Good compromise tbh. Players who know how to kbd aren’t affected but players who don’t know can use something that’s inferior but much easier to pull off. Excellent game design and perfect to set up that feeling of “damn I wanna learn that” for intermediate players looking to level up.
@@PhiDX players who can backdash are affected because all of the work they put in to gain movement advantage is diminished as with electrics and running moves.
That's what I'm saying. I think they got rid of it because they're basically useless in the higher levels of the tournament scene, where players can parry or break them like nothing. I was definitely hoping they were gonna refine and further complexify the ground and wall splat mechanics. Tekken always comes to life when the characters are mixing it up against the wall.
That’s interesting. May give the characters that had them specifically in their movelists a little more unique. Of course, it also means doing arm at reversals is probably no longer a thing or will be rare
A very legacy mechanic which is very hard to counter if you're not a pro. To much homework for new coming players tbh. So far Tekken 8 feels very fresh. They kinda cut out the redundant stuff out while adding new. It is a very good decision as some players already pointed out how for example convoluted SF6 is because of a huge stack of different mechanics which overwhelmes a players mind. I wish they'd also remove rage arts as they create that exact feeling of piling up together with Heat as you have to now consider both Heat smash and Rage Art in the same round unlike in T7 where it is one or the other.
@@jestyo0o this exactly! Everyone here acting like the KBD is a secret technique only learnable by monks who seclude themself away from society to practice it...I spent 3 days about 5 hours total trying to learn it and by the 5th hour I had a somewhat clean KBD on dualshock joystick as well which I'm told is the hardest input method. I don't particularly care either way if it's necessary or completely useless, I'll adapt either way but the discourse around this change has been downright baffling
as someone who isnt very good at tekken and got into this beta, i felt the change sooooo quick. and honestly, i really like it! tekken 8 as a whole feels so fluid and just moving around feels so much better imo. also being able to do while running inputs a bit easier is honestly something i really really like
@@Jetanium honestly yea i figured but for a newer player it feels much more accessible and easy to move around in. when playing tekken 7 i felt characters that could just press on me i could do nothing about because i couldn't disengage fast enough. it made playing in lower ranks against quick characters really frustrating.
Cool! Back when I started with TTT2, learning to KBD was the biggest edge I ever got in low ranks (where I belong). Back then even just holding back didn't give you the T7 back walk. Like, I spent two evenings learning this parlor trick and suddenly was bodying everyone. Which felt unfair, tbh. No amount of labbing will help you if your opponent can run circles around you. I liked the removal of the old back roll too. That shit was straight up trap.
@@bennymountain1that old back roll was insanely bullshit, the fact that you had to press up then block just for getting up without tech catch is insane
Idiots in comment section that will play this game for 1 month then quit: I love this I hate having to learn how to do X movement shouldn’t be hard in any game!! Yes people should be able to move easier but they shouldn’t ever remove KBD. Meanwhile Soul Calibur(essentially simplified tekken) was dead on arrival. They already made a game for people that want everything to be mindnumbingly simplified but looks like nobody wants to play it. Backdash is not the reason why you will quit tekken. The reason why you will quit is because you are going to go up against cheese characters with cheesy strings, you will get mixed up and you will be helpless. Will you try to learn how to counter this? Nope you will just get frustrated. Given the fact that you cannot learn how to do a simple down, up input(kbd notation is overly complicated to someone that can’t read it just know when you actually know how to do it it’s literally 2 simple motions) I highly doubt you are going to learn how to deal with the actually insane stuff in this game. Dumb argument number 2: It’s a glitch!!! It SHOULDN’T EVEN BE IN THE GAME!!! Not to mention that this isn’t ever something that somebody that actually plays these games would ever say but let’s just apply this type of thinking universally. “Dude dunking shouldn’t even be in basketball it’s literally a glitch!!! Dude dribbling shouldn’t be in basketball it’s another glitch!!” High skill players will always find exploits and techniques to further increase the skill gap between themselves and newcomers it’s called emergent gameplay and it’s up to the community to decide what is or isn’t desired. If you don’t like the rules of the NBA you can go play elsewhere if you don’t like the rules of tekken well there are hundreds of other games you can play. The community has decided that they enjoy the Korean Backdash and it’s not going anywhere. The worst thing that can happen to this game is if Namco decided to listen to a bunch of people that don’t even play the game and orient themselves towards valuing the opinion of people that don’t even participate or support them. Imagine if the NFL started listening to non football players/fans and allowed their opinions to influence rule based decision making(oops bad example) I mean well what if the politicians in america decided to overestimate the opinions of outsider non citizens or rich clout chasers at the behest of actual ordinary american citizens(oops another bad example) see where I’m going here?
Exactly. Lowering skill ceiling and remove skills from the game is terrible. Movement is one of the big things in any game, and there should 100% have hard and advanced technique in any single game. It's up to the players to learn them, not the game to baby sit them.
I feel like without the KBD, spacing in T8 won’t be as much of a factor as it was in previous games. It looks like wavedashing & regular forward movements have been untouched. That on top of better sidestepping & the heat mechanics, definitely forces us to play more aggressive, neutralizing the spacing/defense game a bit.
@@escmousedownclickmousedown7851 I don't remember exactly how to get to it, but if you pause the game while searching, you can go to a combo challenge mode and practice without searching for a match
Man I’m loving the beta so far. I’m a Jin and Kazuya main, I’ve actually won quite a few matches uses those 2. It’s funny because I get my ass kicked with any other character. Not bad for my first time playing 8. So much better than 7, but I don’t know why they took away Jin’s Kazama style 5 hit combo from 7.
IMO back dash cancelling is a quite contrived solution for a problem that should have never existed in the first place. If your game design requires to have a slow backdash, then bdc shouldn't be allowed at all. If your game doesn't require a slow backdash, then the backdash should be easy and fast by default. Making such an execution gate an unspoken requirement for serious gameplay is like forcing a pianist to play the piano with gloves: a huge skill check with no real purpose. I'm glad it is not as prevalent as before. Hope it totally dissapears with the next patch.
Facts. At least they are bufing normal backdash a lot now. But they prob scared to make it better than KBD as its a "glitch" that they known and kept in basically almost whole tekken franchise lifespan at this point. They are scared to make normal backdash become as good or close as good as KBD.
Not really tbh. Fighting games have multiple aspects that can be limited to skill checks such as 1F links for optimal combos. However making basic movement difficult *without any reason* is just kinda dumb. KBD is emergent gameplay, and one that the devs have been aware of and know the prevalence of. They are also aware that they are needlessly difficult to execute and just hurt the gameplay experience as the more stingy the game is to control the less decisions a player can make around the actual fighting system. Reducing that allows the game to increase player retention and instead of making players have to do hand gymnastics, and take that out of the mental stack altogether so that the fighting system is more engaging. You shouldn't have to struggle with your controls. It's the quarter munching arcade game philosophy that sometimes severely holds FGs back from evolving and improving in the modern day.
