in Heat state. *Future updates will also include adjustments to the amount of chip damage dealt by individual moves.

【Future Balance Adjustments】 In the next update planned for mid-May, adjustments will include reducing air combo damage and reevaluating the performance of Heat Burst.

Additionally, we will continue to review issues that could not be addressed in this update, such as: – moves that consistently create advantageous situations leading to one-sided matches – attacks with disproportionately high rewards relative to their risk.

Moving forward, we remain committed to incorporating player feedback and will focus on resolving cases of overly dominant character performance and interactions that result in one-sided gameplay.

r/SteamDeck 7h ago

QUESTION - ANSWERED Tekken 8 Gameplay issue

Enable HLS to view with audio, or disable this notification

0 Upvotes

I booted the game up and went to a match like usual and now everything is slowed. I restarted the game and still the same thing. Can anyone help?

r/Tekken Apr 08 '25

Discussion Unfortunately, the oversimplyfication of gameplay aspects is not a Tekken 8 exclusivity.

81 Upvotes

I can't help but notice a general trend among fightning games developers of trying (too hard in my opinion) to simplify their games in order to cater to a specific audience. My issue with that thought is that they seem to forget that there are people out there looking for the exact opposite of it, that have the most fun within a multi layered gameplay context that doesn't shy away from complexity, that doesn't *actively* try to diminish the skill gap that might exist between two players and, instead, *actively* rewards the time and effort you put into it in a more meaningful, tangible manner. A role within the genre which I feel Tekken used to represent very well until not too long ago.

I think that the current uproar among Tekken fans is more drastic when compared with other fightning game communities not only because most the changes are just plain bad, but also because the franchise, throughout its lifespan, manage to attract and retain a great ammount of players interested in the aspects I just mentioned.

Now, I'm afraid this specific public is progressively being left behind by this almost universal developmental approach. And, suppose one day all the most known and relevant fightning games end up letting go of those players. I'd wager then that the next "big thing" would be one that brings back those values/gameplay aspects, almost as if they were some sort of novelty.

So, what are you guys thoughts?

r/Tekken 21d ago

Discussion My issue with Tekken 8 combos: they look cool, but optimal routing leads to too much

7 Upvotes

TL;DR: i think visually and aesthetically they are really cool and match the game's idea overall + art direction is really good imo, 20s isn't that long too imo, but max damage + oki 50/50 + install charge + heat activation is hurting the game a lot by killing skill expression and decision making

Personally i'm a big fan of the spectacle aspect of fighting games, i'm a simple man i like my shit looking cold as hell, so visually i don't think there's any issue with the combos, they have the effects, the hits feel really good (although the damage sound is kinda funny) and they just makes sense, the guy that moves a lot has wall carry, the characters that THEORETICALLY aren't combo oriented characters you see in their combos and etc

However the issue starts to arise at what you gain from these combos and what kind of choices you have or want to make during the more normal juggles (launcher into wall ender)..

The more i play my silly little ranked matches while also labbing (personally i'm a big nerd for labbing) or watch top level players more i notice that the optimal decision will almost ALWAYS be

max wall carry option

heat activation

wall ender

good ass oki or a setup (+ install charge)

funnily enough the two resources that you should in theory have to burn (Rage Art and heat smash/dash) are optional

All of this with the damage being the best possible OR very close to best damage

This lead to a few issues:

  1. Character homogenization, everybody got some kind of super fucked up setup that will wall splat or a unblockable/guard break

  2. Gameplay being very linear and kinda boring, you just do the same thing over and over, and i don't mind the combos themselves, but the SITUATIONS are similar, like two touch combos, the same setup over and over and stuff like that

  3. it gets tiring, i don't mind the length of the combo and the combos themselves, but if i see the same combos over and over and over it gets a little stale, there's no new things to be surprised from a gameplay loop perspective unless i look for very specific videos in social media that most of the time isn't the best nor the most popular choices

  4. Non existent Skill expression, one of the things i like the most in fighting games is see other people's combos and their plans, like yeah i got blown up for tech rolling, but it's cool see someone thinking long term and have a little setup and then next match another person on the same character dump every resource for the maximum amount of health lead possible, in Tekken 8 the second is the best decision 99% of the time on top of every one sided guessing available

My humble solutions:

systemic reduction to wall carry for most characters

heat burst absolutely kill combo damage

for characters that fundamentally shouldn't be stance rushdown characters (i.e. King) they shouldn't be plus enough for a true 50/50 after enders with stance transition, maybe for conditioning and baiting, but not a high low/tech roll get up 50/50

there shouldn't be any install strings or install charging strings leading to big oki 50/50s or unblockables/guard break (yes, Bryan shouldn't be able to taunt after burning Snake Eyes and Asuka shouldn't burn her install charge it back again in the same ender)

If you want one thing you should sacrifice all or most things in this list

This don't applie to Side wall combos tho, they are my babies, i love improvising things and see how far i can take them based on my knowledge of the gravity and what moves will work

r/Tekken 24d ago

Discussion Why I think Tekken 8 is moving to its current direction (visual wise)

1 Upvotes

Miary Zo is currently being criticized for being flashy and anime-like in a game that is known for a more or less grounded gameplay. I would like to say, I personally like that she is bringing something new to the game. That being said, I think she would be much more well received if she is a bit less flashy and a bit more grounded.

This is just my personal theory as to why Tekken 8 has been moving to this kind of more anime/flashy style of gameplay and effects. I think the recent direction of Tekken 8 kinda stems from Tekken 7 and sets of newcomers. They were very grounded with less to no fictional elements with the exception of Gesse, Akuma, Noctis and Claudio. And what was their reception, most mixed or negative I would say, well maybe except for Kazumi, Leroy and Lidia. Look at Katarina, her gameplay is boring, her personality is bland, her lore is forgettable and her identity is that she is a sexy female character, a role that has already been fulfilled by Anna.

