Didn't notice these changes honestly but I did notice two changes myself compared to the last Beta, though they're more visual changes. There's 2 new KO animations where if you get kicked in the leg your character will crumple to the floor favouring the leg and one where if you get hit in the gut you'll collapse holding your gut before you collapse/ King now has a new visual effect when he's in Muscle Armor stance where his skin goes red (kinda like Samsho Rage) and his entire body flexes
i think i like the generic d4 change. d4s were already -15 from crouch, and d4s are very good in that they have some good tracking, are very fast, and hit low. the damage and frames on hit arent great but the utility is super good so i think its understandable. it hurts some characters a lot though, so they probably need some other changes to make up for it. but it pushes the character uniqueness idea more which is cool. it's not necessarily better than before but not really worse either. its just different. i dont know about the bt d4 being i12 and also -15 though. probably good too but maybe make it i10 and -13
Question on the KBD. So does that mean no more the usual input like B,B,D (repeat) or is it now just B,B (Repeat)? Cause I am lost if we should still input Down
That change just improved the interval between normal backdashes, so people that don't know KBD can create space quickly. If you know KBD, you can still use it and it's a faster option.
MK is one of the closest to Tekken when it comes to button layout. It uses 4 attack buttons and very similar notation for them. Tekken has motion inputs, but it's very minimal. It shouldn't be difficult for a MK player to pick it up, honestly.
Damn couldn't play beta but as king player that d4 hit me like truck as king main. He was special it that regard cuz he was always -13 even in crouch and have lot of pushback on hit so 1 wavedash into d4 was solid option. From one stream i have seen and this video both of this are gone which is gonna hurt alot in low poke game for the character that is already balanced by weak lows.
The worst change I've noticed is lower blockstun. Like Kazuya's df2 still being 14f fast and -12 on block, but both players seemingly recover faster, so sometimes even when I knew Kaz is going to use it, I couldn't punish it with 10f punish. And even worse with Raven, whos ff3 is -14, but I kept eating second ff3 while trying 10f punish. All situations with ~60ms and good pc performance on both sides. Or I just don't used to new style of the game, but it definitely feels faster
Speaking of blockstun. Did you find it hard punishing rage arts like i did? There is a freeze it feels like, after you block a rage art. I only launched one blocked rage art with bryans jet upper
@@Monkey_Tree I was able to launch every RA. I played Jin and Feng during this beta (means I had 1 button launcher). I guess your issue is the same with shorter blockstun that leads to weird unusual buffer window for JU
@@Monkey_Tree it definitely feel different compared to 7. I was miss punishs at frist but it wasn't a issue later on. I think it like what you said it may have something to do with the freeze after blocking
Not really, only if you know when to use them. If you fail tho you eating whole combo. Most of the time it’s just better to roll out. At higher ranks they pretty much useless, way too risky.
Backturn d4's got nerfed too. Pretty sure when I was looking at the frames for Feng's one it was - on hit and I think not 10f fast anymore. Kinda sucks coz he also has no threatening BT mid now with the BT hopkick nerf.
I think it diversifies the lows we are gonna be seeing used tho. Also I wonder which chars are gonna suffer the most from this and if the balancing team can take it into account.
I always used to joke about generic d4 being one of best tools for chars that had it. I personally like the change because of how often I've seen that move being used, can't say no to more diversity.
i can do kbd but i really like the backdash change cuz i see my friends struggling with movement in tekken and doesn't have time to practice and master kbd
admittedly i gave up on ever being able to do KBD in tekken 7 so i always did bb,d,bb. i played a lot in season 1 (green rank) & season 2 (brown rank). this is controversial but i was actually hoping they would remove KBD altogether for t8. say what you want about that i think it would make tekken a lot more popular but possibly at a cost that i can't really enumerate as i am not a KBD do-er. what u think?
@@Zzz-hr5mothey made the best choice! removing KBD is lame and removes part of tekken identity. even in tk7 some pros didnt used kbd in highest level and its not necessary to learn.its just add value and depth to the game
@@Zzz-hr5moremoving KBD wouldnt make it more popular but instead kill the fanbase it currently has. everyone likes movement and it was never a problem within the game, ever so why change it. dont u remember the backlash t8 got initially cause people were worried they removed kbd and sidestep. and dude its not really not that hard to learn, jus go in practice mode before u play online to practice it. avoiding practice mode or learning it because u couldnt learn in a few days is just an excuse to explain why u cant get better.