@@topvillainy maybe we should raise the skill ceiling in other games by making players do some weird input to be able to move anywhere, lets try call of duty first
A good analogy is dribbling is basketball. I think the existence of a rewarding mechanic for skill expression makes a great game. They've arrived at a great compromise here
2 things i noticed as well. 1. With this new change in place, it'll make it easier for newer players to make a lot of distance. However, escaping from range 0 to 2 will probably still require a backdash cancel. 2. Characters with sways are completely unaffected by this change. Backsway cancels are by far the quickest way to make distance
I always feel like KBD has been the albatross around Namco's neck. If I recall correctly players complained about the KBD exploit in Tekken Tag leading to its decimation in Tekken 4. But then people realised how shitty Tekken 4 movement was without it. And so it came back. I always wondered if this solution should have been implemented all the way back in 2002 instead - remove KBD and make regular backdashes as useful as KBD. And perhaps KBD would just be a bit of old Tekken trivia. But its been almost 20 years and now KBD is so ingrained into the fabric of high level Tekken they cant ever get rid of it. it seems theyre still struggling to find out how to balance this exploit and try to keep Pro players and casual players happy. Perhaps this is the best solution
Movement cancels are fundamental to tekken's engine, it's how wavedashes, sidestep blocks, and literally every non-attack-button action behaves. I think this is one of the best solutions for sure, and it would be cool if movement cancels were truly fluid in addition to having this new feature
I’m glad I watched this video. I can’t play Tekken without KBD. The way I see it KBD is the equivalent of canceling in Street Fighter which became a staple in the series from a unforeseen bug. Being able to move with fluidity is a big deal in this game.
It’s also one of the reasons that low level tekken is so utterly crap. Nobody wants to have to spend hours practicing a basic movement technique that some people find they can’t do anyway
This video was the first time it occured to me that giving Tekken good rollback will probably require more effort than most games. If we need to lose some minor stuff here and there for better online, I think it's a worthwhile tradeoff.
If we can get a good online I do think it's a good trade-off, but this and the previous network test do not have me convinced. I still get 4 bars from eastern europe to the UK and Spain, It still feels like shit to play people outside of like a country over at most.
That's not the only issue. Rollback essentially simulates all available options from your character's current state. 2D games have it significantly easier to simulate all states since both players move on a single axis. Tekken being 3D requires the rollback to take into account each character's current positioning and the direction they are facing
@@krazanas That isn't how rollback works, it just holds the last input you received from your opponent and corrects their position when you receive their new inputs. It's not simulating every possible thing they could do.
I agree with the points you made. Just the fact that it is new player friendly is awesome. Many times I have tried to get people playing Tekken and that was thier main complaint as if the felt they were in mud when back dashing when they were used to quick Backdashes from 2D fighters. Then when I show them you have to KBD and they go like yeah, Im out.
@@Phantom_Zer0 It's not a glitch. Else they have removed that a long time ago. It's part of the Tekken system. They have already made Tekken 7 easier. Now iwr2 is easier. What's next to make ewgf one press of a button move?
@@ojsojs6004 Actually YA. LOL. Just map the right or left stick push button. Usually called L3 or R3, with special style. And you can toggle it really fast. Only Kazuya. Jin is hopkick.
In Tekken 8 movement is overall stronger sibce moves don't track as much and hurt as far for most of the cast. Even with the backwards movement being nerfed i still can use my movement more freely in 8 even against matchups im unfamiliar with. You gotta actually know what your doing on offense to shut down someones movement, which just wasn't the case in 8.
@@alexlobitz219 sounds like you are projecting bud. Id introduce you to my RUclips but who cares, you won't be even a memory after this message lol again stop letting scrubs like this guy add to this game!!
I didn't get access to the first beta CNT so only based on the current beta, I noticed it too compared to 7. I play on a standard dualsense controller and KBD on the dpad hurts my thumb so naturally it gets slower as I play in T7 and get wrecked. I can seemingly do either or in 8, KBD or just mash backwards. I like it, it seems having a good KBD may still be more rewarding which is fine with me as I happen to try doing it out of habit for doing it so long at this point. 10 years in fact.
i dont even play this shit i just clicked on it to figure out what tekken 8 has to do with cock and ball torture and found out it means closed beta test
Movement is the best part of any Fighting game. When I was at the peak of my smash days, it felt like i was on cloud 9 when I had captian falcon moving exactly where I wanted him to go. I haven't gotten there with Tekken yet, but once I get used to this new one, I might feel like
" I really like enjoy the part of the game where I bait them with my movement and hit them when they whiff " The fighting game beginner's discovery of "footsies." Beautiful
I think buffing the back dash even more is for the better because then you do not need to learn KBD at all, and the game becomes accessible to its full potential.
I can't help but be just a little disappointed by the new kbd. A long kbd still has the potential to be cut short, making it useful for both "macro" movements and "micro" movements, depending on your technical ability to get the length you want. This is an obvious observation I feel like but I just really enjoy the dynamic. Making it shorter limits its use as macro movement. I think this really hinders its versatility. It also makes forward movement and combos with great carry stronger (and by virtue, wall pressure), which is probably the intended function of this change. I don't like the idea of being trapped with a mid-dispenser character and having a wimpy kbd, it could make for very belligerent neutral, but alas. I'm cautiously optimistic though, I think the wall especially will be really fun and very dangerous
People focus on minute mechanics like KBD and spacing, which is fine, but can we adress how abysmall the visibility is in this game? Between the particles, fancy shaders, cameraman being KOd every other hit etc its really hard to see and understand what happens in a match. Granted, it's a noob problem, but as a newbie when someone goes full monkey on your ass not only are you at loss about what to do, but you also have it harder to learn from the loss on the spot.
Its good thing finally they buff the normal backdash to be actually viable and useable. Ofc KBD still better but not as must to learn compared to all previous tekkens. Bamco did good on this one.
Being honest, my korean backdash was kinda sloppy. I could do like 2-3 backdashes, maybe 4, then i lose the speed. Going to tekken 8, i felt like my backdashes werent going far enough to justify the effort compared to just spamming back. I dont feel the need to be the top player, i just wanna play some games with my friends, and all of them arent very good at kbd. To me, this was perfect, as it brought us all to the same ground, since we can now play together without me holding back completely or them getting bodied by movement. Ive been asking for easier backdashes in tekken and finally they gave it to us. Im very happy.
i feel like with this, you can now at least compete in the higher ranks without knowing kbd. so now new players like myself, can focus more on the regular gameplay itself to get good at. and once we have a strong understanding of the normal gameplay, then we can worry about the glitch movement at the end of the road and not the beginning.