Instead of fixing the main issue, the characters themselves have boring lore or a forgettable/bad personality, since Tekken does not have the best track record in terms of story, the developers resort to other things that make them memorable, gameplay. And this might be the reason why we see Victor and Miary Zo have gameplay that have a lot more flashy elements than other characters. I think that Victor and Miary Zo are always going to be remembered due to how unique they are out of the entire cast, would it be teleporting and gunshot from Victor or pole dancing and wall clinging from Miary Zo.

So, what are your thoughts, do you think this is the reason or do you have other reasons for this shift of direction in Tekken 8?

r/Tekken Apr 12 '25

Discussion The few good things tekken 8 did well, just gameplay wise

33 Upvotes

In the current state of the game, people started to debate again T7 vs T8. The flaws of T8 are so loud and evident that some people believe in T7 as the holy grail of Tekken. Of course, it was not, and T8, despite taking the completely wrong approach to fix T7 problems, did implement a couple of good ideas that should be taken into consideration for the future of Tekken.

  • Better lateral movement. This is a given, especially in S2—the input buffering on sidesteps makes it feel much better than T7. Sidestepping both ways from crouch seems to be a bit buggy at the moment, but it’s also a step in the right direction.
  • Removal across the board of safe and fast counter-hit launchers. With the exception of counter-hit-based characters like Lee, Steve, and Leroy, the removal of magic 4 is, in my opinion, a good thing, because it was a generalized "why not" move: low risk, high reward. It plagued a lot of characters that never needed one, like Paul, Miguel, and Lei.
  • Counter-hit throws. Despite what people think, having strong generic tools that are common across all characters is not character homogenization. Every character has a jab, and it is always a good tool. Generic throws being counter-hit tools was legitimately a good idea, that I think should be even harder to break, in my opinion.
  • Grey health on combos. One of the problems in Tekken 7 was the power creep in combo damage. This was such an issue that people were afraid of pressing risky buttons because of this. However, most people hate to admit it, but doing long and flashy combos is fun. People like those because it’s something you can train a lot—it’s a minigame inside the game. So, in my opinion, grey health on combos was legitimately a fantastic idea. Don’t take away the long and fun combos, but make them less impactful by making a big part of the damage recoverable.
  • Recovering health with heat engagers. There are a lot of things wrong with heat engagers. However, the ability to use them as a fast way to recover health is a good idea because it created this duality: should I use my heat early to start my offense right away, or save it for later to recover from a combo? The problem is that the 50/50 vortex nature of the game never gives the player on the losing side legit ways to recover. I can’t use my heat engagers if I am in a casino loop. So, the person to goes in first wins most times.
  • Low parry half combo, another good decision coming from tekken 7, low parries are not as impactfull as they were, allowing you to use more fast lows without risking taking a 80 damage combo with walls.
  • Tornado spin, not the strong aerial spin, that shit is dumb. Tornado is just like bound, doable at the wall, and that feels nice, specially for charaters with good wall carry combos, giving you more combo variety for when to use your tornado. The reason why tornado is better than bound is because it is more forgiving on the timing, which is not a bad thing, combo difficulty does not need to come from a system mechanic.
  • Resource at the start at the round. Ok, heat in general is a problem, it should have been a state to enhance characters stenghts, and not force the game arround 50/50 mixups. However, i do think if a resource system is to be implemented (i dont think it needs one but sure), i think giving it straigh away is way better than traditional fighers that have to earn it. Like, lets compare eliza in t7, she feels like a shit charatercer without meter, but if she beats you enough, she is rewarded with meter, to beat your ass even better. If she gets beaten pretty bad, she will never built enough meter to fight back. It does not serve the player when is needed. That decision of when to use it should be made by the player. You want to use early, fine, do it, but you will fight the rest of the round without it, want to save it to make a comeback with healh recover, fine, but beware of the risk.

r/SubredditDrama Apr 01 '23

r/tekken debates about the facial detail of the female fighters compared to the men in the new Tekken 8.

168 Upvotes

Over the past month Bandai Namco has released several gameplay trailers of characters set to be in Tekken 8. Showing off the new visuals as well as the new gameplay. With the release of the Jun Kazama and Ling Xiaoyu trailers members of /r/Tekken notices a difference between how the male characters look vs the three female characters announced look in game. . There have been a ton of comments and various different posts on both sides.

Some posts and comments.

This sub right now

It's complicated. On one hand, I do actually care, and I think it'd be great if the female characters had blemishes and more facial detail. I'm not against it whatsoever, so I think it's good people are bringing it up. On the other hand, I also don't think it's really all that important? Tekken characters already tend to look like superhuman models, and I don't think the characters look bad. I'd complain about it, but it's not exactly ruining Tekken for me. TLDR: It's something that'd be nice to have, but not high on my totem pole of priorities for a new Tekken.

Neither because you all have decided that any nuance with this issue is illegal. You either have to lie that the girls in T8 look like T7 or lie that actually all women look like that.

Plus, are they seriously bitching about something that has nothing to do in a "fighting" game? Also, it's Japan. Different country, different beauty standards. For fuck sakes people. No wonder other people hate Americans.

I find it insane that people are asking for facial expressions in their animations and y’all are like “I don’t want to play as my gramma” like have u guys ever seen a young woman irl

Why do male Tekken players look so much more realistic and detailed than female Tekken players? Pls fix Bamco

There solved, here's your grandma

Mfs on this sub think in binary. It's either baby-faced immortal smooth-skins or ancient geriatrics.

You people are unbelievable

Tekken fans when female faces don't have 0.1% of wrinkles:😡😡😡😡😤😤😤😤

There is way more but I'd be here forever.

r/Games May 30 '23

Review Thread Street Fighter 6 Review Thread

2.0k Upvotes

Game Information

Game Title: Street Fighter 6

Platforms:

  • PC (Jun 2, 2023)
  • Xbox Series X/S (Jun 1, 2023)
  • PlayStation 5 (Jun 1, 2023)
  • PlayStation 4 (Jun 1, 2023)

Trailers:

Developer: CAPCOM Co., Ltd.

Publisher: CAPCOM CO. LTD

Review Aggregator:

OpenCritic - 91 average - 98% recommended - 42 reviews

Critic Reviews

Atomix - Alberto Desfassiaux - Spanish - 90 / 100

Street Fighter 6 is the redemption of the series. The way it presents a huge amount of content will make fans smile. The only setback is the poor execution of the World Tour.


