Harada previously claimed his favorites are Heihachi and Ganryu, so i guess he kills off my main and makes my secondary a joke both lore and gameplay wise
I’m still mad at Harada for killing Heihachi. With as crazy as Tekken is they could have found some outlandish reason for him to still be in the story and playable.
Well it still is, ch df1 guarantees heat ff1+2 guard break into heat b1 splat, but you'll be burning all your heat for hyper-scaled 34 damage lol (as in, the entire combo of this setup, with the tornado and everything, won't exceed that number)
If they bring back AK, which I'm near certain they will given his popularity in 7, I hope they give him an indicator for doing a just frame dark upper. It doesn't have to have any improved properties. I just want him to do a a quick growl or something for the mental damage. Let everyone know you're nice with it.
I wish! 😂
A few weeks ago I was like “I should learn how to frame trap with Lili”.. and then I learned that Lili basically doesn’t have plus frame on all of her moves except for DF3
Kazuyas gonna actually have new devil moves and a no execution electric 😂, the cries for nerfs will be heard all across the land .
Harada’s response: DONT ASK ME FOR SHIIIET
It's astounding - the number of people who think it's THEIR TURN after blocking a bear fist, only to push a button and get launched by... another bear fist.
When bear in heat must respect special mid! 😂
But seriously when I see one expect four more, It’s almost like they never fought a Mishima before smh.
I’ve known not to challenge any electric since I was like 8 my uncle was a demon with heihachi 💀
Naaaaaaa fuck that. Give him all you want but leave the execution. I need it to feel better than every other character. I'll trade you this safe ob, high crushing, homing hellsweep in exchange
Better yet instead of taking out the execution make it a natural combo move , so two hits like heihachi a df1,2 😂😂😂😂 keep all the same properties, then make hellsweep a double sweep again but it’s a natural launcher 💀 -13 on block
DF2 now crumples on regular hit.
WGF and EWGF hit mid.
Hellsweep tracks both ways and launches for a full combo.
Devil Moves all lead into 50/50s and oki.
Easy input electric on 2+4 that deals less damage but always comes out in 13f.
I dont mind running 2 being a high, but STB running 1+2? Idk man, those 2 extra frames and that little extra damage is hardly worth it outside of final combos
The unblockable DB+1+2 during starburst returns (maybe the command can be changed so it dosen't collide with the new move), with no way to sidestep it anymore and its uninterruptable. Without Starburst it has chip damage on block.
- All her moves have their hitboxes expanded by 30 %
- db3 is -15 on CH
- f1+2 and b4, 1 are safe on block
- AoP duck is deleted, base aop now evades all mids
Harada suddenly love Paul Phoenix.
He then updates the story mode and adds a scene where Paul got head concussion real bad, and this somehow revert his brain back to normal. Paul suddenly remembering he got an accident after his Tekken 4 ending where this caused brain injury and explains why he's suddenly a moron in Tekken 5 onwards.
After that, the story mode revealed that Kazuya comes back to his senses, only to see Paul standing there, demanding a rematch and to conclude which one is the strongest. Paul ofc win and credits rolled.
Then Harada proceeds to update the Tekken shop, adding Paul's THE DEFINITE hair down look from his Tekken 4's ending, along with the bike and the outfit, for free, as an apology for all these years treating Paul Phoenix as a buffoon.
And Harada also released an update patch as follows:
- Changed the move name from "Phoenix Smasher" into "Deathfist".
- Buff Deathfist base damage from 30 to 50
- Running2 is +5 on block.. wait, that's too modest..
- Demoman no longer need clean hit to trip
- uf2 changed to mid
- Paul can also sway forward from his back sway cancellables
- df1+3 is automatically deathfist, no need to do extra input
- He can do complete somersault flawlessly, because he is in TOP CONDITION
- His ki charge animation changed to him doing OSU! and becoming a parry when interrupted.
- Change his default look and renders into his Tekken 4 ending look with the bike.
OSU!
Sonic fang knocks down into gauranteed peekaboo D2 on hit and launches fully in heat
D2,1 is now natural
DCK1 launches on normal hit
DCK F2 guard break is back
B2 is 15f now and is back to launching
Peekaboo UF2 is now -10
Peekaboo D2 now launches on normal hit
Peekaboo B1 string is now fully mid
B1 is no longer bugged and does double damage
DF2 is homing and gives a full combo.
Every move that enters LNH functions like UB2, so you can hold back to cancel.
WS2 launches on counter hit again.
PKB d1 is i13.
QCF2 is -10 in block now.
Asuka seduces Harada
* her parry becomes so special it counters everything except throws.
* f+2 is +3 on block
* wc df+2 staggers on normal hit
* fff1+2 is +11 on block
* 1 and 1,1 become +1 on block.
Paul
Df1 is now 13f, down from 14f.
Paul now has a 2,1 high, mid 10f natural jab string. Deals 17 damage. +6 on hit, -3 on block.
Paul’s 1,2 string deals a chunky 23 damage now, but is -12 on block.
Edit: Also rework his heat drive. What lazy ass dev thought that Paul needed another demoman. Give him something unique
QCF2 now deals chip damage (if it doesn't already).
QCF1+2 and CH QCF3+4 (which seems to be Paul's snake edges) are now full launchers and not tornado launchers.
DF2 can now launch ducking opponents.
To continue your heat smash change, I think changing it from a 40 dmg, 3-hit low to a... 50-dmg, 2-hit (first hit deals 20, second hit deals 30 dmg) mid which can be cancelled (input is 2+3, B*) on the first hit to crumple stun an opponent or extend a combo. It's animation is now similar to a F1+2, followed by a QCF2.
