Quirks of Tekken 8 Compared to Tekken 7
- Character Hurtboxes are generally bigger in the Head/Shoulders/Arms regions
- Highs are generally the go-to now for keep-out because of this.
- Highs feel incredibly long. Quick, long highs feel very powerful. Example: Bryan 4, Bryan f,f+2.
- Mids that connect with the head/shoulders feel like they have incredible "phantom range" because of this quirk of T8. Examples: Bryan u+4, Bryan f+3.
- Character Hurtboxes are generally smaller in the waist region
- Many mids will whiff versus a single back-dash if the spacing is setup beforehand.
- Moves like Bryan's 3 feel like they have less range even though the range is the same when using on a stationary target-- it is more likely to whiff if the opponent is in the back-dash animation due to the smaller waist.
- Evasion moves/backswing blow moves that minimize the user's head and shoulder hurtboxes during the animation have a tendency to be turbo-evasive in Tekken 8 compared to Tekken 7.
- f,F moves are easier to buffer from recovery (block-stun/hit-stun)
- After recovery, the game is more lenient about buffering the f,n input now.
- This means you can do very tight f,f move inputs after recovery. Very useful for catching steps with a f,f realign.
- Small forward,neutral movements after block-stun are slower
- Because of the more lenient buffer window for the f,n input after block-stun, this inadvertently nerfed approaching your opponent with a f,n movement after block-stun-- it's a bit slower to realign because the game waits for your f,f dash input before moving your character.
- In T7 I used to do little f,n realign strategies with quick moves to catch my opponent stepping. It still works timing wise with faster startup moves, but not typically mids.
- Bryan CD3 is incredibly powerful because it fills this void because it uses CD to move forward, not f to move forward. You can pump the brakes on CD by doing d,d/f,B over and over to do fuzzy movement.
- Sidestepping is much more evasive. Sidewalk is much more evasive.
- Sidewalk will EXPLICITLY beat moves if they don't EXPLICITLY track to that side, even if you realign the move.
- Many of Bryan's linear moves that do not track opponent's SSR/SWR will not connect with an opponent's SWR, even if you realign them.
- This quirk makes using moves that are explicitly homing or explicitly opponent's SSR/SWR tracking important.
- d/f+4 versus walkers or SS+duckers that are not reacting.
- CD3 versus
Will update with more quirks as I find them