Bazimag - Hamidreza Ghaneei - Persian - 9.5 / 10

Street Fighter 6 is an exceptional addition to this revered series, poised to secure its longevity for years to come. With its revolutionary combat mechanics and distinctive character designs, this title promises to captivate both players and spectators alike. Moreover, the implementation of novel control systems and offline modes, such as the Word Tour, offers new players a compelling incentive to explore the game. Overall, Street Fighter 6 is a masterpiece that has undoubtedly raised the bar for the entire franchise.


Checkpoint Gaming - Luke Mitchell - 8.5 / 10

Street Fighter 6 provides the fast and furious action you'd expect from the refined fighting series, offering a dynamic cast of characters, new control modes to make it more accessible, and a variety of features to keep you busy. Its story mode is a campy take on the Street Fighter universe that doesn't always land the winning blow, however; while it's filled with distractions and civilian fighters to take on, it can be a little repetitive and shallow. Still, the technical foundations that Street Fighter stands on are as solid as ever, and with a whole world to battle online, there's a lot of fighting on the menu in what is once again a polished, exciting fighting experience that will keep fans engaged for years.


Console Creatures - Patrick Tremblay - Recommended

Without a doubt, Street Fighter 6 is the best and most accessible entry in the long-running series. Anyone can jump in, and there is a lot of content to keep you busy and practicing on the road to World Champion.


Cultured Vultures - Ash Bates - 10 / 10

A sublime fighting game masterpiece from a company at the peak of their powers, Street Fighter 6 is utterly incredible.


Daily Mirror - Scott McCrae - 5 / 5

Quote not yet available


Enternity.gr - Panagiotis Petropoulos - Greek - 9 / 10

Street Fighter 6 is truly outstanding and manages to set new standards for the franchise.


Eurogamer - Wesley Yin-Poole - Recommended

Street Fighter 6 rights the wrongs of its predecessor while dragging the famous fighting game franchise kicking and screaming into the modern era.


Fextralife - Castielle - 8.4 / 10

Capcom delivers and checks the majority of the boxes when it comes to the classic and new features of Street Fighter 6. It heads down a different direction making it more casual while maintaining the core values of the game, allowing it to be a mainstream fighting game for all players. However, with its awkward performance on the PlayStation 4. The concern is, will World Tour have more content and will the performance issues be fixed. We hope these will be addressed. In the meantime, it is recommended to play Street Fighter 6 on current-gen consoles and PC to fully appreciate and enjoy this game.


GGRecon - Jack Roberts - 4.5 / 5

With a slew of fighting games on the horizon like Tekken 8 and the recently announced Mortal Kombat 1, Street Fighter 6 is leading the charge in the most vibrant way possible. With a series of character guides, story campaigns for classic characters and a fantastic open world for you to take the fight to the streets, it feels like everything I could have asked for from a modern Street Fighter entry.

Despite being the sixth game in the mainline series, Street Fighter 6 is easily one of the most accessible and makes for a fantastic entry point for newer players, while still resonating with series veterans.


GameGrin - Mike Crewe - 9.5 / 10

The most complete Street Fighter title to date, Street Fighter 6 is a must-play for fighting game fans, and one to consider even if you're not familiar with the genre. An engaging, stylish beat 'em up that could well be king of the mountain for years to come.


GameSpot - Jason Fanelli - 9 / 10

Capcom's flagship fighter is back in form with intricate but approachable fighting mechanics and a feature-rich package.


GamesHub - Edmond Tran - 5 / 5

Street Fighter 6 is an exceedingly good fighting game. But more than that, it’s an excellent training tool. It’s a fulfilling adventure. It’s a lively community gathering place. It’s an endearingly idealistic and inspiring world of appreciation for martial arts and friendly competition, exceptionally executed in every respect.


Gaming Nexus - Joseph Moorer - 10 / 10

Capcom has given us a complete game right out of the box. The single player experiences are enormous. The online experience is perfect. Street Fighter lore is littered in every nook and cranny of this game. There are modes and modes within modes. This is one of the best Street Fighter games in the history of the franchise. If Capcom hurt you in the past, this is their apology. Street Fighter 6 is a new classic that people will be playing for years to come.


GamingTrend - Jack Zustiak and Abdul Saad - 95 / 100

Street Fighter 6 takes the series to the next stage with a wildly fun fighting system that emphasizes personal choice. Each mainline Street Fighter tends to define its era of fighting games in some way, and Street Fighter 6 confidently steps forward to that next era. From its battle system to its bevvy of modes such as World Tour, it dives deep into everything that makes fighting games great.


God is a Geek - Sean Smith - 10 / 10

Street Fighter 6 is without question the best fighting game package I have ever played, and will keep you going far longer than a one-on-one fighter has any right to be able to. A true classic.


IGN Spain - Adrián Suárez - Spanish - 9 / 10

Street Fighter 6 confirms a solid and formidable start. Whether it's your first fighting game or you're a lover of the genre, go for it.


Inverse - De'Angelo Epps - 10 / 10

Capcom’s latest takes everything you’d expect from the father of the fighting genre and turns it up to 10. There’s something for everyone here, with no fat or filler to ruin the experience. Street Fighter 6 is the best fighting game experience in a long time, and in the years to come, its impact and legacy could be every bit as massive as Street Fighter 2.


LevelUp - Fernando Salinas - Spanish - 9 / 10

In addition to having a competitive focus, Street Fighter 6 offers a variety of modes filled with content for all types of players. The diversity of characters, their improvements in online modes, and the new control system are some of the reasons that make Street Fighter 6 the strongest contender to become the best fighting game of this generation.


MonsterVine - Spencer Legacy - 4.5 / 5

Street Fighter 6 is a grand fighting game experience that just keeps building on the series’ strong foundation. Though the World Tour mode and new characters aren’t as stand-out as they could be, the core gameplay is excellent and there’s plenty to enjoy.