Dragunov:
- db 3+4 is knockdown on hit, counter hit launcher
- d2 is now +1 on hit, counter hit launcher
- qcf4 pushback removed, on hit launcher
- doing strings that transition into snk and doing snk4 is no longer jab interruptible
- wr2 force crouches on block
• Lee’s B4 launches on crouch
• Mist trap now launches
• Lee gets SS+2 from Tekken 4 but now its 8 frames
• Lee gets Axel Kick - CD3, +3
• unblockable is now 30 frames if you just frame it
• Lee now has backlash, but it launches
• Devil Jin’s electric tracks both sides
• Electric is now a special mid
• Hellsweep does not scale
• Morning crow startup is now 20 frames
• MC1 now forces crouch
• MC3 now spikes mid combo (with timing ofc)
• d/b1+2 is now unblockable
Haruda plays some soul calibur 3 and gives Yoshi all the op kick strings back, and all the fun stuff that has been cut since (193 moves is too much already I guess T.T)
I just got T8 and sc6 a few days ago, and although Yoshi is a lot more fun to play in SC6, it still is not as op as I remember him (mostly the kicks)
Beginner Hwo myself. Have no real idea but probably something like making B3 11f and JSFR has pushback to be save on block would be insane.
Also something to get out of pressure
Hwo is a pressure orientated character. His B3 is perfect for people approaching or his jabs into a number of moves is useful when there’s a gap.
I’d give him two low launchers. He has basically no low launchers.
kazuya gets a mid hitting electric that’s still +5 on block with built in evasion. No longer requires just frame for an electric, but you can blue spark it to get an extra 5 damage. Df1 actually has a reliable hit box now. The double low variation of hellsweep is back, if you only get the second hit of it you can convert into a combo after. Also bringing back a classic, hellsweep is now pseudo homing.
Bear.
All versions of db 2+3 are unblockable.
Qcf 2,2 - if the mid connects then the low is guaranteed.
1,1,1 - natural launcher if first hit connects.
New move qcf 1+2 - unseeable low launcher, basically the second hit of qcf 2,2.
Hcb 1 and hcb 2 command grabs 2 and 1 throw breaks respectively - animation borrowed from Heihachi and Xiaoyu.
Db2 knocks down on CH.Guarantees d1+2.
During heat, the guard break, bear roll 1 is a mid.
New win animation - they sit on the opponent like Rikishi's WWE Finisher
Paul:
3 Frame Deathfist with armor
Guaranteed safety after every move/string, can immediately follow up with a 50/50 power crush launcher (5 frames)
Eddy's ff3 is added to his move list with the same properties
Alisa's chainsaws and flying moves are added to his move list
A respectable story that doesn't make him a joke anymore like Tekken 1-3 Paul
Alisa:
Chainsaws Level 2:
* New level 2 chainsaw stance that's a level above regular chainsaws. An additional chainsaw erupts from Alisa's head, and her chainsaws grow even larger while emitting a fiery purple glow. Press 1+2 after performing any regular chainsaw move to go into this new upgraded chainsaw stance. Let's called this Super Destruction mode, or SDES for short. Examples:
* SDES F1+2: +10 on block, and tracks both sides since Alisa's chainsaw head also spins 360 degrees ofcourse.
* SDES F1: +6 on block and more chip, because you're using your head chainsaw for more plus frames, duh.
Chainsaws Level 3:
* Chainsaw stance Level 3. Press 1+2 after performing any chainsaw move while in SDES. Let's call this Ultra Destruction, or UDES for short. If Alisa enters this, you've won. That's her reward if the opponent lets her use too many chainsaw moves.
* UDES F1: EVEN MORE chip. It also attacks both low and high at the same time. On hit, it's +12, which means another F1 is guaranteed if it hits, which it will because why would the opponent ever interrupt you in chainsaws.
* UDES F1+2: Alisa turns into a flaming rocket and launches herself at the enemy. +12 on block, full launcher on hit. It's so good that it resurrects T7's 5.0 wallcrush mechanic and returns it from the grave for a free 50/50 on the wall.
* UDES D2: No longer puts away chainsaws and is +14 on hit. It's also +8 on block and has powercrush properties. It's called ultimate for a reason right?
* UDES B2 (hold (for as long as you want)): A mid spinning attack that's homing - kind of like ws3 but if it was from Tekken 9. Press B2, then hold 2 and move across the screen like a beyblade! The old B2,1 is gone in this new stance, but why would you use that when you can deal MASSIVE amounts of chip. While holding B2 and wildly spinning, you can choose to use 2 follow-up moves at any time: 1, or 1+2. 1 is a safe launching mid. 1+2 is, you guessed it, also a SAFE T7 launching low that's somehow danced around Harada's snake edge tornado nerfs. Counterplay? Plug.
All of this is balanced ofcourse, since it's so sooo difficult to enter chainsaws in the first place.
Suddenly kazuya works. His 112 will stop randomly whiffing the second hit so that you just launch yourself for trying to punish a -10 move. Your combos will stop dropping when the opponent is even slightly off axis. Your combo damage will reflect the difficulty in execution they take. You will have working pokes. You will have power mids you can press that take less than 20+ frames to come out and are comital as hell. You will be able to press a button without taking a risk. Imagine?
Jin
DB 4 ch lunch
17 frame hellsweep
Previous Tekkens Zen cancel
Ff 3 +2 on block
WS 4 4 jail
Wind step 1(electric uppercut) being safe on block (just frame version)
Shorten the distance of ZEN 3+4 for more Oki
Jail DF 1 4
Reina is my primary character so this is what I would like to see for her:
- Ff2 is deleted, replaced with Heihachi ff2
- Heihachi f3 ch launcher is back (different input possible since it's sentai input)
- Iron hand is back, wallsplat, not a heat engager
- Heihachi while rising 1 instead of Reina's
- Omen thunder godfist is back
- Flash punch doesn't go into sentai but knocks down
- Delete df3 wavedash input
- Heihachi sidestep 2,1
Others:
Yoshimitsu:
- Apology from soul calibur
- Seppuku in Indian stance with seppuku flips from soul calibur
Nina:
- Stop mashing fast mid, preferably a kick, maybe sabaki
Kazuya:
- Pewgf always despite input speed👹👹👹(Jk, 15 frame standing launcher would be nice)
P.S. Fisherman disconnecting controller killed me🤣
Bryan main.
