Tekken 8 v2.00.02 emergency patch notes bring massive Heat nerfs, HP increase & more – Dexerto

Tekken 8 v2.00.02 emergency patch notes bring massive Heat nerfs, HP increase & more – Dexerto

Tekken 8’s emergency patch to try to repair Season 2 is right here, and it’s a hefty set of patch notes. v2.00.02 brings nerfs to the vast majority of the forged, general system nerfs to Heat, and a complete lot more.

The preliminary launch of Season 2 sparked massive backlash from the neighborhood, sufficient for execs to begin quitting and the sport to get mass review bombed on Steam. 1000’s of unfavourable critiques sunk its general score, to the purpose the place it virtually hit Principally Unfavourable.

Harada has since apologized for the way in which the patch launched, promising that the Tekken workforce was working across the clock to deploy a patch to repair it. Although they didn’t set the expectation that it’d fix everything, Tekken 8 v2.00.02 goals to repair a variety of the largest issues.

It has massive nerfs for just a few characters like Anna, Lars, King, and Paul together with some large system adjustments, minor nerfs to a number of characters, and common nerfs meant to make getting away from the wall simpler in sure situations.

Listed here are the complete patch notes for Tekken 8 v2.00.02:

Tekken 8 v2.00.02 patch notes

Normal Modifications

Well being Gauge

  • Well being elevated: 180 >>> 200
  • Rage threshold elevated: 43 >>> 47

Throws

  • Throw breaking now not offers recoverable injury to the defender

Heat Engagers

  • Opponent’s restoration time elevated by 8 frames
    • This implies body benefit upon efficiently touchdown a warmth engaged has been diminished: +17F >>> +9F

Heat Sprint

  • Submit-hit aerial combo injury falloff elevated: 70% >>> 60%
  • Chip injury on block diminished: 7 >>> 2

Chip Harm

  • Chip injury scaling on strikes that don’t usually chip diminished in Heat: 25% >>> 20%
  • Transfer that deal chip injury usually now not get bonus chip injury in Heat
  • Some strikes which have properties modified in Heat have had chip injury diminished

Ki Cost

  • Ki Cost injury bonus diminished: 150% >>> 110%

Strikes that induce Wall Stagger

  • Any transfer that offers a +10F benefit or more on block now not wall staggers on block.

Throw Break

  • Fastened a problem the place sure inputs allowed gamers to interrupt throws which are solely breakable with a 1 or 2 enter

(*8*)Character Stability

An image of Lars in Tekken 8.

Word: Inputs are listed in conventional Tekken notation, which is as follows:

  • 1: Left Punch
  • 2: Proper Punch
  • 3: Left Kick
  • 4: Proper Kick
  • f: Press ahead
  • F: Maintain ahead
  • d: Press down
  • D: Maintain down
  • b: Press again
  • B: Maintain again
  • u: Press up
  • U: Maintain up
  • qc: Quarter circle
  • WR: Whereas working
  • WS: Whereas standing
  • +: Signifies simultaneous enter
  • *: Signifies a held enter
  • ~: Signifies virtually simultaneous enter

Anna Williams

1,2,1,2/1,2,1,2 in Heat

  • Now not triggers wall splat
  • Projectiles now not observe (goodbye Anna trickshots)

Throughout Chaos Judgement 3,2/Throughout Heat and Chaos Judgement 3,2

  • Now not wall splats
  • Projectiles now not observe

WR 3,2/Throughout Heat WR3,2

Throughout Heat 1,2,1,2/Throughout Heat WR3,2/Throughout Heat and Chaos Judgement 3,2

  • Now not applies wall stun when blocked

Fragile (that is her Rocket debuff)

  • Lowered chip injury bonus on blocking opponents

Throughout Chaos Judgement 2,1

  • Fastened subject the place Heat Dashes could possibly be carried out when whiffing

WR1+2

  • Fastened a bug the place multi-hitting assaults with Energy Crush properties would fail to be absorbed, ensuing within the participant getting hit

Slap Reversal

  • Fastened all bugs associated to characters stealing Anna’s transfer set

Throughout Pleasure Time 4

  • Modified opponent habits on hit to make them rise up going through ahead
  • Adjusted hit collision to cut back circumstances the place characters swap positions close to partitions