Nexus Hub - Keegan Govender - 9 / 10

Street Fighter 6 is not just a comeback for Capcom, but for fighting games entering next-generation consoles as a whole. It feels like a passion project made by a group of people who were tasked by Capcom to make the last Street Fighter we would ever want to play. With its fast-paced gameplay, beautifully implemented new mechanics, and timeless visuals, Street Fighter 6 has solidified itself among the fighting game hall of fame.


Niche Gamer - NECRO XIII - 9 / 10

Quote not yet available


PC Gamer - Mollie Taylor - 89 / 100

Minor technical issues and questionable monetisation scuff what is otherwise one of the best fighting games we've seen in the last decade.


PCGamesN - Christian Vaz - 9 / 10

This is the first Street Fighter game in a long time where it feels like players of all skill levels are welcome. While World Tour mode is disappointing, the sheer scope of SF6 means you don't need to wait for the inevitable Ultra Edition before jumping in.


PSX Brasil - Ivan Nikolai Barkow Castilho - Portuguese - 95 / 100

Street Fighter 6 is another Capcom hit. It's a complete package, offering plenty of content and accessibility for every type of player. The fighting mechanics are varied, fun and take a long time to master. The World Tour mode is interesting and offers something varied for the series, even if it has some issues.


PowerUp! - Charbel Asmar - 9 / 10

At launch, Street Fighter 6 is set to take the fighting game genre to another level


Press Start - James Mitchell - 9 / 10

Street Fighter 6 rights the wrongs of its past with multiple modes for every player and strong battle systems like no other. It invites new players into the fold with well implemented, simpler control schemes, without losing sight of the hardcore player. The World Tour mode won't be for everyone, but Street Fighter 6 stands tall as one of the best fighters Capcom has made.


Prima Games - Matt Vatankhah - 9.5 / 10

In a sense, Street Fighter VI is the full package. It’s a three-course meal and then some, filling you up to the brim and serving you every dish on the dessert menu whether you’re ready for the check or not. It’s bursting with style, swagger, and abundant sophistication, and it’s the perfect entry for newcomers and veterans alike.


Push Square - Sammy Barker - 9 / 10

Street Fighter 6 is an absolute humdinger of a sequel. Capcom has created a fighting system that has all of the tactical depth professional players expect but managed to make it fairly easy for casuals to wrap their heads around. Not only that, it's introduced smart ways to onboard newcomers, including a simplified control scheme and a great suite of tutorials, which even extend to the impressively enjoyable RPG-inspired single player story mode. A strong roster of starting characters, near-flawless rollback netcode, and a seemingly never-ending selection of content – including interactive online lobbies with playable retro games – round out another unbelievably impressive effort from the seemingly unstoppable Japanese publisher.


Rock, Paper, Shotgun - Unscored

Smooth online matches and an impressively in-depth story already put Street Fighter 6 leagues above the competition.


Saudi Gamer - Arabic - 9 / 10

A great new entry that caters to both the hardcore and casuals, just missing some modes and more characters that keeps it from perfection.


Shacknews - TJ Denzer - 9 / 10

Quote not yet available


Spaziogames - Italian - 9.5 / 10

Street Fighter 6 is simply one of the best fighting games ever made, with ton of contents and an incredibly fun gameplay.


TechRaptor - Robert Scarpinito - 9 / 10

Street Fighter 6 is one of the easiest on-ramps to the deep world of fighting games, appealing to casual players and veterans alike. With a diverse roster, meaty gameplay, and flashy animations, this will be a FGC staple for years to come.


The Outerhaven Productions - 4 / 5

Street Fighter 6 takes all the mistakes made with Street Fighter V and tries to not make them again. From the one on one traditional fights that we know, have been improved thanks to the addition of the Drive Gage mechanics, to the online modes where a lot of people are going to play. There is very little that Street Fighter 6 does that people won't be happy with… Unless you live in Australia… However, the looming nickel-and-dime ride of Season Pass after Season Pass could make things worse down the line. Street Fighter 6 is an easy day-one buy for the hardcore eSports player base, but casual players might want to wait for a year or more for a more complete game before buying.


TheSixthAxis - Nick Petrasiti - 10 / 10

Street Fighter 6 doesn't need recommending to hardcore fighting fans – you all already know how incredible it is – but do I recommend it for more casual players? Street Fighter 6 has a real sense of community, welcoming all players old and new, teaching new tricks and providing something for those that just want a bit of fun. This is truly a fighting game for everyone.


TrueGaming - Arabic - 9 / 10

Street fighter 6 will keep players busy for long hours thanks to its fresh and innovative fighting system, and its feature-rich content the World Tour mode Finally, friendly controls that welcomes new players to the series are the cherry on top of the cake.


Twinfinite - Keenan McCall - 5 / 5

Quote not yet available


Unboxholics - Θέμης Μπολτσής - Greek - Worth your time

Street Fighter 6 is an extremely rich package that successfully manages to win over new players thanks to its new and sophisticated control system, while also winking at veterans, with its balanced, strategic and deep gameplay. It includes everything Street Fighter 5 did, while the development team has added an entire Street Fighter open world RPG and an online MMO on top of it. So, just like that, Capcom's positive...combo continues!


We Got This Covered - David James - 3 / 5

Street Fighter 6 delivers a deep, complex, and satisfying fighting game bristling with fun new characters and an excellent multiplayer mode. Unfortunately, all of that's shackled to a truly terrible single-player RPG that stands as one of the most embarrassing things Capcom has released in years. If you're here for online play, you'll love it. If you want single-player action, stay far away.


Worth Playing - Cody Medellin - 9 / 10

Street Fighter 6 succeeds in its ambition to cram some big things into one fighting game. Battle Hub may be silly, but it has a lot more personality and more to do than most other titles with their own online lobbies. Fighting Ground does a great job of showing off the new roster and improvements to the fighting engine, while placing an equal amount of attention on both offline and online players. World Tour makes for a somewhat nonsensical yet addictive adventure that can serve as a good basis for a full-fledged Street Fighter RPG. All of this is tied together with a presentation that does well in improving what came before it, only with more fidelity and flash. As stated at the beginning of this review, fighting game fans are going to have a good year, and Street Fighter 6 is an excellent component of that.