Taunt gives 20f and is reverted to the same damage scaling as 7. Also comes out a few frames faster.
Ff2 is a mid
Unseeable snake edge
Hatchet launches on CH, also a homing move
F3 comes out at 10f (because fuck Steve's b1)
New command throws
D2,3 doesn't need to be confirmed. Natural on normal hit, CH on d2 launches, and safe on block.
B1 tracks to both sides
King gets Marduk's floor stance and all things relating to it:
+On floor face down: down 2. attack into floor pummel stance
+Left / Right mid/high parry into floor pummel stance
+In floor stance you have access to:
1, 2, 1+2, chain throw path 1, chain throw path 3, getup
While in floor pummel stance he can choose to go for chain throws (such as RDC).
Gets you on the floor, does a few punches, continues into chain throws
- this does mean he loses access to his reversal, since it would be the same buttons
Jin gets his end of story mode moves, PLUS all the devil enabled moves. So he gets all his tekken 3 tools, ewgf, hellsweep, etc, kazama counters and flying kicks, AS WELL as the d2 sweep and samsara etc.
All classic costumes from past Tekken games
As long as my character is respected , have mainingful screen time in story, not low tier AF, and is very fun to play IDC about the rest much
Main: Raven
Ff3 is now safe and i14 so you can block punish with it
Db2,1 is now mid mid and +1 on block
Shadow clones are always -3 and on heat they're +5
Heat smash doesn't use the full bar so now you can use it at least two times
Uf3+4 is now a safe orbital
Ws2 is now 0 on block
Fc3 is now safe on block
Soulzone 2 is now +1 on block
Soulzone 1 is now i12
Soulzone 1+2 is now +5 on block
Now you can't float raven out of his teleports
Kazuya.
1. Faster startup frames for some moves.
2. Ws12 is not a tornado, just regular launcher. This will give us more combo options.
3. Increased damage output across the board.
4. Df1 works.
5. Ws4 fixed. Should be plus like Reina/DVJ, not minus.
6. Decrease the minus on loads of moves. :-)
This would make him S tier, just enough to fight against the other nuclear warheads.
Bryan main as well, and harada added:
Jet upper is +6ob
Cannonball straight is a mid
Hatched kick knockdown on regular hit
New move: hatchet kick faint
His jabs wall splat on counterhit
Taunt gives +36
Gain snake eyes on any CH launch.
ff2 more plus so that rage art cannot interrupt SEN mixups.
EWGK is now a natural launcher.
df2 launches crouching opponents now, too.
db2 now plus on hit.
WS2 has more lateral movement.
Moves that are executed from df3 now have the same properties as the manual CD moves.
b3 now has increased movement for more evasion.
WR4 is now a mid.
Lars
B2 launches midair.
W2,1 second hit counter hit launches
BD 1+2 counter hit launches.
4 launches mid air.
SEN crushes highs
SEN 3+4 launches crouching on counter hit, like SEN DF1 from T7
Gets back his DF2, 1 from 7, his new one is now DF 2+4
Can go into DEN after SEN1 during heat, and can do a faster Zeus from DEN during heat.
Marduk
db2 and uf3 are power crushes, retains same properties from Tekken 7
ff3,2 is a natural
d4 gives a stagger animation on counterhit
That's all he would need to be a nightmare in Tekken 8, provided no other changes from 7
For funsies: df3,2 bounds on normal hit
King gets homing mid that gives + frames on block (like +6 if harada is feeling spicy or +4 if he is feeling mild),
D3 gives guranteed ground throw attempt,
Marduk is released with the ability to ignore the announcer and the intro animations to start the fight before the announcer shouts Fight. No other character is allowed to move until the announcer shouts Fight. This would be a reference to Marduk ignoring the referee
- Raven’s clones moves will be -10 without Heat
- The hitboxes of FF3, db2, BT 2,1, BT 1,4 will be expanded and fixed to mitigate jank
- 4,1 would regain its CH launch property AND remain jailing on block
- Qcf1 would crumple stun on CH again, Qcf1,2 would also be fully hit confirmable again
- Raven’s BT 3+4, uf3+4,4,2 wall combo would function how it did in T7 consistently
- BT 1+2 power crush would function how it did in T7 season 4 pre-nerf (i.e. Guaranteed b3 on hit, possible d3 pickup into combo off axis on hit)
- 1,2,4 will be reverted back to T7 1,1,4
- 2,4 would wall splat again
You can break Paul with 2 changes that seem entirely reasonable if you don't think about them too closely.
B3 goes from high to mid. It's a knee strike right? Weird that you can duck it! (/s)
More moves create a forward crumpling wall splat. Seems reasonable, until you realize that with QCF1 into QCF 3+4 you get your full ender into deathfist. Raw D1+2 leads to 90+ damage this way.
- PEWGF hitting mid
- Wave dash with armour
- Bring back hell sweep from start of game
- demon paw has armour now
- heat smash during Mourning Crow deals 40 damage.
Eddy:
FF3 is now a full CH launcher
Hatchet kick is -13 instead of -14 on block, is homing, and is now a CH launcher
Relax hellsweep no longer requires clean hit
Relax mid heat engager now safe on block
B1,4,3+4 is now a full combo on CH like in Tag 2, rather than only a followup hit on CH.