@@mydrillasanjay5397I think it's fine to start with a Mishima. I'm pretty sure there's plenty of players who started by learning ewgf before backdash or maybe even general frames. That's how I started off and it was fun because it was just something I wanted to learn just because.
honestly I might try tekken 8 if I have the hardware because of this change, legit the only things that really even put me off tekken in T7 were the fact that I'm used to 2D blocking which is a total inverse of tekken, block low by default to defend lows and mids, and react high for overheads and highs, whereas tekken is block high for highs and mids and eact low, it was just so hard to get used to that, and the other big thing was backdashing felt so clunky, like even the worst backdashes in guilty gear and street fighter didn't feel as bad to me as tekken, and KBD really didn't seem worthwhile to learn, just to be able to do what every other game lets me do as long as I know how to double flick/double tap and now that 1/2 of those problems are gone and the only struggle is gonna be learning the different blocking mechanics, I think I may actually be able to enjoy it and have a good time with tekken....... provided of course they don't bring back Eddy...... Hate that guy and his spinny split kick from hell
Another win for player retention, that doesn't compromise the integrity of the fighting system, and honestly is something longtime players have been asking for as well.
I’ve been a proponent of technical movement techniques like KBD because of how they give new players something concrete to measure their progress by. As a new player, you can’t really tell if your spacing, decision-making in neutral and those sorts of things are improving, but you can sure as hell tell that your movement is way cleaner than it was last week, and that keeps you engaged. Tekken having better backdashes as a base is actually something I’ve wanted for a long time, since it does exactly what you and others have said: it lets new players play that very baseline level of footsies that actually somewhat resembles Tekken while still leaving space for them to work towards the more technical and powerful movement option. I would still prefer Tekken On Ice as far as movement goes, but I think Tekken 8 is making some fairly sensible decisions for what it’s trying to be
@@shafir2 maybe only on PC? I’ve been playing on console PS4/PS5 since release and have never come across a teleporting opponent due to rollback or lag or whatever it’s called. But I’m definitely it has happened to a lot of people.
Movement isn’t too bad to me, just played this morning. Kbds don’t feel the same but it stills feel hella responsive. I like the wider side steps (goes well with my playstyle) I’ve noticed CD feels easier to do. I’m on PC(4K 3080), but it has its moments when it feels off in matches, not a deal breaker
why do you want to keep the execution for something that wasn't even part of the intended game design? backdash cancel should have never been a thing. I'm all for having a regular backdash that is good (like in every other game) instead of the need of a "skill" for something that should have never existed.
Hey man how are you feeling, is your arm better? I also have been feeling pain from tendinitis in my left hand but it must be because of working out and the weather is getting colder, its the price of getting old i guess 😂. I love your videos analysing things, i hope you make some kind of tutorials for T8, that would be nice. Thank you for this one i appreciate it.
I appreciate the nerf honestly it helps pad players with all the different controller types and still gives stick players that little speed boost instead of getting rid of it completely
Honestly so glad they made that change with KBD, I had to play T7 on a keyboard just to be able to do KBD properly, my thumbs are too small to do the inputs on a controller.
Awesome video and very glad Tekken 8 is moving back dashing into this line of light. I've been playing the series since Tekken 3 so I'm not new, but the criticality of KBD in Tekken 7 limits players ability to rise up - and I say this mainly because on PS4/5, there's no way my wrist or my thumbs can tactically do KBDs regardless of the practice time. And like you displayed, the regular back dash in T7 is atrocious to the point where higher level play is next to impossible without KBD. The change helps new players or players like me with thumbs that can't go fingerbanging the dpad
Players that can kbd are still gonna have a significant advantage. Especially when it comes to whiff punishing the opponent spamming a characters moves that get heat to activate, which is guaranteed to be what the meta is. Get a stick or a lever less and learn it bro
@@jaykelley103 KBD was an unintentional by product and now it's mostly removed in tekken 8. It was obviously beyond developers intent. Now he doesn't have to learn it, something that was goofy as hell to begin with. "Buy a better controller and learn it🤓" annoyance
Correct me if I'm wrong but isn't it simply bb d, bb d but now you can buffer it like ss? Because if it is it is a very good change for options to counter spamers cuz it means you are also faster starting backwalk . If someone mindlessly spam one like df1 can just buffer sidestep on block and punish. For creating distance tu punish pedictible patterns from your opponent it is harder to do in 7 cuz if you do slow kb then cancel it into bb you I pretty much freezed for moment if you dont do d and hold b and you can accidently get qcb. But now in the same situation you can be wanted for your read because you will most likely create enough distance to whiff punish oponent.
I see this as ending up like sfv simple inputs. People said simple inputs were not as good as classic ones but now they are on par with each other. Well hopefully this change doesn't invalidate the work people put in for actual KBD.
I seriously believe Korean Backdash is the biggest barrier to any Tekken player to have a chance in medium - high level play. As a casual, let's imagine I just want to sit on an arcade, and fight someone for the fun of it. I'm not going to spend so much time learning how to KBD, stick with the fundamentals, and this is the solution that wins em all. :)
I don't think it is. There's a lot of micro variations in many situations in Tekken, and the muscle memory-level familiarity with those interactions is much harder to acquire than a functional backdash cancel
This is the kinda comment that make me wish online was locked to players (after a certain rank) until they can show they can consistently KBD in practice mode. KBD isn't a barrier, it's a tool that teaches you the importance of spacing and it helps you learn how to really space properly. I wish people stopped viewing proper movement as this "super advanced and difficult thing to learn". It's just a mental block you've created for yourself before you've even tried learning it.
I've not really bothered with Tekken since Tekken 4, Ive always tried the newer games and not liked them. Picking up 8 I was expecting not to like it again but I immediately felt the difference in movement and fluidity whilst it's still really challenging in the hardest levels. Now it makes sense why. This one is going to pull a lot of OG fans back in and a lot of new fans
i guess they made perform easier most of moves , let me give an example , , back - forward punch or kick moves , i cant perfom these moves on tekken 7 , tried tekken8 closed beta , it was super easy
Tekken 8 is everything I wanted it to be so far in terms of gameplay. Sure there's some bullshit to deal with but movement being stronger overall just makes figuring out your options all the more enjoyable.
this will help scrubs like me who don't have the hand dexterity to even do KBD. Thats why i play Tekken. Because i can't do street fighter combos to supers (fireball into super fireball, which are basically 3 quarter circles in extremely fast succession)
You can use the first quarter circle as part of your super input. Instead of 236P 236 236P you can do 236P 236P and it still counts. Blew my mind when I first found out.
i think regular backdashing being good is a great feature for new players, but i still think KBDs should be relevant and speed up your ability to retreat. i still really want strong movement in this game. we're still fighting nukes in tekken 8. jin's max damage combo in tekken 8 does 90% health rn.