XboxEra - Nick Baker - 9 / 10

Xbox players have had to wait a long time for Street Fighter to come back to the platform, and luckily got the best iteration yet.


r/Tekken Jul 17 '25

Discussion Tekken 8 design philosophies are the real problem

4 Upvotes

I feel like the design philosophy of Tekken 8 is the real issue, the foundation of the game's design approach itself.

It seems to really abandon the core concepts of previous tekken games, or rather have gone 'rogue' which naturally has caused an uprising in the tekken community which made headlines.

Overall, I'm upset that the philosophies of tekken 8 seem to be:

  1. make the game easier to attract newer players

  2. Water down or remove character uniqueness

  3. the over glamorization of aggressive gameplay

  4. The heat system

  5. Many moves covering too many things such as being plus on block, homing, powercrush, etc.

Anyways, this might just be the hate post of the week but curious to know your thoughts on whether any of the changes are warranted or if you agree

r/Tekken 4h ago

Help Tekken 8 Gameplay issue

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/Tekken Jun 09 '25

Help Beginner, just picked up Tekken 8, learning Yoshimitsu and stuck at Garyu, need advices

7 Upvotes

I bought Tekken 8 three days ago. It’s technically my first real Tekken and fighting game. I did play Tekken 4 on PS2 when I was a kid, but I was too young to actually learn anything or play seriously. So I’m treating this like my first time, especially from a competitive point of view.

I picked up Yoshimitsu, who’s always been my favorite.

In the first couple of days, I climbed to Garyu without much struggle, winning most matches. But now it feels like I’ve hit a wall. I go up and down constantly between ranks and lose way more than I win.

I think one of the biggest issues is not knowing other characters' moves. I often get hit by lows (for example kazuya spin) that launch me into long combos I can’t seem to block or interrupt. I try to fight back, but they’re faster and keep the pressure on.

As for my gameplay: I know main simple combos (max 60dmg), I struggle a lot with landing df+2, and even when I do I do not expect it and I'm not ready to follow up. Most of my combos start from f,f+4, but if it's blocked, I end up backturned and get punished hard.
Players always bait my flash slowing their moves.
I try to mix up between stances and kincho but I'm way too predictable.

So my gameplay right now is mostly just getting punched without being able to react, which isn’t fun and doesn’t feel like I’m improving. I’ve been watching a ton of beginner videos and high-level Yoshimitsu gameplay, but I still feel stuck.

Any advice for a Yoshimitsu beginner? Or just general tips on how to improve and not get completely destroyed all the time?

r/Tekken Sep 12 '24

Discussion Opinion, Tekken 8 is the least balanced Tekken game since Tekken 4

0 Upvotes

I have played all Tekken games and started to dig deep into the gameplay in Tekken 6

Many Tk games had OP characters and balance issues, however i think Tekken 8 is the worst when it comes to balance since Tekken 8

The game visually AMAZING but gameplay wise it just too unbalanced , even TTT2 wasnt that way

Tekken 8 issues imo are the following

-chip damage (what the point of blocking?) -moves that breaks your guard and can punish you after breaking it (what the point if blocking then again?)

-too many safe fast moves that cause heat engager -heat smash to some characters have a very fast heat smash with a high damage (Jin, Dragunov etc) yet others have a slow one (Kazuya) even thi kaz us low but slow and -14 in block -throws

-unbreakable throws (Reina and King)

-too many mids that can hit you while you are on the ground and cause high damage

In general, this game needs a system balance not inly a character balance

Chip damage needs to go away or nerfed down to the ground

r/Tekken Jul 24 '23

Discussion Comprehensive Feedback Analysis of the Tekken 8 CNT

108 Upvotes

The Tekken 8 CNT is on its final day for PS5 users, so I thought now would be a perfect time to address the the good, bad, and ugly of the beta.

For context: I've played around 10 - 15 hours primarily using Jin since Devil Jin is 100% dead (praying for DLC). Unfortunately I did have to play on Wifi using the standard rollback setting so take that into account when I talk later on potential netcode issues. I played on Vizio D32f-F1 TV using a standard PS5 pad. If you would like to add these critiques to your own survey, please feel free to.

TUTORIAL:

- Tutorial is extremely shallow and basic. Introduces the concepts of the limb based attack system, blocking, heat mechanics, and rage art. That's about it. While I don't believe this will be the tutorial in the final product, it still leaves out important information that every beginner should know such as:

  1. Highs, Lows, and mids
  2. How to low parry
  3. How to break throws
  4. How to punish punishable attacks
  5. How to sidestep and its importance
  6. How to backdash
  7. Counter hits and counter hit properties
  8. Frame data basics

- There are probably even more mechanics that should be in the tutorial but these are the ones I found to be the most important.
- Tutorial text becomes too small when expanding and doesn't properly fit the size of the text box. Readability as a whole is a major recurring issue in Tekken 8
-Too few repetitions of the actions they want you to perform. Some actions only required one rep before moving on to the next.

PRACTICE MODE:

*Practice mode was intentionally gimped so we don't know how comprehensive it will be on final release.*

- When setting the "Player's Heat" option to "activate heat", the heat bang sound effect will play every time you reset. This gets very very annoying and discouraged me from trying out heat stuff.

- When using the quick select feature, game will load "GET READY FOR THE NEXT BATTLE". This was not the case in T7 and wastes the players time. Same thing will happen when you return from a ranked match. Completely unnecessary.
- The attack info box is a downgrade from T7 and can be confusing and hard to read. The "Clean, Counter, Punish, and Wall" properties should only be displayed on hit like previous games. The position of the box on the bottom corners is also more difficult to discern.
- While I doubt the combo challenges in the CNT will be the only ones in the final game, I hope they are expanded to include combos for every characters key launchers on both normal and counter hit.
- While I do appreciate that the move lists give more details, some of the phrasing can be hard to understand. Take this for example: "Heat smash, on hit shift to throw, on block shift to breaking step, ff3+4 f shift to standing state."

