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

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