@Zzz-hr5mo removing KBD will not make this game more popular. I can tell you with all certainty that if they do so, I will not play the game. It makes it more spammy, and that just kills the game imo. Plus, KBD is a skill that many players acquired after hours of practice. Why remove something that will reduce the skill gap between players? You want to make the game easier for newcomers, fine. But don't remove things that are essential to the game just because is complicated and takes time to learn.
backturn hopkick doesnt launch anymore and delayed hopkick has been nerfed as a starter and its been nerfed even harder if you do the more delayed version for combos
Im not a fan on the d4 changes, as it also affects bt d3s aswell, an example is Law's his bt d3 from went 10f startup to 12, went from +2 on hit to -4 on hit (so you can no longer frame trap with WS4 DSS) and ofc -15 launch now esstentially law's backturn mixup is completely dead, they removed both his launchers from it, D4 being reactable snakeedge (made it -13 instead of t7 -15) and his bt hopkick.
I think everyone has met the type of players who back dash 24/7 during a match and all you do is trying to chase him. That was BDC abuse and i am glad they decided to tone it down.
Seeing a bunch comments complaining about their mashing gameplay abolished like magic 4 and generic D4, Get Good! I love these changes: Tekken 8 is going to be solid fundamentals in neutral. Less mindlessly mashing more solid gameplay.
I’m happy with the d4 change, it always looked lame and stuck out as an awkward ps1 animation despite being an important move for every character. Also kinda cheap and abusable that every character had a relatively “safe” instant high crushing low like that imo Hopefully I won’t have to see that ugly ass animation so much anymore
It isn't bring -15 on block that's the biggest problem it's that it's now -4 on hit from -2 completely removing any mind game on hit. Needs to get reverted asap
Finally. I'm so sick and tired of my pressure being reversed I just so happened to step too close when they spring kick or low kick and then suddenly I'm at the wall. Hwoarang players seem to think the ONLY wakeup option is to either spring kick or not do any wakeup options and just stand up.
They are still quite long, despite this change. I also think this change made combos even more interesting. I plan on making a video about it soon, but in short this changed added more nuance to them which is cool.
They nerfed those generic d4s so players would use more flashy lows more often.
Next step would be nerfing jabs and df1 so players would use more flashy mids more often.
I don't think thats the case
@@SamaelishThey nerfed jabs too, actually. They deal less damage.
@@dingleitchesthats the case
@@_woblyleg_6857 the case is to nerf low risk evasive low options
Didn't notice these changes honestly but I did notice two changes myself compared to the last Beta, though they're more visual changes.
There's 2 new KO animations where if you get kicked in the leg your character will crumple to the floor favouring the leg and one where if you get hit in the gut you'll collapse holding your gut before you collapse/
King now has a new visual effect when he's in Muscle Armor stance where his skin goes red (kinda like Samsho Rage) and his entire body flexes
Nice vid!
Wanted to ask - are you going to make Tekken Library Guides for T8? This stuff is dope!
Yes. I actually have started working on it already.
Goat
god bless @@justApplay 🙏
i think i like the generic d4 change. d4s were already -15 from crouch, and d4s are very good in that they have some good tracking, are very fast, and hit low. the damage and frames on hit arent great but the utility is super good so i think its understandable. it hurts some characters a lot though, so they probably need some other changes to make up for it. but it pushes the character uniqueness idea more which is cool. it's not necessarily better than before but not really worse either. its just different. i dont know about the bt d4 being i12 and also -15 though. probably good too but maybe make it i10 and -13
Question on the KBD. So does that mean no more the usual input like B,B,D (repeat) or is it now just B,B (Repeat)? Cause I am lost if we should still input Down
That change just improved the interval between normal backdashes, so people that don't know KBD can create space quickly.
If you know KBD, you can still use it and it's a faster option.
does t8 have the old fighting games type of input style? would a mk player have issues with the button input or is it somewhat similar?
MK is one of the closest to Tekken when it comes to button layout.
It uses 4 attack buttons and very similar notation for them.
