Tekken 8 has had some characters dominate the meta from day 1, and the first patch is meant to knock many of its strongest fighters down a peg. However, there are a few small buffs mixed in there as well.
Tekken 8‘s first patch is coming only a short time after launch, and it’s already delivering some nerfs.
Reina, Dragunov, Devil Jin, Leo, Jack, and Jun are getting hit in various ways. From restricting their ability to carry combos to making it much easier to punish some of their bread and butter combos, there are big changes coming It isn’t yet clear just how much this’ll affect these characters’ power, but we’ll update our tier list accordingly.
With Tekken 8 being announced for EVO 2024, the players will have to adapt to upcoming balance changes quickly if they want to rise to the top at the world’s biggest fighting game tournament.
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When is Tekken 8 coming back online?
At the time of writing, Tekken servers are back online! They went down for an extended maintenance as the patch went up, but that maintenance has since ended. Get out there and give the new patch a try!
Here are the full Tekken 8 patch 1.01.04 notes:
Tekken 8 1.01.04 full patch notes
Common Changes
- Special Style
- (During Special Style) Fixed the issue where the startup of certain moves would be delayed by 1 frame when buffering an attack input while still in recovery
- Balcony Break
- Due to an issue where using a specific move caused the Balcony Break to occur and the characters went outside the battle area, adjustments were made to the pushback collision detection.
Alisa (Bugfix)
- Hertz Blade – Diablo (During Destructive Form f 1+2)
- In Practice mode, corrected the issue where frame advantage was not shown accurately. Originally, it was displaying + 8 frames on block, but the correct value is + 5 frames on block.
Devil Jin (Nerf)
- Spinning Demon Hellfire Beam (f, n, d, D/F 4 > 1+2 on hit)
- Changed the damage distribution from 10/20 to 7/14
- Reduced the forward movement of the first hit to shorten its reach.
- Corrected an issue where the distance between the character and the opponent increased only when also inputting the second hit.
- Tiger Thrush (1 During Morning Crow)
- Reduced the duration of the attack by 1 frame to make it less likely to hit against sidestepping opponents.
- Changed the damage from 25 to 20.
- Modified the chip damage on block from 10 to 6.
Dragunov (Nerf)
- Avalanche Hammer Rush (d 1, 2, 1+2)
- The recovery frames for the first two hits have been increased by 2 frames (Guard: -6 Frames >>> -8 Frames, Hit: +8 Frames >>> +6 Frames). The third hit of the combo is unaffected.
- Slicing Sobat (u/f 4 or u 4 or u/b 4)
- The character now turns toward the opponent upon hitting. This change makes follow up attacks more stable when hitting in an off-axis state.
- The opponent now transitions to a downed state 6 frames earlier.
- Ignition Switch (d, d/f, f 4)
- The distance between the player and the opponent on block has been increased.
- The chip damage during block has been changed from 8 to 5.
Jack-8 (Bugfix, but mostly a nerf)
- Double Biceps (b 1, 2)
- Fixed an issue where the opponent couldn’t perform a backwards ukemi after an aerial hit.
Jun (Bugfix, but mostly a nerf)
- Yukimiguruma (WR 3, 3+4)
- Increased the recovery time by 5 frames.
- Increased the opponent’s recovery time when blocked by 5 frames.
- Frame advantage on block remains unchanged.
- Divine Exile – Heaven (u/f 1)
- Changed the reaction upon hit to prevent unintended follow up attacks.
Leo (Nerf)
- Ying Mian Tui (b 3, 1) | Jue Zhao Ying Mian Tui (b 3, 1 during Lightning Glare)
- Increased the recovery time by 3 frames only when the move is blocked, resulting in a change from a frame advantage of -7 frames on block to -10 frames on block.
- Ding Zhou Meng Po Kao (b 1, 1+2)
- Reduced the recovery time inflicted on the opponent by 3 frames only when the move is blocked, resulting in a change from a frame advantage of -9 frames on block to -12.
Leroy (Nerf)
- Earth Sunder Chain (b 3+4)
- Reduced the knockback distance when the attack is blocked, making it easier for the opponent’s counterattacks to connect.
Lili (Buff)
- Divine Step (u 3+4)
- The collision detection against the opponent has been extended downwards to make it more difficult to slip under a floating opponent.
Nina (Nerf)
- (f 4)
- Adjusted the timing for the opponent to be able to block by 2 frames when hit from the front and side.
Raven (Buff)
- Assassin’s Sting > Phantom Javelin (db 2, 1, 1) | Body Blow > Phantom Mace (d/f 1, 4 | Blinding Knife > Phantom Javelin (BT 2, 2, 1) | Swift Blade > Phantom Mace (During Soulzone 1, 4)
- The recovering frames after crouching guard against the doppelganger attack have been adjusted to match the standing block, fixing inconsistencies.
Reina (Nerf)
- Wind God Step (f, n, d, df)
- Fixed issue where transitioning from a running state to Wind God Step was sometimes not possible.
- War God Kick (f, n, d, DF 1) | Electric War God Kick (f, n, d, df 1 (df and 1 pressed simultaneously)
- Reduced the knockback distance when the attack is blocked.
- Removed the crouching status during the first half of the attack animation.
- Increased the damage hurtbox.
- Made it possible to defend against it with a reversal move
- Inverse Deva Laser (During Sentai 1+2)
- Changed the reaction when hitting a downed opponent to keep Reina from repeatedly hitting bears.
Steve (Bugfix)
- Gatling Gun (During Ducking 1+2, 1+2, 1+2, 1+2)
- The distance to the opponent upon the first hit has been reduced, making it easier to land consecutive hits on larger characters.
Yoshimitsu (Bugfix)
- Ubume (During Manji Dragonfly 2, 4, b)
- Corrected an issue where, upon transitioning to Muto no Kiwami, the airborne state persisted longer than intended. This led to opponents’ punish attacks hitting while still airborne.