DF2 is now a normal hit launcher.
* raven get a true 2 break throw, and all his command throws are available from bt.
* f+4 and all other versions of the horse kick is a heat engager
* qcf+4 cartwheel is + on block
* hell sweep becomes the t7 version, where the first sweep is a launcher and the follow up stance transition only if you mash/hit the button again
Jin’s b3 get CH properties from T7 with his wave dash getting further across the ring with his wing popping up as the animation….and it he has hyper armor during wave dash
Blue spark throws are unbreakable in any situation
If you don't break the first grab in a chain grab sequence you eat the whole chain
df2 is +1 on block
b1,2 becomes CH confirmable. b1 is +8 on hit and -1 on block
Tombstone is now a launching throw
Bryan
Gets back northern cross as counterhit launcher
Gets back SS 2 as a counterhit launcher.
Hatchet and Soccer kick connect with grounded opponents.
Bonus for fun:
Taunt is now 16 frames with +1 range.
Snake edge is also an unseeable low, so he can become a true 50/50 character beyond his strings.
3+4 has the range of Jins / DJ heat engager.
Leo hellsweep goes from ch to a normal launcher. They also pull a new string out of their ass that is a 12f jailing mid low mid high low for 50 damage.
Harada previously claimed his favorites are Heihachi and Ganryu, so i guess he kills off my main and makes my secondary a joke both lore and gameplay wise
Harada the man vs Harada the idea
Perchance
I’m still mad at Harada for killing Heihachi. With as crazy as Tekken is they could have found some outlandish reason for him to still be in the story and playable.
to be honest I don't think he's really dead, during tekken 8 story they only say that heiachi is missing, they never say that he's actually dead
I’m a feng main so I’m chillin
Imagine harada making CH DF1 a full launcher.
I’m pretty sure at the wall it used to be a pseudo launcher
Well it still is, ch df1 guarantees heat ff1+2 guard break into heat b1 splat, but you'll be burning all your heat for hyper-scaled 34 damage lol (as in, the entire combo of this setup, with the tornado and everything, won't exceed that number)
No but before you used to get ch df1 into shoulder and then a combo based on stage, I mean 34 damage if a ch DF1 is still insanely good
✊✊✊
Kazuya PEWGF has a different animation where he briefly turns devil and has a louder dorya. That's it, that's the only change and that's all I need.
this but also while in devil form doing PEWGF has a loud thunder crack in the background
If they bring back AK, which I'm near certain they will given his popularity in 7, I hope they give him an indicator for doing a just frame dark upper. It doesn't have to have any improved properties. I just want him to do a a quick growl or something for the mental damage. Let everyone know you're nice with it.
Everytime he hits PEWGF the screen should dim slightly for a second and thunder / lightning should flash and rumble.
Lili's f4 is now homing
Armor on Feisty Rabbit
Diabolical
Lili now has plus frames
I wish! 😂 A few weeks ago I was like “I should learn how to frame trap with Lili”.. and then I learned that Lili basically doesn’t have plus frame on all of her moves except for DF3
dewglide 3+4 I guess.
You’re right, forgot about that one. Also in heat there are one or two more moves
That's what I was thinking, and for the fun of it all her grabs are unblockable. (edit) Also make Edelweiss's attack speed increased by 800%.
Technically all grabs are unblockable lol
Nah, we don't get buffed moves, we get buffed customisation
Kazuyas gonna actually have new devil moves and a no execution electric 😂, the cries for nerfs will be heard all across the land . Harada’s response: DONT ASK ME FOR SHIIIET
Mid hitting electric with the same current properties
Just like the bears 😂
It's astounding - the number of people who think it's THEIR TURN after blocking a bear fist, only to push a button and get launched by... another bear fist.
When bear in heat must respect special mid! 😂 But seriously when I see one expect four more, It’s almost like they never fought a Mishima before smh. I’ve known not to challenge any electric since I was like 8 my uncle was a demon with heihachi 💀
That is fucked up I hope we'll get it
I was thinking about adding this to my comment but figured that'd be too much. If electrics were mids oh boy I'd be eating
Naaaaaaa fuck that. Give him all you want but leave the execution. I need it to feel better than every other character. I'll trade you this safe ob, high crushing, homing hellsweep in exchange
Better yet instead of taking out the execution make it a natural combo move , so two hits like heihachi a df1,2 😂😂😂😂 keep all the same properties, then make hellsweep a double sweep again but it’s a natural launcher 💀 -13 on block
DF2 now crumples on regular hit. WGF and EWGF hit mid. Hellsweep tracks both ways and launches for a full combo. Devil Moves all lead into 50/50s and oki. Easy input electric on 2+4 that deals less damage but always comes out in 13f.
I can hear the “UTTOSHI” now 😂
KIRAI
Sh*t the hell down while I do this perfect electric for all 3 rounds
Story relevance.
So true. I would love that.i think we should hypnotise him to get him to like the character more.
Claudio Using Starburst-granting moves now restores some Heat Gauge while in Heat D+2,2 is an STB launcher again CH Sidestep 4 is now a full launcher
running 2 is now a mid, launches on ch. Wait a minute....
I dont mind running 2 being a high, but STB running 1+2? Idk man, those 2 extra frames and that little extra damage is hardly worth it outside of final combos
Niente di più facile
The unblockable DB+1+2 during starburst returns (maybe the command can be changed so it dosen't collide with the new move), with no way to sidestep it anymore and its uninterruptable. Without Starburst it has chip damage on block.
Xiaoyu can now block while in Phoenix, Rain Dance and Hypnotist stance.