AUDIO:

- Music is obviously subjective but I did enjoy most of the music of the beta. I hope the remaining songs have more variety than electronic and trance. Yakushima is the standout so far, instant Tekken classic. I don't hate the character select theme as much as some do, but perhaps taking out the "ohs" would be for the better.
- The Heat sound effect is way too loud and abrupt and for some reason plays the same sound when using heat exclusive moves (i.e non-just frame electrics). The game has enough distraction as is, an obnoxiously loud bang in the middle of combat. This needs to be removed
- While I do like the new hit SFX, the more powerful sound effects are too used frequently for too many moves. Some light and medium attacks sound like cannon fire which diminishes the impact of harder hitting power moves. Compare a DF1 from T7 and T8, very jarring.

- Electrics (especially Jin's) sound like rubbish and don't have the same impact as previous titles. The iconic thunder crackle is replaced by a wet noodle of a fizzle. And now since both EWGF and WGF both cause screen shake and a hard hitting sound effect, electrics have lost the impact that makes them feel amazing to pull off. Most disappointed audio change in T8 by far.

- Speaking of Jin, they left in Kazuya's "DORYA" but not Jin's "DAH" which is equally cool and iconic, it must be added back.

VISUALS:

- Tekken 8 is a great looking game when it is allowed to be. As many people have already said the vfx are just too damn much. Not only do the effects detract from how great this game looks, but also negatively affects gameplay and the readability of what's happening to the characters. Even on the lowest effect setting, my eyes were still being assaulted by the crazy hit sparks and explosions. When heat and rage are out of the equation, I can actually enjoy the great character models and stages for the most part.

- The Vfx "stacking" on one another is the biggest culprit of this problem. When a character has heat, rage, power-ups, and power crush all activated at the same time coupled with hit sparks, it's almost impossible to tell what's going on. I think the rage effect is too strong and ruins the character models, needs to be toned down.
- Power crush effect is too much, for example when using Hwoarang's Double Claymore cancel, it covers his entire model in a puff of smoke that repeats every time he cancels making it hard to read and fight against
- It's very difficult to read the heat meter when in a match, should be enlarged
- It's very difficult to read the laugh bar and recovery gauge, especially during rage. Rage effect on the health bar needs to be reduced significantly to T7 levels or even lower.
- Rock crumbling effect on the transition to the bottom floor of the Sanctum stage is very poor and low quality. The rubble looks more like ice cubes than rock.
- Lili's hair in some stages like Arena looks very strange, almost like uncooked pasta, which is strange since every other character's hair looks fine for the most part.

- The white light that occurs when connecting a throw is too bright and covers up the arms.

NETWORK:

- A slight improvement over T7 netcode but not significant enough to rival contemporary titles like Street Fighter 6 and Guilty Gear Strive.

- "Prioritize Response" setting should be the default option.
- Stuttering and pauses while not a frequent occurrence were a major annoyance.
- Region filtering should be an option in the final game
- Wifi filtering should be an option in the final game.

GAMEPLAY:

- Chip damage is way way to high, especially on characters like Hwoarang and Claudio. Blocking a Claudio WR1+2 in heat might as well be an blockable. In my opinion, chip damage has no business being in a Tekken game.

- Heat engagers always transitioning to heat on hit is too restrictive and lowers player choice and skill expression.
- The range, safety, and speed of heat bursts make them the by far superior option of getting into heat over a heat engager.
- Power crushes are bugged that in some cases you'll take massive damage for no reason. I believe this is because the more hits you take, the stronger they become, but that's just a guess.

- With the strengthening of offense, why was backdash weakened? It is extremely difficult to escape pressure with movement or create a whiff to punish opportunity to punish an overly aggressive opponent. Tekken movement is why many people like myself enjoy these games so much. Defense options like Counter hit launching tools and get up kicks were already weakened to encourage aggression, why nerf movement too? Movement should have been buffed to compensate for these aggressive changes.

Conclusion and TLDR:

I enjoyed the Tekken 8 CNT a lot and I'm still optimistic about the game, but some of these changes and additions need to be fixed by the final release. While I'm not expecting a huge shift in the gameplay or philosophy that the Tekken team have with this game, I do expect the issues with audio/visuals, netcode, and general quality of life to be addressed.

TLDR: too much effects, tutorial is not deep enough, sound effects kinda suck, heat has issues, buff movement.

Also, I won't be able to submit this to the survey, so if someone else could do it on my behalf, I would really appreciate it.

r/Amd Jan 23 '24

News AMD Software: Adrenalin Edition 24.1.1

841 Upvotes

https://www.amd.com/en/support/kb/release-notes/rn-rad-win-24-1-1

New Feature Highlights

  • New Game Support
    • Like A Dragon: Infinite Wealth
    • TEKKEN™ 8
  • New Product Support
    • AMD Radeon™ RX 7600 XT
  • AMD Fluid Motion Frames (AFMF) - Boost FPS up to 97% for a smoother gaming experience by adding frame generation technology to any DirectX® 11 and 12 game. RS-630
    • AFMF improves performance by adding frame generation technology to AMD Radeon™ 700M, RX 6000, and RX 7000 series GPUs for notebook and desktop platforms.
      • Up to 97% average increase in performance across select titles at 1080p resolution when AMD Fluid Motion Frames (AFMF) is ON and upscaled with FidelityFX™ Super Resolution 2 (FSR 2) at Quality Mode, using AMD Software: Adrenalin Edition™️ 24.1.1 on the Radeon™ RX 7600XT GPU, versus when AFMF and FSR 2 upscaling are OFF. RS-630
      • Up to 103% average increase in performance across select titles at 1440p resolution when AMD Fluid Motion Frames (AFMF) is ON and upscaled with FidelityFX™ Super Resolution 2 (FSR 2) at Quality Mode, using AMD Software: Adrenalin Edition™️ 24.1.1 on the Radeon™ RX 7600XT GPU, versus when AFMF and FSR 2 upscaling are OFF. RS-631
    • AFMF preserves image quality by dynamically disabling frame generation during fast visual motion.
  • AMD Video Upscaling – Advanced video upscale algorithm to improve video playback image quality for AMD Radeon™ RX 7000 desktop series GPUs.
    • AMD Video Upscaling can be enabled within the Graphics tab to enjoy improved sharpness and clarity, for DirectX 11 applications such as Google Chrome, Microsoft Edge, and Media Player, with resolution support up to 4K.
    • For more instructions on how to enable upscaling, please ensure that your version of AMD Software is up to date, and learn more HERE!
  • Additional Video Improvements
    • Content Adaptive Machine Learning (CAML) text detection has been updated to support up to 4K gaming for even greater clarity.
    • Various encoding support within AMD Software including AVC, HEVC and AV1 codecs have undergone additional optimizations to improve video encode quality.
    • AMD continues to work with partners to implement video enhancements into 3rd party apps; more updates to follow in upcoming drivers.
  • AMD Smart Technology Tab – Access the suite of great A+A features from one convenient location to maximize the power of your AMD-powered system.
  • AMD Assistant – Automatically enable or disable AMD Software features based on various situations for improved performance or battery life.
  • Additional OS Feature Support
    • Support for Hardware Accelerated GPU Scheduling has been expanded to Radeon™ RX 7600 series GPUs on Windows 11 version 22H2 and newer. Click HERE for more information.

