Devil Jin continuing the tradition of being a very balanced non-carry character with the biggest brain plays(his 1,1 also tracks because he requires that much more skill to play)
Maybe I'm slow and/or stupid and late on this but I figured out how high splats work in this game. The slump delay that used to be applied by any high splat hit in previous Tekkens is now only applied by hits that are capable of wall breaks.
Everyone is so focused on Feng , Jun , Drag etc.
Is no one talking about how Bryan gets FREE, yes... FREE 75 Damage every single round, and all you gotta do is qcf+1+2 on block 💀💀💀💀
And if anyone wants to tell me how this is hard to do... yeah mate sure thing
Account Suspensions (1/3)
We've suspended accounts involved in malicious and unauthorized activities, with penalties ranging from temporary to indefinite bans for:
Intentional disconnects
Cheating, use of unauthorized mods or cracks
Inappropriate customizations or player names
#T8_report
Devil Jin's db1+2 can only be counter hit right before the actual impact frames of the attack, which is inconsistent with how other chargeable moves work
#t8_report
You can still activate stage gimmicks off of knockdowns, but they have to specifically be face down knockdowns, but not all face down knockdowns because of course not you FOOL can we PLEASE REVERT THIS STUPID CHANGE
#t8_report
I bring you today's combo depth: it's not just Kaz/DJ CD1 that has reduced attack throw scaling; using a 50% scaled(i.e. grounded) hit will reduce ALL throw scaling considerably, including heat smashes and rage arts. I'm HOPING this is unintended and not more "depth".
#t8_report
Leroy gains the perfect parry followup as an "install" if he perfect parries moves that he can't parry. He can then do the followup if he parries with uf1/1,2,1/2,1,2/qcf3+4/1+3+4 afterwards
@ChangbangTK
uf4 > HAE 1 > Political Storm > Political Storm was a 50 dmg wall combo, clearly it was broken and cringe, unlike Leroy's (2,)1,2,1 > 1+2,1+2,1 > 1+2,1+2,1, a 51 dmg wall combo, which is cool, unique, stylish, iconic and balanced.
#t8_report
Actually no, this happens from basically any special getup including(possibly not limited to) Alisa's 1+2, Drag's crawl, Jack/Kuma getups, Law's floor taunt and Yoshi's IND stance entry, this is the worst patch
@SB_TK_
Clearly save scummed away the losses against me as shown by ranked match history, also 100% win rate against Leroy despite evidently having lost to Leroy
@ovostchebaza
The loops were possible from 2,3, which was not only a bit less damage, but only +10 instead of +20, which left you with a handful of options rather than the binary of mid block/low block
f4,4 unclean splat to avoid using up wallsplat in the combo, delayed HRM f1 spin to turn Gigas around, forced Gigas into a corner to avoid 50% hit RD crossing up
#WolvesWomboCombo
@mYiKiraKira
@KingJae
There's actually legitimate arguments for Asuka, Leroy and Steve having considerable weaknesses in the Tekken 8 meta, it'd be downplaying if these weaknesses were either made up or irrelevant.
This is not exclusive to counter hits, this is just a neutral guard interaction that doesn't really happen in a real match unless for some reason somebody decides that neutral guarding is a good idea all of a sudden
If you ki charge then use a heat engager (blocked) into heat dash, you are +5 but still keep your ki charge.
If you have a low CH launch from neutral, that launch will now get heat dash combo scaling but with normal damage scaling.
#t8_report
#tekken8
@SuperAkouma
Yeah, the 18f second hit becomes 17f because jank, the only other similar instance I can think of is Devil Jin's Laser Scraper where the third hit can be made faster by delaying the second hit, which is equally unhinged
@Momo_Dawg
Nah I feel like her jumping into range 5 after stepping it and recovering 3x as fast on whiff as she did from the WR3,2 really makes this so much easier to deal with now
@UFI_Raof
Yeah, no. Save scummed. Last I left you, you were at 918 wins, now you're somehow at 924 wins with a 7 win streak, which only makes sense if you save scummed away our last set that went 6-1, which would put you at 917 wins.
#t8_report
Is the tech roll window in this game 3 frames?????? I don't feel like tech rolling should be an execution check, it adds nothing to the game
@DanielMadonia
The video is made with a bit of an agenda, I even switched to Jin from Leroy to make it harder to step. I just want people to be mad at the game even having this difference in P1/P2 stepping and Dragunov qcf4 is such a perfect opportunity to get that reaction.
@OhtengaFGC
They don't, there's a 75% damage reduction on rage art armor and a 50% damage reduction on King's db1+2 and Devil Jin's b1+3/2+4. Other than that, every armor will just take the base damage i.e. excluding clean hit and counter hit bonuses, and, apparently, some heat ones.
@Momo_Dawg
Something like that. I just love that this is like the third or fourth instance of a universal change being applied to nerf a single character
@TheLyonidas
@KingJae
@chikurintut
Are you trying to spin them with f3,1+2,4 on the wall? That's only gonna work off-axis, just use db1,2 or ff4,2 into HRM f4 for the free damage
@LeandroFoloni_
First wall combo uses 3 wall hits, qcf2 carry to sidewall hit resets all wall hits, second wall combo is heat burst into 1 jab using up 1 wall hit but the 1+2 string realigns to the sidewall, resetting all wall hits again, and the final thing is an extended wall combo for bigs
@OhtengaFGC
Bryan's Snake Eyes ff1+2 "armor" has a unique function where the first hit it absorbs will always do 10 damage, even if it would ordinarily do less than that, and all subsequent hits will do their standard damage they would do on armor.
@Subway_Wang
Oh an actual infinity of such cases, but this one is not only Dragunov, but also his most hated button and a sequence we're about to see a lot of in matches. Good way to get more people mad at the P1/P2 tracking problem.
@Genji_Uesugi
Chip damage but he's not the best at it, CHs but he's not the best at it, stance pressure but he's not the best at it, whiff punishment but he's n- actually ff2,2 is the longest range i15 launcher in the game now so that's actually kind of a thing
@rebag102
Honestly, that's a really elitist kinda attitude. Outside opinions can often be really important and helpful, even when coming from people not in the community. It's not very constructive to dismiss opinions based on status, you know? Just dismiss it if it's a dumb opinion.
@TrojanKP3
Not the point. The same situation with the same characters in the same position with the same timing should give the same result, and it does not.
@TrojanKP3
Then you've continuously missed the point. Against P1 Dragunov, this move can be stepped without any timing. Against P2 Dragunov, this move requires a timed step. I did not ever say this is an unsteppable situation, you're addressing the wrong issue continuously.
@SuperSqank
@ZoomieG
@BlitzPhoenix98
Some people can't wrap their brain around the concept of not using your PB as your only thing to try and sub. Blitz apparently being one.
@FasAnX1
The moves are actually doing the original damage that they're supposed to outside of heat, which is the bug. Either that, or they should be doing the increased damage like Lili and Feng. Regardless, there's an inconsistency and I want it consistent.