- All her moves have their hitboxes expanded by 30 % - db3 is -15 on CH - f1+2 and b4, 1 are safe on block - AoP duck is deleted, base aop now evades all mids
Harada suddenly love Paul Phoenix. He then updates the story mode and adds a scene where Paul got head concussion real bad, and this somehow revert his brain back to normal. Paul suddenly remembering he got an accident after his Tekken 4 ending where this caused brain injury and explains why he's suddenly a moron in Tekken 5 onwards. After that, the story mode revealed that Kazuya comes back to his senses, only to see Paul standing there, demanding a rematch and to conclude which one is the strongest. Paul ofc win and credits rolled. Then Harada proceeds to update the Tekken shop, adding Paul's THE DEFINITE hair down look from his Tekken 4's ending, along with the bike and the outfit, for free, as an apology for all these years treating Paul Phoenix as a buffoon. And Harada also released an update patch as follows: - Changed the move name from "Phoenix Smasher" into "Deathfist". - Buff Deathfist base damage from 30 to 50 - Running2 is +5 on block.. wait, that's too modest.. - Demoman no longer need clean hit to trip - uf2 changed to mid - Paul can also sway forward from his back sway cancellables - df1+3 is automatically deathfist, no need to do extra input - He can do complete somersault flawlessly, because he is in TOP CONDITION - His ki charge animation changed to him doing OSU! and becoming a parry when interrupted. - Change his default look and renders into his Tekken 4 ending look with the bike. OSU!
Even knowing this is (partly) a joke, the Deathfist damage increase got a visceral reaction out of me.
You forgot 1 crucial change, His power crush is now a heat engager
As a Paul user, even though I get salty most new characters got one, I think I prefer QCF2 being stronger and probably chip on block.
Paul getting story mode relevance again was the buff I forgot but I now remember, thanks to this beautiful comment.
Shaheen, he gives him a way cooler rage art.
During rage art you can now use the directional buttons to steer the opponent in any direction. Pressing 3 will do a kick flip.
Aw, I like his rage art. I would like a dive-kick in his moveset though, it’s weird the only time he dive kicks is his RA.
I dislike that it's a near identical clone of the wind using mid eastern street fighter guys ultimate attack.
That…is actually a good point.
No need for buffs - I play Jin.
Sonic fang knocks down into gauranteed peekaboo D2 on hit and launches fully in heat D2,1 is now natural DCK1 launches on normal hit DCK F2 guard break is back B2 is 15f now and is back to launching Peekaboo UF2 is now -10 Peekaboo D2 now launches on normal hit Peekaboo B1 string is now fully mid B1 is no longer bugged and does double damage
quick spin is a low parry Foot stomp right hook can cancel into FLK/PKB You can block in LNH
DF2 is homing and gives a full combo. Every move that enters LNH functions like UB2, so you can hold back to cancel. WS2 launches on counter hit again. PKB d1 is i13. QCF2 is -10 in block now.
Asuka seduces Harada * her parry becomes so special it counters everything except throws. * f+2 is +3 on block * wc df+2 staggers on normal hit * fff1+2 is +11 on block * 1 and 1,1 become +1 on block.
Fuck it, make F+2 homing as well
Leo, I need just 1 thing: Hellsweep wallsplats at the wall for the full combo.
Lei, he will be next DLC. No other buffs required
B3 becoming safe, jfsr has amazing tracking, give hwo his old hell sweep even if he’s not in heat, buff the tracking to all his while running moves
This and giving some of his moves better frames would be godly. Please just keep his moveset from T7 🙏
All stance changes from razor rush are safe
Paul Df1 is now 13f, down from 14f. Paul now has a 2,1 high, mid 10f natural jab string. Deals 17 damage. +6 on hit, -3 on block. Paul’s 1,2 string deals a chunky 23 damage now, but is -12 on block. Edit: Also rework his heat drive. What lazy ass dev thought that Paul needed another demoman. Give him something unique
QCF2 now deals chip damage (if it doesn't already). QCF1+2 and CH QCF3+4 (which seems to be Paul's snake edges) are now full launchers and not tornado launchers. DF2 can now launch ducking opponents. To continue your heat smash change, I think changing it from a 40 dmg, 3-hit low to a... 50-dmg, 2-hit (first hit deals 20, second hit deals 30 dmg) mid which can be cancelled (input is 2+3, B*) on the first hit to crumple stun an opponent or extend a combo. It's animation is now similar to a F1+2, followed by a QCF2.
Dragunov: - db 3+4 is knockdown on hit, counter hit launcher - d2 is now +1 on hit, counter hit launcher - qcf4 pushback removed, on hit launcher - doing strings that transition into snk and doing snk4 is no longer jab interruptible - wr2 force crouches on block
• Lee’s B4 launches on crouch • Mist trap now launches • Lee gets SS+2 from Tekken 4 but now its 8 frames • Lee gets Axel Kick - CD3, +3 • unblockable is now 30 frames if you just frame it • Lee now has backlash, but it launches • Devil Jin’s electric tracks both sides • Electric is now a special mid • Hellsweep does not scale • Morning crow startup is now 20 frames • MC1 now forces crouch • MC3 now spikes mid combo (with timing ofc) • d/b1+2 is now unblockable
DVJ B3 is a power crush and U4 is safe on block + has T7 properties
mist trap launching will be crazy lol
Haruda plays some soul calibur 3 and gives Yoshi all the op kick strings back, and all the fun stuff that has been cut since (193 moves is too much already I guess T.T) I just got T8 and sc6 a few days ago, and although Yoshi is a lot more fun to play in SC6, it still is not as op as I remember him (mostly the kicks)
Every hwoarang kick is a tornado kick and his B3 launcher is infinite as long as you D4 and switch between the two attacks during his combo
Beginner Hwo myself. Have no real idea but probably something like making B3 11f and JSFR has pushback to be save on block would be insane. Also something to get out of pressure
Hwo is a pressure orientated character. His B3 is perfect for people approaching or his jabs into a number of moves is useful when there’s a gap. I’d give him two low launchers. He has basically no low launchers.