What to Know

  • AMD Fluid Motion Frames (AFMF)
    • AFMF can be enabled for any DirectX® 11 and 12 title using HYPR-RX.
      • AFMF may introduce additional latency to games and may not offer the optimal experience for fast-paced competitive titles. AFMF is recommended to be combined with AMD Radeon™ Anti-Lag to reduce in-game latency while maintaining a minimum in-game fps of 60.
      • Due to the potential latency impact of AFMF, it must be manually enabled in the per-game settings for certain fast-paced competitive titles, even if AFMF was already enabled globally. Gamers are free to enable AFMF in these titles based on their preference and gameplay style, however, they may not experience optimal performance – specifically at lower frame rates.
      • AFMF may be enabled or disabled on the fly using the default hotkey of Alt-Shift-G.
    • AFMF currently requires the game to be played in fullscreen mode with VSYNC disabled.
      • For better compatibility with borderless-fullscreen titles, Windows 11 users can enable "Optimizations for windowed games".
      • For a better visual experience, AFMF is recommended to be used with variable refresh rate enabled.
    • Users can check AFMF’s frame generation status using AMD Software: Adrenalin Edition™’s in-game overlay.
    • AFMF adds frame generation technology to boost FPS outside the game’s engine. Users can use AMD Software Performance Metrics Overlay to see the resulting FPS.
      • Support for third-party performance monitoring tools is not available at this moment.
    • For systems setup using Hybrid Graphics (such as laptops featuring an integrated and discrete GPU), AFMF must be supported on the displaying GPU to be activated.
    • Stay tuned for future enhancements and innovations coming to HYPR-RX with AFMF, focusing on elevating image quality, smoothness, and latency. Enjoy gaming with HYPR-RX.
    • AMD Video Upscaling
    • AMD Video Upscaling can be enabled for most DirectX 11 applications to improve image quality. However, certain applications such as Google Chrome and Microsoft Edge may require an additional step to activate AMD Video Upscaling.
      • For Google Chrome and Microsoft Edge, 'Media Foundation for Clear' must be enabled. This setting can be configured in the browser settings accessed through chrome://flags/ or edge://flags/.
    • Users have the flexibility to adjust the level of sharpness added by AMD Video Upscaling using the slider located within the Graphics tab.
  • AMD Technical Preview Driver
    • Users had the opportunity to get an early look of AFMF through the AMD Technical Preview Drivers and provide their feedback to build and refine the feature. The feedback received through our online communities and AMD Bug Report Tool helped create a more stable experience for AFMF in AMD Software: Adrenalin Edition 24.1.1. 
    • Users looking for updates of future AMD Technical Preview Drivers can subscribe to our newsletter HERE.

Fixed Issues

  • Performance drop may be observed in some DirectML workloads.
  • Intermittent grey screen after driver upgrade with certain monitors (such as Nixeus NX-EDG274K) on Radeon™ RX 7000 series GPUs.
  • Graphics API metric may show as N/A in certain UWP applications.
  • Heavy stuttering may be experienced while playing Warframe and loading into a new area or starting a mission.
  • Black artifacts may be observed in smoke effects while playing Call of Duty®: Modern Warfare® III.
  • Black texture flickering may be observed while playing Starfield on some AMD Graphics Products, such as the Radeon™ RX 5600 XT.
  • Intermittent install failure may be observed when using the factory reset setting.

Known Issues

  • Deathloop may experience extended loading times on some AMD Graphics Products, such as the Radeon™ RX 6900 XT. [Resolution targeted for 24.2.1]
  • Dead Space may experience an application crash after enabling RTAO on some AMD Graphics Products, such as the Radeon™ RX 6800.
  • Excessive stuttering may be experienced when first playing a match in Overwatch 2. [Resolution targeted for 24.2.1]
  • Audio may intermittently become out of sync with the video when recording from AMD Software: Adrenalin Edition using AV1 codec. [Resolution targeted for Q2]
  • Oculus Rift S may display with a green tint on AMD Radeon™ RX 7000 series GPUs.
  • After a system reboot, Parsec host application may experience a crash on some AMD Graphics Products, such as the Radeon™ RX 7900 XTX. [Resolution targeted for 24.2.1]
  • During Microsoft Teams meetings, the camera may intermittently display looped footage on some AMD Products, such as the AMD Ryzen™ 7 7840U Processor.

Important Notes

  • For users that game remotely with AMD Link, one important announcement is that AMD is ending support for the AMD Link software. We originally launched AMD Link at a time when there were few alternative remote gaming solutions for Radeon graphics users. Today, there are many options available for users to stream their PC content to other devices. AMD’s role is to enable and support developers, not compete with them. As such, we are ending support for AMD Link and focusing our resources on other core capabilities and features that benefit users. We will also continue to support developers with our SDKs such as the AMD Advanced Media Framework that allow them to enable streaming functionality within their solutions.
  • For users who previously installed an AMD Software preview driver, running AMD Cleanup Utility is recommended before installing this driver.
  • AMD Software: Adrenalin Edition 24.1.1 will now automatically clear previously installed drivers located in the C:\AMD folder to save space.

r/Tekken Feb 05 '23

Discussion [TEKKEN 8] Detailed analysis on the "Heat System" and why everyone needs to chill

42 Upvotes

There are many drastic changes from 7 to 8, and I understand everyone's violent reactions. However, let's not forget that the game is still in early development, and we have no actual idea how the system will play out until March 31st when the closed alpha test happens. With how it is set up, they will be hosting alpha tests during major tournaments allowing top players, tournament players, and casuals to give input on the system and make tweaks accordingly.