I think using normal backdashes will be strong even at pro level too. When you're a little too close for comfort, you now have the option to backdash out of your opponent's pressure slightly slower but without the risk of getting clipped during the crouch.
@@JJEHUTYY i am a traditionalists and a purists when it comes to games and i would oppose any change to a system to make the game easier. The problem here is tha KBD is basically a glitch and not a system, it was not supposed to be how the game is played, so them trying to fix it without angering those who use it is the right thing to do. It is not baby mode, baby mode is Modern cotrols in Street Fighter 6, that's for lazy people, forcing people to learn glitches to be competitive is nonsense and would have been removed in any other competitive game.
@@Phantom_Zer0 its not a glitch because walking back side stepping is instant. So all you do is backdash cancel into crouch or sidestep fast & repeat this to get KBD its not a glitch its just an Exploited movement from something already there which gradually became its own thing. Tons of pros play WITHOUT this so the option to learn is there. like don't cry about people who put in the work and CAN utilize it.
Wait low parry got changed? Where do i see these changes/learn how to do them didnt see in the beta and the battle tutorial was just ok. Wonder if teching throws is different (i wouldn't know if they did change bc im trash at them to begin with XD)
YESS DOOD - i've been skipping out on the past few Tekken games JUST BECAUSE OF THIS. Theres NO reason it should be as complicated (and required) as it is in T7. Might actually play this one tbh.
I'm hoping cross play feels good when t8 comes out. Im on ps5 and it felt like PC opponents had lag. It's concerning to hear that PC responds better than platform hopefully this doesn't make cross play unplayable. As far as the movement, I think nerfing kbd and buffing regular backdash could change things at high level gameplay. It will be interesting to see if players like Arslan are stronger on infinite stages in t8
Good compromise tbh. Players who know how to kbd aren’t affected but players who don’t know can use something that’s inferior but much easier to pull off. Excellent game design and perfect to set up that feeling of “damn I wanna learn that” for intermediate players looking to level up.
100%
you just repeated what he said 😂pls
@@PhiDX players who can backdash are affected because all of the work they put in to gain movement advantage is diminished as with electrics and running moves.
@@internetmemeplace6886 all I do is KBD trust I'm suffering too LOL
@@PhiDX this change is because "it would look weird in rollback" . They literally remove Tekken DNA, f them for this .. and yeah I feel you
Im more suprised by them taking out the universal tackle and mounts than anything else.
That's what I'm saying. I think they got rid of it because they're basically useless in the higher levels of the tournament scene, where players can parry or break them like nothing.
I was definitely hoping they were gonna refine and further complexify the ground and wall splat mechanics. Tekken always comes to life when the characters are mixing it up against the wall.
That’s interesting. May give the characters that had them specifically in their movelists a little more unique. Of course, it also means doing arm at reversals is probably no longer a thing or will be rare
A very legacy mechanic which is very hard to counter if you're not a pro. To much homework for new coming players tbh. So far Tekken 8 feels very fresh. They kinda cut out the redundant stuff out while adding new. It is a very good decision as some players already pointed out how for example convoluted SF6 is because of a huge stack of different mechanics which overwhelmes a players mind. I wish they'd also remove rage arts as they create that exact feeling of piling up together with Heat as you have to now consider both Heat smash and Rage Art in the same round unlike in T7 where it is one or the other.
The original anti backdash
Wait what !? Nooooooooo
Tekken players are really going to have their world rocked by this new "move your character with the control stick" technique
You mean I don't have to input this Konami code that is harder than most special moves in the game just to move my dude backwards? NANI!?
Im so fucking pumped to be able to dodge finally 😂
What are you yapping about rn😂
It feels a bit sad that such a legacy mechanic that's been present since tekken 1 is useless now, and it's not really that hard
@@jestyo0o this exactly! Everyone here acting like the KBD is a secret technique only learnable by monks who seclude themself away from society to practice it...I spent 3 days about 5 hours total trying to learn it and by the 5th hour I had a somewhat clean KBD on dualshock joystick as well which I'm told is the hardest input method.
I don't particularly care either way if it's necessary or completely useless, I'll adapt either way but the discourse around this change has been downright baffling
Holding the last B in order to have more distance covered by the backdsh will reduce the risk of a wrist injury as well.
Quality of life change there
as someone who isnt very good at tekken and got into this beta, i felt the change sooooo quick. and honestly, i really like it! tekken 8 as a whole feels so fluid and just moving around feels so much better imo. also being able to do while running inputs a bit easier is honestly something i really really like
You being trash and rewarded for it is the downfall of this game . Go play.strive
OG's ain't gon like this comment 😂
@@Jetanium honestly yea i figured but for a newer player it feels much more accessible and easy to move around in. when playing tekken 7 i felt characters that could just press on me i could do nothing about because i couldn't disengage fast enough. it made playing in lower ranks against quick characters really frustrating.
Cool! Back when I started with TTT2, learning to KBD was the biggest edge I ever got in low ranks (where I belong). Back then even just holding back didn't give you the T7 back walk. Like, I spent two evenings learning this parlor trick and suddenly was bodying everyone. Which felt unfair, tbh. No amount of labbing will help you if your opponent can run circles around you. I liked the removal of the old back roll too. That shit was straight up trap.
@@bennymountain1that old back roll was insanely bullshit, the fact that you had to press up then block just for getting up without tech catch is insane
Idiots in comment section that will play this game for 1 month then quit: I love this I hate having to learn how to do X movement shouldn’t be hard in any game!!
Yes people should be able to move easier but they shouldn’t ever remove KBD.
Meanwhile Soul Calibur(essentially simplified tekken) was dead on arrival. They already made a game for people that want everything to be mindnumbingly simplified but looks like nobody wants to play it.
Backdash is not the reason why you will quit tekken. The reason why you will quit is because you are going to go up against cheese characters with cheesy strings, you will get mixed up and you will be helpless. Will you try to learn how to counter this? Nope you will just get frustrated. Given the fact that you cannot learn how to do a simple down, up input(kbd notation is overly complicated to someone that can’t read it just know when you actually know how to do it it’s literally 2 simple motions) I highly doubt you are going to learn how to deal with the actually insane stuff in this game.