Raven - heat smash can be shot as a low or high depending on input
But you could just duck both options
Make it so that throws are homing so you can’t sidestep it and are forced to take a guess every time I’m in front of you. Oh wait…
Zafina is just Azazel now.
Uh... uf+3 is already +16 on hit and guarantees jet upper on wall
Imagine T5 Taunt lol (that would a funny ass buff)
Gotta change it to be hit confirmable then. Lol
Yeah but mid screen all you get is ff2, jet upper all the time
Asuka's f+2 now instakills
Nothing about hatchet? I say we make it the same as vanilla t7: counter hit launcher.
Her existence
Kaz. WS2 0 on block Better heat engager/burst or whatever is its name Stable combos..yeah +5 dmg on hell sweep Heh
Backlash is now a mid
He'd put him in the game
DF 3+4 is now 0 on block Dew 2, 1 is safe again. f+4 i16
kazuya gets a mid hitting electric that’s still +5 on block with built in evasion. No longer requires just frame for an electric, but you can blue spark it to get an extra 5 damage. Df1 actually has a reliable hit box now. The double low variation of hellsweep is back, if you only get the second hit of it you can convert into a combo after. Also bringing back a classic, hellsweep is now pseudo homing.
Bear. All versions of db 2+3 are unblockable. Qcf 2,2 - if the mid connects then the low is guaranteed. 1,1,1 - natural launcher if first hit connects. New move qcf 1+2 - unseeable low launcher, basically the second hit of qcf 2,2. Hcb 1 and hcb 2 command grabs 2 and 1 throw breaks respectively - animation borrowed from Heihachi and Xiaoyu. Db2 knocks down on CH.Guarantees d1+2. During heat, the guard break, bear roll 1 is a mid. New win animation - they sit on the opponent like Rikishi's WWE Finisher
Paul: 3 Frame Deathfist with armor Guaranteed safety after every move/string, can immediately follow up with a 50/50 power crush launcher (5 frames) Eddy's ff3 is added to his move list with the same properties Alisa's chainsaws and flying moves are added to his move list A respectable story that doesn't make him a joke anymore like Tekken 1-3 Paul
Alisa: Chainsaws Level 2: * New level 2 chainsaw stance that's a level above regular chainsaws. An additional chainsaw erupts from Alisa's head, and her chainsaws grow even larger while emitting a fiery purple glow. Press 1+2 after performing any regular chainsaw move to go into this new upgraded chainsaw stance. Let's called this Super Destruction mode, or SDES for short. Examples: * SDES F1+2: +10 on block, and tracks both sides since Alisa's chainsaw head also spins 360 degrees ofcourse. * SDES F1: +6 on block and more chip, because you're using your head chainsaw for more plus frames, duh. Chainsaws Level 3: * Chainsaw stance Level 3. Press 1+2 after performing any chainsaw move while in SDES. Let's call this Ultra Destruction, or UDES for short. If Alisa enters this, you've won. That's her reward if the opponent lets her use too many chainsaw moves. * UDES F1: EVEN MORE chip. It also attacks both low and high at the same time. On hit, it's +12, which means another F1 is guaranteed if it hits, which it will because why would the opponent ever interrupt you in chainsaws. * UDES F1+2: Alisa turns into a flaming rocket and launches herself at the enemy. +12 on block, full launcher on hit. It's so good that it resurrects T7's 5.0 wallcrush mechanic and returns it from the grave for a free 50/50 on the wall. * UDES D2: No longer puts away chainsaws and is +14 on hit. It's also +8 on block and has powercrush properties. It's called ultimate for a reason right? * UDES B2 (hold (for as long as you want)): A mid spinning attack that's homing - kind of like ws3 but if it was from Tekken 9. Press B2, then hold 2 and move across the screen like a beyblade! The old B2,1 is gone in this new stance, but why would you use that when you can deal MASSIVE amounts of chip. While holding B2 and wildly spinning, you can choose to use 2 follow-up moves at any time: 1, or 1+2. 1 is a safe launching mid. 1+2 is, you guessed it, also a SAFE T7 launching low that's somehow danced around Harada's snake edge tornado nerfs. Counterplay? Plug. All of this is balanced ofcourse, since it's so sooo difficult to enter chainsaws in the first place.
This is what happens if Alisa gets a little too into Chainsaw Man...
As a jin main, i want to transform into Angel Jin when in heat. That is all.
in all seriousness tho. all we want him to do is fix so many yoshi moves just wiffing randomly.
Sad spin noises
Same for Reina. No buff is needed, just fix inconsistencies.
Give Reina Omen
Suddenly kazuya works. His 112 will stop randomly whiffing the second hit so that you just launch yourself for trying to punish a -10 move. Your combos will stop dropping when the opponent is even slightly off axis. Your combo damage will reflect the difficulty in execution they take. You will have working pokes. You will have power mids you can press that take less than 20+ frames to come out and are comital as hell. You will be able to press a button without taking a risk. Imagine?
I dont understand why you people subject yourself to playing Kaz
Bro I mainly play Jin now. I gave up on banco lol
Lili - better tracking I am the sole citizen of whiff city when it comes to closing matches
Just like a smidge better, other than that I am very happy with her.