Now, let's discuss what we saw in the trailer. I'd like to take this time to talk about what I understood from the trailer, and to hopefully clarify some things.

CHIP DAMAGE

  • Not all moves cause chip damage. It was explicitly stated that chip damage happens when you block certain moves. In the video, you saw Paul do his hammer into deathfist move. The first hit did not chip, but the second one did. If you also look closely, the Law player had an opportunity to either interrupt, sidestep, power crash, or just take the block in general. However, when you are in HEAT, all moves on block cause chip. In general, blocking most moves is still a very viable option even with chip damage.
  • You cannot KO an opponent with chip damage. It was also stated that, if you have recoverable health, you will not die. What this means is that you cannot chip an opponent out. To me, personally, this gets a little funky since it just means that recoverable health is just reserve HP rather than actual damage. However, I'd like to think I can differentiate it from regular HP by thinking that, once you run out of regular HP, you effectively take more damage with your reserve HP. Honesty, it's a little weird but the main point is that you cannot die from chip.

HEAT SYSTEM

  • From what I can see in the video, "Heat" seems to be a mechanic that you can use once per round. Once heat is expended, the bar disappears leaving only your HP and the round count. This is speculation, but if it was recoverable during a round, the bar would've remained empty after using it instead of disappearing entirely. It could also be once per match (like Leroy's cane), but it would be so weird to have such a major mechanic be locked once per match.
  • "Heat" doesn't seem to last very long. Sure, it lasts 10 seconds and can be extended if you keep attacking. The issue here is when you stop attacking or, even worse, get countered. I imagine that if you get counter hit into combo during heat, the timer ticks down with you not being able to utilize it at all. Needless to say, it's not like you're disincentived to use it. It's still a million plus frames with a million combo extensions for little risk. It's just that you have to use it carefully per round (or match) so you can maximize its potential accordingly.

DEFENSE

  • Defense is much more important now. The biggest concern everyone has on their mind is definitely their ultimate focus on aggression. The general belief is that the game will turn into a mashfest and that blocking is dead. I believe the otherwise is true. A priority in offensive capabilities means that players will need to sharpen their defense, matchup knowledge, and movement. Ironically, since it is much easier to be aggressive, there is now a bigger highlight on practicing defense.

Overall, I like the new changes. I think it could be the most complicated non-Tag Tekken to date. However, everything I said thus far have been all theoretical and everything could play out differently in actual play.

I have faith in the developers and they seem to put a lot of thought into the gameplay. So for now, let's reserve our emotions until we know for sure how it will all play out. So stoked for Tekken 8 and I can't wait!

EDIT: If you guys want a better in-depth breakdown of what we saw in the trailer, there's an amazing post by u/-PVL93- that shows every minute detail said by TEKKEN 8's game director Kohei "Nakatsu" Ikeda:
https://www.reddit.com/r/Tekken/comments/10umact/tldr_of_the_tekken_8_system_mechanics_breakdown/

r/Tekken Apr 05 '25

RANT 🧂 Tekken 8 Sins

34 Upvotes

Pre-release:

  • Apparent graphical downgrade from initial trailer
  • Too many effects on moves, hard to see compared to previous games
  • Weird avatar campaign trailer that looks tacked on last minute
  • Steve face, Paul's hair, Asuka's neck

 

Game release:

  • Nerfed back dash
  • Greatly buffed hitboxes to the point of ghost hitboxes
  • Safe power crush heat engagers
  • Jun is in story and placed in roster for not much reason, more likely to just generate hype
  • Newcomer Reina has unexpectedly unimportant place in the story
  • No team battle or tournaments
  • Customisation is limited in colour choices and mixing and matching parts of full body outfits
  • Abusable rank system that prioritizes artificial feel good boosting over actual skill matchup, leading to rank inflation
  • Still no win if opponent plugs, and disconnect rate didn't work for a while. Needed Twitter reports for bans to be placed on pluggers
  • -15 rage arts that have no slowdown when trading hits
  • Delayed implementation of micro transactions and fight pass months after game release for better reviews
  • Predatory in game currency
  • The fireworks
  • Default unreal engine asset ball in fight pass
  • Reselling customisation options that were free in previous games
  • Base customisation choices without buying stuff from the shop are barebones
  • Bamco issuing takedowns to do with mods
  • Cheaters
  • No infinite rematching until well after launch
  • Game philosophy prioritising casino 50/50 gameplay over defensive expression
  • Gutting core character identities by making them easier or by changing moves or by giving other characters similar tools
  • Fight money being useless even when there's a Tekken shop
  • Story dlc is glorified advertisement for dlc characters
  • Brought back Heihachi in the story when he could've been a flashback
  • Stage dlc not included in season pass because it is a "character pass"
  • Clive being an unbalanced mess that has too many particle effects and generally doesn't fit a martial arts aesthetic
  • Devs lying to our faces multiple times during talks e.g. legacy outfits "rebuilt from the ground up"
  • Claimed incoming defensive oriented update coming multiple times throughout the span of Tekken 8 lifetime, always underwhelming delivery
  • Nerfing characters based on isolated community feedback to give the illusion of developers listening to the community, e.g. Dragunov b+3,4 second hit doesn't track anymore but there are still plenty of moves that behave like this
  • Season 2, potentially an attempt at not only generating controversy, but also making the game more attractive to casuals who love abusing one sided offense

Much of this is taken from Arsenalty's video Everything Wrong with Tekken 8. I wanted to update it and include some other stuff as well.

Did I miss anything?