Dumb argument number 2: It’s a glitch!!! It SHOULDN’T EVEN BE IN THE GAME!!!
Not to mention that this isn’t ever something that somebody that actually plays these games would ever say but let’s just apply this type of thinking universally. “Dude dunking shouldn’t even be in basketball it’s literally a glitch!!! Dude dribbling shouldn’t be in basketball it’s another glitch!!”
High skill players will always find exploits and techniques to further increase the skill gap between themselves and newcomers it’s called emergent gameplay and it’s up to the community to decide what is or isn’t desired. If you don’t like the rules of the NBA you can go play elsewhere if you don’t like the rules of tekken well there are hundreds of other games you can play. The community has decided that they enjoy the Korean Backdash and it’s not going anywhere. The worst thing that can happen to this game is if Namco decided to listen to a bunch of people that don’t even play the game and orient themselves towards valuing the opinion of people that don’t even participate or support them. Imagine if the NFL started listening to non football players/fans and allowed their opinions to influence rule based decision making(oops bad example) I mean well what if the politicians in america decided to overestimate the opinions of outsider non citizens or rich clout chasers at the behest of actual ordinary american citizens(oops another bad example) see where I’m going here?
Exactly. Lowering skill ceiling and remove skills from the game is terrible. Movement is one of the big things in any game, and there should 100% have hard and advanced technique in any single game. It's up to the players to learn them, not the game to baby sit them.
I feel like without the KBD, spacing in T8 won’t be as much of a factor as it was in previous games. It looks like wavedashing & regular forward movements have been untouched.
That on top of better sidestepping & the heat mechanics, definitely forces us to play more aggressive, neutralizing the spacing/defense game a bit.
It’s still there, it’s just that people can use the great value version now, so spacing is better for all skill levels.
Dude please go to the mode where the game allows you to practice sample combos. You can practice freely without searching for a match.
Where is this?
You can't yet. Full Practice Mode isn't available. You can only practice or try combos while watching for a ranked match
@@LBS851Go to combo practice and don't do the combo right?
@LBS851 If you pause the game while searching, and go to combo challenges, you can just practice freely without searching for a match.
@@escmousedownclickmousedown7851 I don't remember exactly how to get to it, but if you pause the game while searching, you can go to a combo challenge mode and practice without searching for a match
So it went from zoom zoom tool and micro-spacing to just heavier micro-spacing, I don't think I mind it since this is exactly how I use it anyways.
Man I’m loving the beta so far. I’m a Jin and Kazuya main, I’ve actually won quite a few matches uses those 2. It’s funny because I get my ass kicked with any other character.
Not bad for my first time playing 8. So much better than 7, but I don’t know why they took away Jin’s Kazama style 5 hit combo from 7.
Easy parry and it was in since 5 btw
@@Warsheep2k6 since 4.
You can get it still just starts with ws input. Its still there
@random_guitar_dude3817 yeah. It's 6 hits while rising now.
Kazama style 6hit WS now, so do it from a wavedash.
harda has gaslit the tekken community into thinking its harder to do rollback in 3d
^
This, it's sad...
Harada is lazy. Plain and simple.
I think the only thing they makes rollback harder to make is detail in the animation.
slight nerf to back dash and buff to sidestep seems OK to me for now. We’ll see though.
Back dashing literally got buffed. Did you not watch the video?
@@Wizard_Lizard_they probably meant in terms of distance, not speed.
@@Wizard_Lizard_ Korean Backdash is substantially worse, only normal backdash is better, but overall this is a big movement nerf to the game.
@@alphaamigo9688tbh the backdash distance arent that bad with the nerf. More or less seems like no nerf at all if u can just literally spam back lol
@@nabedesu7708you've never played Tekken at a high level and it shows
IMO back dash cancelling is a quite contrived solution for a problem that should have never existed in the first place. If your game design requires to have a slow backdash, then bdc shouldn't be allowed at all. If your game doesn't require a slow backdash, then the backdash should be easy and fast by default. Making such an execution gate an unspoken requirement for serious gameplay is like forcing a pianist to play the piano with gloves: a huge skill check with no real purpose. I'm glad it is not as prevalent as before. Hope it totally dissapears with the next patch.
Facts. At least they are bufing normal backdash a lot now. But they prob scared to make it better than KBD as its a "glitch" that they known and kept in basically almost whole tekken franchise lifespan at this point.
They are scared to make normal backdash become as good or close as good as KBD.
Sounds like a skill issue. Just lowering the skill ceiling, there was nothing wrong with KBD
Not really tbh. Fighting games have multiple aspects that can be limited to skill checks such as 1F links for optimal combos.
However making basic movement difficult *without any reason* is just kinda dumb.
KBD is emergent gameplay, and one that the devs have been aware of and know the prevalence of. They are also aware that they are needlessly difficult to execute and just hurt the gameplay experience as the more stingy the game is to control the less decisions a player can make around the actual fighting system.
Reducing that allows the game to increase player retention and instead of making players have to do hand gymnastics, and take that out of the mental stack altogether so that the fighting system is more engaging.
You shouldn't have to struggle with your controls. It's the quarter munching arcade game philosophy that sometimes severely holds FGs back from evolving and improving in the modern day.
@@topvillainy maybe we should raise the skill ceiling in other games by making players do some weird input to be able to move anywhere, lets try call of duty first
A good analogy is dribbling is basketball. I think the existence of a rewarding mechanic for skill expression makes a great game. They've arrived at a great compromise here
2 things i noticed as well.
1. With this new change in place, it'll make it easier for newer players to make a lot of distance. However, escaping from range 0 to 2 will probably still require a backdash cancel.
2. Characters with sways are completely unaffected by this change. Backsway cancels are by far the quickest way to make distance
Honestly the change to startup speed for KBD made so much sense with the idea of it also being for making rollback less teleporty
I always feel like KBD has been the albatross around Namco's neck.
If I recall correctly players complained about the KBD exploit in Tekken Tag leading to its decimation in Tekken 4. But then people realised how shitty Tekken 4 movement was without it. And so it came back.
I always wondered if this solution should have been implemented all the way back in 2002 instead - remove KBD and make regular backdashes as useful as KBD. And perhaps KBD would just be a bit of old Tekken trivia.
But its been almost 20 years and now KBD is so ingrained into the fabric of high level Tekken they cant ever get rid of it. it seems theyre still struggling to find out how to balance this exploit and try to keep Pro players and casual players happy.
Perhaps this is the best solution
Movement cancels are fundamental to tekken's engine, it's how wavedashes, sidestep blocks, and literally every non-attack-button action behaves. I think this is one of the best solutions for sure, and it would be cool if movement cancels were truly fluid in addition to having this new feature
@PhiDX just make everyone runs around like in SoulCalibur! No need to KBD when you can run like an Olympic Medalist.