Tekken has motion inputs, but it's very minimal. It shouldn't be difficult for a MK player to pick it up, honestly.
@@justApplay thanks, i appreciate the answer
Damn couldn't play beta but as king player that d4 hit me like truck as king main. He was special it that regard cuz he was always -13 even in crouch and have lot of pushback on hit so 1 wavedash into d4 was solid option. From one stream i have seen and this video both of this are gone which is gonna hurt alot in low poke game for the character that is already balanced by weak lows.
10f CH giantswing, he's going to be fine
5.Low Parry have some cinematics now. It gives us time to figure out combo
The worst change I've noticed is lower blockstun. Like Kazuya's df2 still being 14f fast and -12 on block, but both players seemingly recover faster, so sometimes even when I knew Kaz is going to use it, I couldn't punish it with 10f punish. And even worse with Raven, whos ff3 is -14, but I kept eating second ff3 while trying 10f punish. All situations with ~60ms and good pc performance on both sides.
Or I just don't used to new style of the game, but it definitely feels faster
Speaking of blockstun. Did you find it hard punishing rage arts like i did?
There is a freeze it feels like, after you block a rage art.
I only launched one blocked rage art with bryans jet upper
I was able to block punish most of them. A few were awkward, like Claudio's because of the pushback it causes.
@@justApplay guess its just me then lol
@@Monkey_Tree I was able to launch every RA. I played Jin and Feng during this beta (means I had 1 button launcher). I guess your issue is the same with shorter blockstun that leads to weird unusual buffer window for JU
@@Monkey_Tree it definitely feel different compared to 7. I was miss punishs at frist but it wasn't a issue later on. I think it like what you said it may have something to do with the freeze after blocking
Wake-up kicks being safe and not launching anymore are a blessing, honestly. They were way too good in Tekken 7.
Kind of boring them being safe though
Just block or backdash and wiff punsih with a full combo.
Couldn't agree more. It's so fucking annoying in Tekken 7
Not really, only if you know when to use them. If you fail tho you eating whole combo. Most of the time it’s just better to roll out. At higher ranks they pretty much useless, way too risky.
Applay goated upload as usual
Asuka and juns first kick in 3 ring circus is blocked from standing?
If anything, backdashes being more consistent gives some newcomers a better chance.
As opposed to "if you can't KBD, don't bother competing".
It's a simple input, if you can't do that good luck doing anything else that's technical
@@dwnpour4122 Nah, Their D-pad will thank them.
Backturn d4's got nerfed too. Pretty sure when I was looking at the frames for Feng's one it was - on hit and I think not 10f fast anymore. Kinda sucks coz he also has no threatening BT mid now with the BT hopkick nerf.
Damn that d4 change hurts. I think it was totally fine already at -13
I think it diversifies the lows we are gonna be seeing used tho. Also I wonder which chars are gonna suffer the most from this and if the balancing team can take it into account.
the nerf to d4 makes sense considering that now low parries are so weak
One change that I think is out there: you can't do a screw move after doing a low parry which means the low parry combos are very short now.
Thank god that low parry into screw is gone and no more counterhit all over the place.
Lowparry was broken in Tekken7, it had higher reward and same risk as low block 90% of the time.
I always used to joke about generic d4 being one of best tools for chars that had it. I personally like the change because of how often I've seen that move being used, can't say no to more diversity.
Not a joke. Actually the truth. A generic tool that is so useful for most characters.
i can do kbd but i really like the backdash change cuz i see my friends struggling with movement in tekken and doesn't have time to practice and master kbd
admittedly i gave up on ever being able to do KBD in tekken 7 so i always did bb,d,bb. i played a lot in season 1 (green rank) & season 2 (brown rank).
this is controversial but i was actually hoping they would remove KBD altogether for t8. say what you want about that i think it would make tekken a lot more popular but possibly at a cost that i can't really enumerate as i am not a KBD do-er. what u think?
@@Zzz-hr5mothey made the best choice! removing KBD is lame and removes part of tekken identity. even in tk7 some pros didnt used kbd in highest level and its not necessary to learn.its just add value and depth to the game
@@Zzz-hr5moremoving KBD wouldnt make it more popular but instead kill the fanbase it currently has. everyone likes movement and it was never a problem within the game, ever so why change it. dont u remember the backlash t8 got initially cause people were worried they removed kbd and sidestep. and dude its not really not that hard to learn, jus go in practice mode before u play online to practice it. avoiding practice mode or learning it because u couldnt learn in a few days is just an excuse to explain why u cant get better.