Asuka

Throughout Naniwa Gusto WR1+2/db1+2

  • Now not wall staggers on block

Bryan

Throughout Snake Eyes WCdf3

  • Punish window elevated: -12F on block >>> -13F on block
  • Heat consumption elevated: -210 >>> -300
  • Counter hit now not triggers wall splat

Throughout Snake Eyes fF1+2 (Profitable Assault Reversal)/fF1*

  • Now not wall staggers on block

Claudio

Throughout Starburst WR1+2

  • Now not wall staggers on block

Clive

fF1+2

  • Counter hit injury diminished: 60 >>> 50
  • Body benefit on block diminished: +4F >>> +3F
  • Chip injury diminished: 6 >>> 2

Throughout Heat 3+2

  • Now not wall staggers on block

1

  • Fastened a problem the place inputting F adopted by WR1 would stop comply with-up strikes from being executed

Satan Jin

db1+2*

  • Now not wall staggers on block

Eddy Gordo

Throughout Heat 3+2/Throughout Heat qcf4/u4~4

  • Now not wall staggers on block

uf3+4

  • Now not grants combo carry when hitting a downed opponent

Begin of Spherical

  • Eddy can now not do a particular set of inputs to teleport ahead in the beginning of a spherical

d3

  • Modified the opponent’s habits on hit to make them rise up going through ahead
  • Adjusted the collision on hit to cut back cases of characters swapping positions close to partitions

Feng

Throughout Heat 3+2/3,1+2*/fF1+2*

  • Now not wall staggers on block

Heihachi

f,d,df3

  • Now not wall staggers on block

Hwoarang

d3+4

  • Modified the opponent’s habits on hit to make them rise up going through ahead
  • Adjusted the collision on hit to cut back cases of characters swapping positions close to partitions

Jack-8

Word: The gist of those nerfs is you can now reliably sidestep the Make Some Noise string and that you just’ll take a lot much less injury getting looped by it.

2,1,UF1+2/WCdf3+4,UF1+2/Throughout Gamma Howl uf1+2

  • Harm diminished: 30 >>> 20
  • Chip injury on block diminished: 12 >>> 4
  • Body benefit diminished: +8F on block >>> +5F on block
  • Hitbox dimension diminished

2,1,UF1+2

  • Fastened the difficulty permitting you to execute UF1+2 5 frames quicker than meant
    • This implies the ender of this string, Make Some Noise, can now be sidestepped with right timing and prevents you from getting looped into blocking by this string

Throughout Heat uf3

  • Fastened coaching mode bugs that made looping this transfer look like an infinite combo

Jin

WR3,F (Transition into Zenshin stance)

  • Now takes 6 frames longer to do a transfer after transitioning into Zenshin
  • Body benefit diminished: +12F on block >>> +6F on block
    • This retains Jin from looping mid kicks and whittling you down with chip whereas being at a massive body drawback

Throughout Zanshin 2

  • Harm diminished: 25 >>> 20

Throughout Zanshin 4

  • Opponent’s habits on down hit has been reverted to stop comply with-up assaults from connecting

Throughout Zenshin 3+4/Throughout Heat 3+2,4

  • Now not wall staggers on block

df2,4

  • Expanded the hurtbox to cut back circumstances the place assaults towards Jin whiff after they’re not speculated to

Jun

1,2,2/u2/f3,2

  • Body benefit diminished: +6F on block >>> +4F on block

Throughout Izumo 3

  • Hitbox of the primary assault diminished to make sidestepping simpler

Throughout Izumo 4

  • Monitoring has been diminished
  • Body startup modified: 19-20F >>> 19F
  • Expanded the hurtbox to cut back circumstances the place assaults towards Jin whiff after they’re not speculated to

Throughout Miare 1+2

  • Body benefit diminished: +6F on block >>> +4F on block

Kazuya

df3,2,1*

  • Now not wall staggers on block

King

3,2,2

  • The second hit now not connects as a pure combo after the primary hit lands
  • Third hit’s hitbox dimension diminished, making it tougher to attach towards downed opponents

3,2,2*

  • Lowered monitoring of the third hit when charged
    • Has the identical hitbox dimension discount as above nerf

Throughout Jaguar Dash 3 (Powered up)