@@HolySok being able to run around freely in Tekken feels like being able to carry the ball in basketball
@@PhiDX well that was more of a joke really
@@HolySok lol in these comments it is hard to tell 🤣
It took me 20 years to get as good as I got..I swear if they take the kdash out...well they did it before and it didn't go well..
I’m glad I watched this video. I can’t play Tekken without KBD. The way I see it KBD is the equivalent of canceling in Street Fighter which became a staple in the series from a unforeseen bug. Being able to move with fluidity is a big deal in this game.
It’s also one of the reasons that low level tekken is so utterly crap. Nobody wants to have to spend hours practicing a basic movement technique that some people find they can’t do anyway
For me it took 8 weeks to master it
one day KBD will be removed, the game will be better and you will be happy
This video was the first time it occured to me that giving Tekken good rollback will probably require more effort than most games. If we need to lose some minor stuff here and there for better online, I think it's a worthwhile tradeoff.
Aint a tradeoff, its a sacrifice for the better good for onlone experience lol
If we can get a good online I do think it's a good trade-off, but this and the previous network test do not have me convinced. I still get 4 bars from eastern europe to the UK and Spain, It still feels like shit to play people outside of like a country over at most.
That's not the only issue. Rollback essentially simulates all available options from your character's current state. 2D games have it significantly easier to simulate all states since both players move on a single axis. Tekken being 3D requires the rollback to take into account each character's current positioning and the direction they are facing
@@krazanas That isn't how rollback works, it just holds the last input you received from your opponent and corrects their position when you receive their new inputs. It's not simulating every possible thing they could do.
Yeah maybe for online but not offline
What do you mean I'll be able to backdash fast without getting clipped by random mid launchers while I crouch to cancel the backdash? :O
I agree with the points you made. Just the fact that it is new player friendly is awesome. Many times I have tried to get people playing Tekken and that was thier main complaint as if the felt they were in mud when back dashing when they were used to quick Backdashes from 2D fighters. Then when I show them you have to KBD and they go like yeah, Im out.
Being able to actually properly backdash by tapping back should have been a thing for years now. At least the devs *finally* fixed it.
I agree, KBD is basically a glitch that people got used to, it was not supposed to be how the game is played.
@@Phantom_Zer0 It's not a glitch. Else they have removed that a long time ago. It's part of the Tekken system. They have already made Tekken 7 easier. Now iwr2 is easier. What's next to make ewgf one press of a button move?
@@ojsojs6004Well, just like wavedash, it was an oversight but because players loved those mechanics, they kept them in
@@ojsojs6004 Actually YA. LOL. Just map the right or left stick push button. Usually called L3 or R3, with special style. And you can toggle it really fast. Only Kazuya.
Jin is hopkick.
@@creeper20psyeah that doesn't give you a just frame, otherwise it would be broken
In Tekken 8 movement is overall stronger sibce moves don't track as much and hurt as far for most of the cast. Even with the backwards movement being nerfed i still can use my movement more freely in 8 even against matchups im unfamiliar with. You gotta actually know what your doing on offense to shut down someones movement, which just wasn't the case in 8.
As a spectator i've always hated it because it looks so stupid. Tekken 8 might be the first one I play beyond the initial release month.
very positive change imo, reduces gatekeeping
So you want bums to keep up with the best. Let's see how long a game like that last lmfao
@@sky-oq5mr well you'll be a bum forever so you should be happy about this
@@alexlobitz219 sounds like you are projecting bud. Id introduce you to my RUclips but who cares, you won't be even a memory after this message lol again stop letting scrubs like this guy add to this game!!
Ong @@sky-oq5mr
I didn't get access to the first beta CNT so only based on the current beta, I noticed it too compared to 7. I play on a standard dualsense controller and KBD on the dpad hurts my thumb so naturally it gets slower as I play in T7 and get wrecked. I can seemingly do either or in 8, KBD or just mash backwards. I like it, it seems having a good KBD may still be more rewarding which is fine with me as I happen to try doing it out of habit for doing it so long at this point. 10 years in fact.
i dont even play this shit i just clicked on it to figure out what tekken 8 has to do with cock and ball torture and found out it means closed beta test
Movement is the best part of any Fighting game. When I was at the peak of my smash days, it felt like i was on cloud 9 when I had captian falcon moving exactly where I wanted him to go. I haven't gotten there with Tekken yet, but once I get used to this new one, I might feel like
KBD always sucked. They should just remove it entirely.
" I really like enjoy the part of the game where I bait them with my movement and hit them when they whiff " The fighting game beginner's discovery of "footsies." Beautiful
I think buffing the back dash even more is for the better because then you do not need to learn KBD at all, and the game becomes accessible to its full potential.
yea how about auto combos? what next auto win?
I can't help but be just a little disappointed by the new kbd. A long kbd still has the potential to be cut short, making it useful for both "macro" movements and "micro" movements, depending on your technical ability to get the length you want. This is an obvious observation I feel like but I just really enjoy the dynamic. Making it shorter limits its use as macro movement. I think this really hinders its versatility. It also makes forward movement and combos with great carry stronger (and by virtue, wall pressure), which is probably the intended function of this change. I don't like the idea of being trapped with a mid-dispenser character and having a wimpy kbd, it could make for very belligerent neutral, but alas. I'm cautiously optimistic though, I think the wall especially will be really fun and very dangerous
People focus on minute mechanics like KBD and spacing, which is fine, but can we adress how abysmall the visibility is in this game? Between the particles, fancy shaders, cameraman being KOd every other hit etc its really hard to see and understand what happens in a match. Granted, it's a noob problem, but as a newbie when someone goes full monkey on your ass not only are you at loss about what to do, but you also have it harder to learn from the loss on the spot.
No I actually agree. Even with experience it is hard to see what is hitting me while I'm learning a new character
Calling "spacing" a minute mechanic in a fighting game is like calling punching a minute mechanic in boxing.
@@SlCKNESS_ I meant kbd to do spacing, but your analogy is gold xD
Just gonna spin around randomly as Yoshimitsu anyways
LMAO
Its good thing finally they buff the normal backdash to be actually viable and useable. Ofc KBD still better but not as must to learn compared to all previous tekkens.
Bamco did good on this one.
I was actually thinking "wow it's actually hard to learn korean back dash because regular backdash is really fast"
Being honest, my korean backdash was kinda sloppy. I could do like 2-3 backdashes, maybe 4, then i lose the speed. Going to tekken 8, i felt like my backdashes werent going far enough to justify the effort compared to just spamming back. I dont feel the need to be the top player, i just wanna play some games with my friends, and all of them arent very good at kbd. To me, this was perfect, as it brought us all to the same ground, since we can now play together without me holding back completely or them getting bodied by movement.