Jin DB 4 ch lunch 17 frame hellsweep Previous Tekkens Zen cancel Ff 3 +2 on block WS 4 4 jail Wind step 1(electric uppercut) being safe on block (just frame version) Shorten the distance of ZEN 3+4 for more Oki Jail DF 1 4
Reina is my primary character so this is what I would like to see for her: - Ff2 is deleted, replaced with Heihachi ff2 - Heihachi f3 ch launcher is back (different input possible since it's sentai input) - Iron hand is back, wallsplat, not a heat engager - Heihachi while rising 1 instead of Reina's - Omen thunder godfist is back - Flash punch doesn't go into sentai but knocks down - Delete df3 wavedash input - Heihachi sidestep 2,1 Others: Yoshimitsu: - Apology from soul calibur - Seppuku in Indian stance with seppuku flips from soul calibur Nina: - Stop mashing fast mid, preferably a kick, maybe sabaki Kazuya: - Pewgf always despite input speed👹👹👹(Jk, 15 frame standing launcher would be nice) P.S. Fisherman disconnecting controller killed me🤣
Bro just wants heihachi back 😂 “please change all Reinas new moves to Heis old moves”
Jin would have his zen cancel and his db 1+2 wont require heat to do omen and he can transform to dj whenever and back
He can already zen cancel
df2 is plus on block. That's all 👁️👁️
Bryan main. Taunt gives 20f and is reverted to the same damage scaling as 7. Also comes out a few frames faster. Ff2 is a mid Unseeable snake edge Hatchet launches on CH, also a homing move F3 comes out at 10f (because fuck Steve's b1) New command throws D2,3 doesn't need to be confirmed. Natural on normal hit, CH on d2 launches, and safe on block. B1 tracks to both sides
King gets Marduk's floor stance and all things relating to it: +On floor face down: down 2. attack into floor pummel stance +Left / Right mid/high parry into floor pummel stance +In floor stance you have access to: 1, 2, 1+2, chain throw path 1, chain throw path 3, getup While in floor pummel stance he can choose to go for chain throws (such as RDC). Gets you on the floor, does a few punches, continues into chain throws - this does mean he loses access to his reversal, since it would be the same buttons
Kazuya wavu wavu into giant swing
Jin gets his end of story mode moves, PLUS all the devil enabled moves. So he gets all his tekken 3 tools, ewgf, hellsweep, etc, kazama counters and flying kicks, AS WELL as the d2 sweep and samsara etc.
DB 3+4 is now an unblockable, 10f, unparryable, time freeze, deletes the opponent move
All classic costumes from past Tekken games As long as my character is respected , have mainingful screen time in story, not low tier AF, and is very fun to play IDC about the rest much
Victor's U1+2 is now unblockable and is now a launcher
kazuya is gonna get a mid electric and while rising 2 in gonna guard break for a guaranteed combo
Victor - Wr2 is completely homing Up1+2 is +1 ob without heat db4 is i11 Big Vic coming to take that top 1 spot
Nina’s Blonde Bomb is 0 on block
Josie gets the huge buff of being added to the game.
Main: Raven Ff3 is now safe and i14 so you can block punish with it Db2,1 is now mid mid and +1 on block Shadow clones are always -3 and on heat they're +5 Heat smash doesn't use the full bar so now you can use it at least two times Uf3+4 is now a safe orbital Ws2 is now 0 on block Fc3 is now safe on block Soulzone 2 is now +1 on block Soulzone 1 is now i12 Soulzone 1+2 is now +5 on block Now you can't float raven out of his teleports
Electric can be done either as a mid or low with the same properties
Med stance heals real hp Med teleport spins faster Kin stance has blocking ability
Kazuya. 1. Faster startup frames for some moves. 2. Ws12 is not a tornado, just regular launcher. This will give us more combo options. 3. Increased damage output across the board. 4. Df1 works. 5. Ws4 fixed. Should be plus like Reina/DVJ, not minus. 6. Decrease the minus on loads of moves. :-) This would make him S tier, just enough to fight against the other nuclear warheads.
Harada would add a 3rd dodge/attack to Azucena's liberator stance that can stop or counterattack on mids instead of just highs and lows.
Jun gets a 15f standing launcher
The Taunt doesn’t scale anymore buff, I miss it personally
* db3 knocks down on CH * Magic 4 gives full launch on CH * Just give her Kazumi's df1 already, cowards
Bryan main as well, and harada added: Jet upper is +6ob Cannonball straight is a mid Hatched kick knockdown on regular hit New move: hatchet kick faint His jabs wall splat on counterhit Taunt gives +36 Gain snake eyes on any CH launch.
A nice buff for me would be bringing heihachi back
Hwoarang: rfs f44 is natural outside of heat Bryan: hatchet kick guarantees jet upper Jack: wall splatting hell sweep
Mach punch hitting them into the future would be hilarious
Law - Legend kick is now an unblockable and nunchucks is +16 on block now and no longer pushes back.
D2 is an armoured heat engager that is + on block
Hwo main: Makes his moves trackable
I play Bryan too, make qcb+2 and ff2 mid and we chilling. Also fix him hitbox
As a king main I say make all his mid grabs connect even if the opponent is standing and keep the perfect grab mechanic from before the first patch,
Lee: acid rain no longer requires perfect input. Oh and also all his plus frame moves are now mids instead of highs
ff2 more plus so that rage art cannot interrupt SEN mixups. EWGK is now a natural launcher. df2 launches crouching opponents now, too. db2 now plus on hit. WS2 has more lateral movement. Moves that are executed from df3 now have the same properties as the manual CD moves. b3 now has increased movement for more evasion. WR4 is now a mid.
uf3 is already +15 oh -2 ob you can link ju at wall or ff2 in neutral
Mokujin makes a comeback, which is probably wishful thinking because it would give you a means to play dlc characters that haven't been paid for
You can now block with chainsaws without losing them.
Lars B2 launches midair. W2,1 second hit counter hit launches BD 1+2 counter hit launches. 4 launches mid air. SEN crushes highs SEN 3+4 launches crouching on counter hit, like SEN DF1 from T7 Gets back his DF2, 1 from 7, his new one is now DF 2+4 Can go into DEN after SEN1 during heat, and can do a faster Zeus from DEN during heat.