@Zzz-hr5mo removing KBD will not make this game more popular. I can tell you with all certainty that if they do so, I will not play the game. It makes it more spammy, and that just kills the game imo. Plus, KBD is a skill that many players acquired after hours of practice. Why remove something that will reduce the skill gap between players? You want to make the game easier for newcomers, fine. But don't remove things that are essential to the game just because is complicated and takes time to learn.
You going to be posting any gameplay clips from the beta
I recorded some gameplay to use as background for some videos where I'll just be talking about stuff.
Mmmmm chips
@@-RoacH- lol my bad
@@justApplay and cool
backturn hopkick doesnt launch anymore and delayed hopkick has been nerfed as a starter and its been nerfed even harder if you do the more delayed version for combos
Best Tekken channel
Backturned hobkicks got nerfed
Backturn 4's dont knockdown anymore.
@@EggscellentTree backturned d4 is -5on hit -15 on block 6dmg low
Im not a fan on the d4 changes, as it also affects bt d3s aswell, an example is Law's his bt d3 from went 10f startup to 12, went from +2 on hit to -4 on hit (so you can no longer frame trap with WS4 DSS) and ofc -15 launch now esstentially law's backturn mixup is completely dead, they removed both his launchers from it, D4 being reactable snakeedge (made it -13 instead of t7 -15) and his bt hopkick.
He didn’t give an opinion on the d4 change.
Mb@@azuresaiyan9005
I think everyone has met the type of players who back dash 24/7 during a match and all you do is trying to chase him.
That was BDC abuse and i am glad they decided to tone it down.
applay i learned new things i didn't know. big fan of TEKKEN 8 over TEKKEN 7 101%.
Seeing a bunch comments complaining about their mashing gameplay abolished like magic 4 and generic D4, Get Good!
I love these changes: Tekken 8 is going to be solid fundamentals in neutral. Less mindlessly mashing more solid gameplay.
"Built from the ground up"
I’m happy with the d4 change, it always looked lame and stuck out as an awkward ps1 animation despite being an important move for every character.
Also kinda cheap and abusable that every character had a relatively “safe” instant high crushing low like that imo
Hopefully I won’t have to see that ugly ass animation so much anymore
i mean that d4 hurts some characters more than others
The getup kicks change is fine by me.
Absolutely baffled by the d+4 low kick change.
00:48 I found this annoying. I love punishing those in ranked :(
They might as well remove that generic low, its useless now
i hated this generic 4 change, it does not make any sense.
Same. Especially when it's one of Miguel's quickest low option and law's during bt
It might have something to do with chip damage? Maybe it also takes away the white bar as well as health.
@@RocketofRice for whatever reason it is, it makes the move completely useless
Skill issue
It's okay. It doesn't have to make sense to you.
🔝
Tekken 8 doesn't look like a next-gen game. So doesn't Spider man 2 or nfs unbound.
All look like PS4 game
Oh my god, thank you Harada for making backdashing more sane, I have over 1000 hours in T7 and never could learn the proper KBD
Skill issue
I can KBD but my hands will probably like me more with this change.
It isn't bring -15 on block that's the biggest problem it's that it's now -4 on hit from -2 completely removing any mind game on hit. Needs to get reverted asap
Comentário pro algoritmo
Heres another change that i'm really not a fan of, chickening parries is gone (-_-)
Finally. I'm so sick and tired of my pressure being reversed I just so happened to step too close when they spring kick or low kick and then suddenly I'm at the wall.
Hwoarang players seem to think the ONLY wakeup option is to either spring kick or not do any wakeup options and just stand up.
Seems like instead of an intense, counter punchy game like tekken 7 and instead opting for a more aggressive game
They also ruined the amazing long combos
They are still quite long, despite this change. I also think this change made combos even more interesting.
I plan on making a video about it soon, but in short this changed added more nuance to them which is cool.
@@justApplay no they suck now, the freedom and experiment aspect of the long combos are all gone… this just sucks.