Ive been asking for easier backdashes in tekken and finally they gave it to us. Im very happy.
i feel like with this, you can now at least compete in the higher ranks without knowing kbd. so now new players like myself, can focus more on the regular gameplay itself to get good at. and once we have a strong understanding of the normal gameplay, then we can worry about the glitch movement at the end of the road and not the beginning.
I was never intimidated by kbd or wavedashing anyway so it doesn't matter to me.
Why is this so hard on PS5 pad ??
I was able to do it on PS4 and PS3 pad.......
Gonna basically be my first Tekken would love help gonna play Kazuya
Where are you coming from?
dont start on a mishima haha
You must master the art of the
DOOR-E-YAHHHH
@@mydrillasanjay5397I think it's fine to start with a Mishima. I'm pretty sure there's plenty of players who started by learning ewgf before backdash or maybe even general frames. That's how I started off and it was fun because it was just something I wanted to learn just because.
It’s going to be tough on that character just know that
honestly I might try tekken 8 if I have the hardware because of this change, legit the only things that really even put me off tekken in T7 were the fact that I'm used to 2D blocking which is a total inverse of tekken, block low by default to defend lows and mids, and react high for overheads and highs, whereas tekken is block high for highs and mids and eact low, it was just so hard to get used to that, and the other big thing was backdashing felt so clunky, like even the worst backdashes in guilty gear and street fighter didn't feel as bad to me as tekken, and KBD really didn't seem worthwhile to learn, just to be able to do what every other game lets me do as long as I know how to double flick/double tap and now that 1/2 of those problems are gone and the only struggle is gonna be learning the different blocking mechanics, I think I may actually be able to enjoy it and have a good time with tekken....... provided of course they don't bring back Eddy...... Hate that guy and his spinny split kick from hell
"We are not doing normals things on this channel" felt like home 😢❤
just a reminder 90% of players don’t know what a korean backlash is just saying.
Hey man I'm pretty sure we fought online yesterday(or it was someone with a similar name), it was super fun! Great video!
Another win for player retention, that doesn't compromise the integrity of the fighting system, and honestly is something longtime players have been asking for as well.
I'm probably in the minority, but I'm so glad they took this out.
You are in the large majority 🤣
I’ve been a proponent of technical movement techniques like KBD because of how they give new players something concrete to measure their progress by. As a new player, you can’t really tell if your spacing, decision-making in neutral and those sorts of things are improving, but you can sure as hell tell that your movement is way cleaner than it was last week, and that keeps you engaged. Tekken having better backdashes as a base is actually something I’ve wanted for a long time, since it does exactly what you and others have said: it lets new players play that very baseline level of footsies that actually somewhat resembles Tekken while still leaving space for them to work towards the more technical and powerful movement option. I would still prefer Tekken On Ice as far as movement goes, but I think Tekken 8 is making some fairly sensible decisions for what it’s trying to be
Love this take. Completely agree
Teleport?! I’ve never seen my opponent teleport
It happened to me
@@shafir2 maybe only on PC? I’ve been playing on console PS4/PS5 since release and have never come across a teleporting opponent due to rollback or lag or whatever it’s called. But I’m definitely it has happened to a lot of people.
ye im on pc, it has more issues@@kiweeltyler3586
Basically more fun with less if not prevention of carpal tunel. Devs thinking of players health is a W.
New outro goes crazy ! 😂
Sht I was wondering why my back KBD wasn’t working gotta get use to it 😢
i look forward to the release, i tried with tekken 7 but i guess "i was just to late", so i hope for a fresh start with 8 soon
Movement isn’t too bad to me, just played this morning. Kbds don’t feel the same but it stills feel hella responsive. I like the wider side steps (goes well with my playstyle) I’ve noticed CD feels easier to do. I’m on PC(4K 3080), but it has its moments when it feels off in matches, not a deal breaker
Maybe you just have a bad kbd.
@@forsak3n749 lmao how? Never said I had problems
@@forsak3n749 what rank are you
@@isaacgree Tekken god.
@@forsak3n749 I’m a mighty ruler . Look me up Vervongolagreen. I play Miguel, I can kbd lol
Another interesting topic you could cover is the generic d4 change.
What change is that?
@@reirei_tkgeneric d4 is -4 on hit and -15 (launch punishable) on block (before it was -2 and -14).
why do you want to keep the execution for something that wasn't even part of the intended game design? backdash cancel should have never been a thing.
I'm all for having a regular backdash that is good (like in every other game) instead of the need of a "skill" for something that should have never existed.
I got the beta code and didn't play a single second. I got turned off by the game. It feels like shit
its good to use regular backdashes along kbd so this is fantastic.
Got into the beta Wooo! Scary post there, people will not be happy if KBD is really dead.
Hey man how are you feeling, is your arm better? I also have been feeling pain from tendinitis in my left hand but it must be because of working out and the weather is getting colder, its the price of getting old i guess 😂.
I love your videos analysing things, i hope you make some kind of tutorials for T8, that would be nice. Thank you for this one i appreciate it.
This really is a tekken 8 CBT
why they dont want my left hand to feel like a vibrator when im playing , its a mystery to me
We already had fucking sidestep and it works as it should again. Nothing but fair if it will be better on the netcode.
I appreciate the nerf honestly it helps pad players with all the different controller types and still gives stick players that little speed boost instead of getting rid of it completely
fuck yes, I am so thankful that they finally implement this. It's just so impractical and complex
This change makes me want to use arcade stick more than a d-pad
my wrist is thankful for this.
Honestly so glad they made that change with KBD, I had to play T7 on a keyboard just to be able to do KBD properly, my thumbs are too small to do the inputs on a controller.
great vid
Looks like it’ll be easier for beginners to learn spacing while still keeping KBDs effective for players with the skill.
Speedkicks is fuming right now
Awesome video and very glad Tekken 8 is moving back dashing into this line of light. I've been playing the series since Tekken 3 so I'm not new, but the criticality of KBD in Tekken 7 limits players ability to rise up - and I say this mainly because on PS4/5, there's no way my wrist or my thumbs can tactically do KBDs regardless of the practice time. And like you displayed, the regular back dash in T7 is atrocious to the point where higher level play is next to impossible without KBD. The change helps new players or players like me with thumbs that can't go fingerbanging the dpad
Tag 2 and Tekken 6 had better Movement than Tekken 7
Players that can kbd are still gonna have a significant advantage. Especially when it comes to whiff punishing the opponent spamming a characters moves that get heat to activate, which is guaranteed to be what the meta is. Get a stick or a lever less and learn it bro
@@jaykelley103 KBD was an unintentional by product and now it's mostly removed in tekken 8. It was obviously beyond developers intent. Now he doesn't have to learn it, something that was goofy as hell to begin with. "Buy a better controller and learn it🤓" annoyance
@@jaykelley103 cry
My directional 4 is gonna get really fuucked.