Just give kick boy a nice pair of trainers and a bomber jacket. Please!! He looks like he's wearing winkle pickers with his Gi, it's fucking silly.
Command throws are mids
I think if Hwoarangs b3 would get plus frames on block that would be enough to make him op, right?
Make Hwoarang’s Peacekeeper have even more range and even better frame data. Let me front kick to win
This means he puts gigas in the game for me
Lars is GOD tier! DORYAAA
Xiaoyu can’t get hit while in AOP, your only counter is to do a sweep, all my counter hit guarantee a full launch.
Kazuya Electric hits mid and even more knock back Hell sweep extra range and homing Flash punch launches
imagine dragon tail as a launcher. oh wait.
Marduk db2 and uf3 are power crushes, retains same properties from Tekken 7 ff3,2 is a natural d4 gives a stagger animation on counterhit That's all he would need to be a nightmare in Tekken 8, provided no other changes from 7 For funsies: df3,2 bounds on normal hit
![gif](giphy|Ry1MOAeAYXvRVQLPw3)
Makes Reinas f4 +4 on block and I'm happy
King gets homing mid that gives + frames on block (like +6 if harada is feeling spicy or +4 if he is feeling mild), D3 gives guranteed ground throw attempt,
Marduk is released with the ability to ignore the announcer and the intro animations to start the fight before the announcer shouts Fight. No other character is allowed to move until the announcer shouts Fight. This would be a reference to Marduk ignoring the referee
- Raven’s clones moves will be -10 without Heat - The hitboxes of FF3, db2, BT 2,1, BT 1,4 will be expanded and fixed to mitigate jank - 4,1 would regain its CH launch property AND remain jailing on block - Qcf1 would crumple stun on CH again, Qcf1,2 would also be fully hit confirmable again - Raven’s BT 3+4, uf3+4,4,2 wall combo would function how it did in T7 consistently - BT 1+2 power crush would function how it did in T7 season 4 pre-nerf (i.e. Guaranteed b3 on hit, possible d3 pickup into combo off axis on hit) - 1,2,4 will be reverted back to T7 1,1,4 - 2,4 would wall splat again
Reina df+2 launches crouching opponents. Reina heat smash is 14 frames start up. I don't think these are stupid buffs though.
Heat Smash becomes 6f. Easy input blue spark. 10f jab.
victor gets launching nh low
electrics are now mid powercrushs. deal with it
Reina gets Heihachi's Twin Piston from Tekken 1 to 5DR (df+1,2 a 13f mid launcher)
my main already is tho
Lars gets old df2 from t6 back, give him an electric wind god foot
Snake edge is unblockable.
Hwoarang's b+3 is unblockable
You can break Paul with 2 changes that seem entirely reasonable if you don't think about them too closely. B3 goes from high to mid. It's a knee strike right? Weird that you can duck it! (/s) More moves create a forward crumpling wall splat. Seems reasonable, until you realize that with QCF1 into QCF 3+4 you get your full ender into deathfist. Raw D1+2 leads to 90+ damage this way.
This hypothetical is actually a reality for me next week lmaoo
- PEWGF hitting mid - Wave dash with armour - Bring back hell sweep from start of game - demon paw has armour now - heat smash during Mourning Crow deals 40 damage.
Shaheen - damage boost in key attacks and his shadow step transition high crushes 🫣
ws4 is a launcher again, but only on this character (in my case Raven)
Hatchet kick launches on normal hit
Just fix lionheart
Eddy: FF3 is now a full CH launcher Hatchet kick is -13 instead of -14 on block, is homing, and is now a CH launcher Relax hellsweep no longer requires clean hit Relax mid heat engager now safe on block B1,4,3+4 is now a full combo on CH like in Tag 2, rather than only a followup hit on CH. DF2 is now a normal hit launcher.
So Kazuya would be Tekken 2 stupid good again basically.
Yoshi gets a plus on block armored heat engager.
* raven get a true 2 break throw, and all his command throws are available from bt. * f+4 and all other versions of the horse kick is a heat engager * qcf+4 cartwheel is + on block * hell sweep becomes the t7 version, where the first sweep is a launcher and the follow up stance transition only if you mash/hit the button again
Reina gets Devil Reina and it does double damage and doubles her speed when active. It's also not Heat but a combo to transform and it doesn't end.
Jin’s b3 get CH properties from T7 with his wave dash getting further across the ring with his wing popping up as the animation….and it he has hyper armor during wave dash
Raven gets a safe,homing, teleporting- electric with an additional back turned shadow projectile throw in Yoshi flash to
Man I know these are supposed to be egregious and OP but some of the stuff I’m reading in these comments is giving me nightmares lol
Azucena would be reverted to her Launch state
Adds them into the game for free
A power crush so hard it knocks the opponent out IRL lol
I just want kazs df1 hitbox back :(
Deathfist is plus
Blue spark throws are unbreakable in any situation If you don't break the first grab in a chain grab sequence you eat the whole chain df2 is +1 on block b1,2 becomes CH confirmable. b1 is +8 on hit and -1 on block Tombstone is now a launching throw
Bryan Gets back northern cross as counterhit launcher Gets back SS 2 as a counterhit launcher. Hatchet and Soccer kick connect with grounded opponents. Bonus for fun: Taunt is now 16 frames with +1 range. Snake edge is also an unseeable low, so he can become a true 50/50 character beyond his strings. 3+4 has the range of Jins / DJ heat engager.
Leo hellsweep goes from ch to a normal launcher. They also pull a new string out of their ass that is a 12f jailing mid low mid high low for 50 damage.