  • Now not wall staggers on block

db1+2,2

  • Fastened a problem the place recoverable gauge wouldn’t regen after transitioning to Jaguar Dash with 3+4 following Heat activation

Strategy opponent throughout Jaguar Step 1+3/Strategy opponent throughout Jaguar Step 2+4

  • Fastened a problem the place transitioning to Jaguar Step with b3+4 would incorrectly set off the transfer with the fallacious command

Kuma/Panda

WS1,2*

  • Now not wall staggers on block

Throughout Searching 3+4/Throughout Searching 3+4 (When absorbing assault)

  • Fastened a problem the place opponent’s habits upon activating Heat Sprint throughout airborne hit didn’t match meant habits.

qcf2,1

  • Fastened a problem the place Heat Sprint could possibly be activated on whiff

Kuma

Throughout Heat 3+2

  • Now not wall staggers on block
  • Fastened a bug the place injury scaling and knockback distance had been being reset on hit.

Panda

Throughout Heat db1+3/Throughout Heat db2+4

  • Fastened a problem the place opponent’s skill to behave after being hit was 1 body longer than meant

Lars

Throughout Dynamic Entry 2

  • Harm diminished: 19 >>> 17

Throughout Silent Entry 4

  • Harm diminished: 23 >>> 19

db2,3*

  • Now not wall staggers on block

Throughout Restricted Entry 1

  • Body benefit diminished: +26F >>> +4F

df1,1,D

  • Fastened a problem the place Heat Timer wouldn’t get better when transitioning into Dynamic Entry throughout Heat

WR1

  • Fastened a problem the place the Heat Timer wouldn’t get better when transitioning into Silent Entry throughout Heat

Dynamic Entry/Silent Entry/Restricted Entry

  • Fastened a problem the place the remaining time of a Heat Timer wouldn’t get better relying on the timing of inputting a comply with-up transfer

df3,D

  • Fastened a problem the place inputting df3,D~2~1+2 would unintentionally trigger Throughout Dynamic Entry 1+2 to combo after a df3 hit

Legislation

3+4,4/Throughout Dragon Cost f4/Throughout Dragon Cost f4 (Simply Body enter)

  • Now not wall staggers on block

Lee

df3,2,3/Throughout Hitman 1,1,1

  • Fastened a problem the place Heat Sprint could possibly be triggered on whiff

Leo

Throughout Fo Bu 3

  • Now not wall staggers on block

Throughout Lightning Glare f2,4,3,D

  • Heat consumption elevated: -120 >>> -240

Lidia

1+2*/Throughout Horse Stance 3+4

  • Now not wall staggers on block

Lili

u1+2*

  • Now not wall staggers on block

Nina

Slap Reversal

  • Now solely works with sure characters reasonably than the whole forged

Paul

Throughout Heat 1+2*/qcb3,2,1/d1,2*/Throughout Deep Dive DF2,1

  • Now not wall staggers on block

f2 throughout hit from entrance adopted by DF

  • Fastened a problem the place quantity of recoverable gauge was decrease than meant when transitioning into Deep Dive

f1+2,DF

  • Fastened a problem the place performing particular inputs after forcing the opponent to dam would lead to assured comply with-up assaults
    • That is the repair to Paul’s true unblockable setups

Reina

Throughout Heat 3,4,4

  • Adjusted a problem the place strikes would whiff in sure conditions

Throughout Heat d2,1+2

  • Fastened a problem the place incorrect injury scaling on airborne hits was inflicting combo injury a lot larger than meant

Shaheen

Throughout Stealth Step df1,3

  • Fastened a problem the place Heat Sprint could possibly be triggered on whiff

d1

  • Modified opponent habits on hit to make them rise up going through ahead
  • Adjusted hit collision to cut back circumstances the place characters swap positions close to partitions

Xiaoyu

Throughout Hypnotist (Charged) 2/fF4/f3+4,3+4

  • Now not triggers wall staggers on block

Yoshimitsu

Throughout Kincho f2

  • Now not wall staggers on block

Zafina

Throughout Scarecrow Stance b1+2

  • Modified opponent habits on hit to make them rise up going through ahead
  • Adjusted hit collision to cut back circumstances the place characters swap positions close to partitions