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Tekken 8 Season 2 Balance Changes Expands Heat System, Tweaks Throw Mechanics

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Key Takeaways

  • The update rebalances offense and defense within the Heat System by reducing chip damage, lowering additional chip damage from Heat Dash, and adjusting recoverable health mechanics.
  • Improvements to controls include allowing sidestepping towards the foreground while crouching and adding input buffering at the start of rounds and for sidesteps during recovery.
  • Throw mechanics are adjusted by loosening the input window for throw breaks and increasing recovery for whiffed normal throws, with some initial adjustments revised based on community feedback.

Bandai Namco is about to release a new Tekken 8 patch in the next few days, and this will house balance changes for the roster. Thankfully, we won’t have to wait until the update download is out to know what’ll be in it, as the developers have revealed the Tekken 8 Season 2 balance changes ahead of release.

The Season 2 patch will be available on April 1 (March 31 for those living in PST),  and will be rolled out during an hours-long maintenance period as in other major patches for the game.

Tekken 8 Version 2.00 Season 2 Balance Changes

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About Battle System Adjustment Policy for V2.00

In Season 1, offensive options utilizing the Heat System had become somewhat formulaic, making it difficult for players to express their individual playstyles.

Additionally, the advantages for the attacking player during Heat state were often too great, leading to one-sided match developments-an issue we’ve acknowledged.

With that in mind, Season 2 introduces a wide range of updates to the battle system and significant adjustments and new moves for each character, based on the following three guiding principles.

[Season 2 Adjustment Policy]

1) Expanding Strategic Options with the Heat System

Activating Heat provides a major advantage, creating opportunities to pressure opponents with mid/low mix-ups. However, characters lacking strong standing low attacks have been unable to fully capitalize on this advantage.
To address this, we’ve made it possible to transition into a crouching state after a successful Heat Engager hit by inputting Image may be NSFW.
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, giving players more options to apply pressure.

Additionally, certain characters can now perform Heat Smash or Heat Burst from unique stances, enhancing combo variety and mind games during neutral.
For characters who previously had limited tactical options during Heat, we’ve introduced new Heat-exclusive moves to make their Heat state more appealing and dynamic.

2) Rebalancing Offense and Defense Within the Heat System

To address overly one-sided match dynamics, we’ve reduced chip damage across the board during Heat state, where its impact was most pronounced.
Additionally, in endgame scenarios, it had become common to secure K.O.s by landing chip damage via Heat Dash followed by a quick finishing move—limiting creative decision-making.
To improve this, we’ve lowered the additional chip damage when Heat Dash is blocked.

We’ve also made adjustments to how recoverable health works: now, even damage taken while grounded will leave recoverable gauge.
This not only softens the offensive pressure of Heat but also makes its defensive merits more tangible, giving defending players more opportunities to recover and fight back.

Moreover, Heat Dash has long had numerous benefits, particularly when used from Heat Engagers with Power Crush properties.
However, this created a gap in power between characters and often led to unbalanced mind games.
To address this, we’ve removed the Power Crush property from most Heat Engagers—or replaced them with other moves—except in a few cases where it’s part of a character’s identity.
(Exceptions include characters like Jack-8, Kuma/Panda, and Leo, whose unique stances retain Power Crush properties on their Heat Engagers.)

3) Improvements in controls to bolster defensive techniques and provide more enjoyable play

Historically in Tekken, it was not possible to sidestep toward the foreground while in a crouching state.
This created situations where, for example, a string that could be avoided from the 1P side (left) became unavoidable from the 2P side (right)—leading to imbalances in mind games unrelated to player skill or knowledge.

In Season 2, this issue has been resolved: players can now sidestep toward the screen even while crouching, ensuring that movement options are consistent regardless of side.

Additional quality-of-life improvements include:

  • Input buffering at the start of rounds, allowing players to execute a move the instant the round begins.

  • Input buffering for sidesteps (e.g., Image may be NSFW.
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    or Image may be NSFW.
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    ) even during recovery or stunned states, so players can buffer movement and execute it seamlessly once able to act.

These changes aim to improve the overall responsiveness and fluidity of control, helping players of all levels enjoy the game more comfortably.

[Regarding Future Adjustments]

Additionally, in order to address issues pertaining to the large frame advantage on Heat activation and the excessive strength of Heat Dash, the development team is currently in the final stages of making adjustments geared towards reevaluating aspects that impact the strength of offense, and also a focus on improvements in defense.

(These adjustments are scheduled to be completed by the opening of TWT 2025 on May 9th.)

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Throw Mechanic Adjustment Based on Community Feedback

[Changes to Throw Mechanics]

In Season 2, to address the difficulty of countering throws, the following adjustments have been implemented:

1) Loosening the Input Window for Throw Breaks Using ‘*’
Adjustment Intent:
This change aims to reduce instances where players fail to break throws despite successfully predicting them, particularly due to the difficulty of executing simultaneous button presses.

2) Increased Recovery for whiffed Normal Throws (* / *)
Adjustment Intent:
By increasing the recovery on whiff by “6F,” players will have an easier time punishing opponents who miss their throws, especially when using crouches or backdashes to evade.

However, considering that throws are often ineffective against opponents who can react and break them upon seeing the animation, additional benefits are being provided to the player attempting the throw.

3) When a throw break is successfully performed, the thrower will recover 1 point of recoverable health.

4) When a throw break is successfully performed, the player that was grabbed will receive 5 points of recoverable health damage.

[Revised Adjustment After Community Feedback]

After the initial announcement, the development team received feedback from players and reconsidered one of the proposed adjustments.
It was concluded that imposing a disadvantage on the defender for executing a successful throw break would be excessive, as throw breaking is a high-skill mechanic that reflects a player’s practice and proficiency.

As such, the following spec will be scrapped in an upcoming patch:

4) When a throw break is successfully performed, the player that was grabbed will receive 5 points of recoverable health damage.

Note: While these changes will be applied as soon as possible, there might be a slight delay following the release of v2.00.
The adjustments are scheduled to be completed before the opening of TWT 2025 on May 9th.

 No word whether Bandai Namco has other gameplay-related changes planned for the Season 2 patch, but we wouldn’t be surprised to see some general bug fixes and whatnot rolled out as well.

Once Bandai Namco releases the patch, we’ll be sure to let our readers know.

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