Correct me if I'm wrong but isn't it simply bb d, bb d but now you can buffer it like ss? Because if it is it is a very good change for options to counter spamers cuz it means you are also faster starting backwalk . If someone mindlessly spam one like df1 can just buffer sidestep on block and punish. For creating distance tu punish pedictible patterns from your opponent it is harder to do in 7 cuz if you do slow kb then cancel it into bb you I pretty much freezed for moment if you dont do d and hold b and you can accidently get qcb. But now in the same situation you can be wanted for your read because you will most likely create enough distance to whiff punish oponent.
Bb~d still gives sidestep
@@PhiDX I know but i mean in stressful moments you got more back mobility.
I see this as ending up like sfv simple inputs. People said simple inputs were not as good as classic ones but now they are on par with each other. Well hopefully this change doesn't invalidate the work people put in for actual KBD.
I seriously believe Korean Backdash is the biggest barrier to any Tekken player to have a chance in medium - high level play. As a casual, let's imagine I just want to sit on an arcade, and fight someone for the fun of it. I'm not going to spend so much time learning how to KBD, stick with the fundamentals, and this is the solution that wins em all. :)
I don't think it is. There's a lot of micro variations in many situations in Tekken, and the muscle memory-level familiarity with those interactions is much harder to acquire than a functional backdash cancel
This is the kinda comment that make me wish online was locked to players (after a certain rank) until they can show they can consistently KBD in practice mode. KBD isn't a barrier, it's a tool that teaches you the importance of spacing and it helps you learn how to really space properly. I wish people stopped viewing proper movement as this "super advanced and difficult thing to learn". It's just a mental block you've created for yourself before you've even tried learning it.
I've not really bothered with Tekken since Tekken 4, Ive always tried the newer games and not liked them. Picking up 8 I was expecting not to like it again but I immediately felt the difference in movement and fluidity whilst it's still really challenging in the hardest levels. Now it makes sense why.
This one is going to pull a lot of OG fans back in and a lot of new fans
fam got me kbd still here
i guess they made perform easier most of moves ,
let me give an example , , back - forward punch or kick moves , i cant perfom these moves on tekken 7 , tried tekken8 closed beta , it was super easy
I don’t even play Tekken but this was a great video lol made me want to play some Tekken
As someone with incredibly robotic KBD, this genuinely concerns me
Bro i hate this so much
KBD will one day be removed, and you will be happy
Tekken 8 is everything I wanted it to be so far in terms of gameplay. Sure there's some bullshit to deal with but movement being stronger overall just makes figuring out your options all the more enjoyable.
He said the movement is weaker
I don't have the beta access. Does KBD still has the block advantage over normal BD ?
My KBD is ass and it always frustrates me so I'm here for this change lmao
im struggling with how to dash forward without doing a full run
Try ninas backwards snake step that shit us hilariously fast you cant run after her with kings f3+4 xD
this will help scrubs like me who don't have the hand dexterity to even do KBD. Thats why i play Tekken. Because i can't do street fighter combos to supers (fireball into super fireball, which are basically 3 quarter circles in extremely fast succession)
Yea kbd is hard. I can do it but I'm not gonna lie I'm pretty sure it wore out my dpad fast. This is a great change
You can use the first quarter circle as part of your super input. Instead of 236P 236 236P you can do 236P 236P and it still counts. Blew my mind when I first found out.
i like this guy. he should have more subs
i think regular backdashing being good is a great feature for new players, but i still think KBDs should be relevant and speed up your ability to retreat.
i still really want strong movement in this game. we're still fighting nukes in tekken 8. jin's max damage combo in tekken 8 does 90% health rn.
Thanks for the info Phi
what kind of fightstick are you using?
I think using normal backdashes will be strong even at pro level too. When you're a little too close for comfort, you now have the option to backdash out of your opponent's pressure slightly slower but without the risk of getting clipped during the crouch.
If they want to remove KBD than they should just make regular back dash have the advantages that KBD has.
Definitely something that I, a low skilled player would appreciate a lot.
Boooo
@@clubnightparadeget better
Baby mode
@@JJEHUTYY i am a traditionalists and a purists when it comes to games and i would oppose any change to a system to make the game easier. The problem here is tha KBD is basically a glitch and not a system, it was not supposed to be how the game is played, so them trying to fix it without angering those who use it is the right thing to do. It is not baby mode, baby mode is Modern cotrols in Street Fighter 6, that's for lazy people, forcing people to learn glitches to be competitive is nonsense and would have been removed in any other competitive game.
@@Phantom_Zer0 its not a glitch because walking back side stepping is instant. So all you do is backdash cancel into crouch or sidestep fast & repeat this to get KBD its not a glitch its just an Exploited movement from something already there which gradually became its own thing. Tons of pros play WITHOUT this so the option to learn is there. like don't cry about people who put in the work and CAN utilize it.
Will, Lydia and Fahkumram make it to tekken 8
Wait low parry got changed? Where do i see these changes/learn how to do them didnt see in the beta and the battle tutorial was just ok. Wonder if teching throws is different (i wouldn't know if they did change bc im trash at them to begin with XD)
Low parry now instantly "screw" the character, reducing the low parry combo dmg that we had on T7 by a lot.
didnt know normal backdash got buffed but i do know it felt good using kbd
YESS DOOD - i've been skipping out on the past few Tekken games JUST BECAUSE OF THIS. Theres NO reason it should be as complicated (and required) as it is in T7. Might actually play this one tbh.
*Angry Tekken Players:* But i had to learn this thing that should have been patched out 4-5 games ago, so should you >:(
@@MoseTM tekken players like tekken mechanics its a hard concept for people like you i guess
Tekken players also like wrist damage, i guess. @@drogoz4042
@@drogoz4042 cry
@@MoseTM based
some of the players feels like teleporting when moving away hahahaha. its pretty weird
I'm hoping cross play feels good when t8 comes out. Im on ps5 and it felt like PC opponents had lag. It's concerning to hear that PC responds better than platform hopefully this doesn't make cross play unplayable. As far as the movement, I think nerfing kbd and buffing regular backdash could change things at high level gameplay. It will be interesting to see if players like Arslan are stronger on infinite stages in t8
Big buff for back sway mains too
But We'll see, it still just a beta and the devs are trying some things for this game