Playable Character “Bob”

TEKKEN 8 Unleashes the “Onigiri Savior” Bob at Evo 2026 Bob will be available for TEKKEN 8 Season Pass 3 holders on Wednesday, August 19th in North America, while the character will be available for all on August 24, 2026. Bob joins the previously.

Playable Character "Kunimitsu"

‘The Enchanted Thief’ Kunimitsu Joins TEKKEN 8May 28, 2026“The Strongest Creature on Earth” Yujiro Hanma Revealed at Combo Breaker 2026 as the Final Season 3 Pass Character

Playable Character "Miary Zo"

All-New TEKKEN 8 Character Miary Zo is Available Now, Completing the Season 2 DLC RosterDecember 2, 2025

The “Fighting God Reborn” Joins the Fight Today, Expanding the Roster to 
40 Playable Characters and Adding New Stage ‘Baobab Horizon’

Playable Character "armor king"

TEKKEN 8 Brings Heat and Chills to Evo With a Sizzling Look at Armor King and a New Fighter Coming This WinterAugust 4, 2025

Meet Miary Zo Debuting with the Winter DLC, See Armor King’s Explosive Game Play & Release Date, and Get Ready for the Tekken World Tour 2025 Finals in Sweden

Playable Character "fahkumram"

TEKKEN 8 Summer DLC Sees Fahkumram Return, Celebrates PAC-MAN’s 45th With a Special Themed StageJuly 8, 2025

Newest DLC Available Starting Today Grows the Roster with the Muay Thai Champion, Adds Nostalgic PAC-PIXELS Stage and Features Free Atelier Yumia Collaboration

Playable Character "Anna William"

Anna William, The “Scarlet Lightning,” Returns to TEKKEN 8 as DLC, Expanding The RosterMarch 31, 2025

Season 2 Kicks Off with a Legendary Character; TEKKEN 8 Introduces SKUs for New Players Offering Season 2 Character & Stage Passes Starting Later Today

Playable Character "Clive Rosfield"

Clive Rosfield and Epic Phoenix Gate Ruins Level From Final Fantasy XVI Are Coming to TEKKEN 8December 13, 2024

Playable Character "Heihachi"

TEKKEN 8 Resurrects the Legendary Heihachi Today, Bringing the First-ever Story Expansion to the SeriesOctober 1, 2024

The King of Iron Fist Returns in “Unforgotten Echoes,” as a new Story Update Free to All TEKKEN 8 Owners, and Grows the Roster to 35 Fighters with Heihachi DLC Character

Playable Character "Lidia Sobieska"

Lidia Sobieska the “Warrior Prime Minister” Returns in TEKKEN 8 as DLC, Expanding the Roster of 33 Fighters July 23, 2024

Also known as the “Warrior Prime Minister” of Poland, Lidia Sobieska continues her journey for justice inTekken 8. Her brave political stance and refusal to bend a knee to unjust power have earned her the trust of people around the world.

Playable Character "Eddy Gordoa"

Joining the main roster as the DLC 1 character, Eddy returns as a reformed warrior. Fighting alongside Lidia Sobieska, Yoshimitsu, and the resistance, he seeks atonement for his past actions while actively opposing Kazuya’s global destruction.

TEKKEN 8 Patch Notes v3.02.02

  • Impact of the Update

  • The following changes will take effect in each mode and feature after the update:
  • DOWNLOADED REPLAYS / MY REPLAY & TIPS
    • Replay data created before the update will no longer be playable.
  • ONLINE REPLAY
    • All replay data created before the update will be deleted.
  • SUPER GHOST BATTLE / GHOST MATCH / Ghost vs Ghost
    • The behavior and performance adjustments applied to each character after the update will be reflected in Ghost data.
  •  

TEKKEN 8 Patch Notes v3.02.01

Character Move Behavior Fixes and Balance Adjustments

  • In Ver.3.02.01, we implemented system adjustments regarding health values and Quick Recovery, along with move behavior and bug fixes, and performance adjustments for select characters.
  • Regarding performance adjustments, we reviewed select moves that have a high impact on the competitive environment and where challenges were observed in their risk-reward balance, adjusting them so that the range of options in the mind game expands for both offense and defense.
  • We will continue to monitor the impact on the competitive environment and on battle as a whole, and will keep working toward realizing a better competitive environment.
  • –Regarding battle balance adjustments for the V3.02.01 update–

    In Ver.3.02.01, we implemented system adjustments regarding health values and Quick Recovery, along with move behavior and bug fixes, and performance adjustments for select characters.

    Regarding performance adjustments, we reviewed select moves that have a high impact on the competitive environment and where challenges were observed in their risk-reward balance, adjusting them so that the range of options in the mind game expands for both offense and defense.

    We will continue to monitor the impact on the competitive environment and on battle as a whole, and will keep working toward realizing a better competitive environment.

    CommonHealth GaugeSpec Change

    The maximum health value has been changed from “200” to “190.” Due to the change in the maximum health value, the health threshold for Rage activation has also been changed from “47” to “45.”

    *This change does not apply to the following modes:
    – STORY “The Dark Awakens”
    – EPISODE “Unforgotten Echoes”
    – TEKKEN BALL

    CommonQuick RecoveryBalanceIncreased the recovery time by “5F,” resulting in the frame advantage changing from “-2F” to “-7F” on block and from “+3F” to “-2F” on hit.
    CommonCommon Airborne AttacksBehavior

    Fixed an issue where the following common airborne attacks could be reversed by an Attack Reversal.
    *These moves were missing the attribute commonly assigned to airborne attacks, so the correct attribute has now been applied.

    【Affected Moves】
    • ↑RP
    • ↑RK
    • Back facing opponent ↑RP
    • Back facing opponent ↑RK
    • Back facing opponent ↑RP RK
    • ↗RP
    • ↗RK
    • ↗RP RK
    • ↗☆RP RK
    • ↗☆RK

    CommonHeat EngagersBehavior

    Fixed an issue where the running action triggered by Heat activation resulted in certain characters being farther away from opponents.

    *The following characters have been adjusted:
    • Asuka
    • Jack-8
    • Jun
    • Kuma/Panda
    • Kunimitsu
    • Lee
    • Leroy
    • Lili
    • Raven
    • Reina
    • Xiaoyu
    • Yoshimitsu
    • Zafina

    CommonBuffered inputs at the start of a roundBehaviorFixed an issue where moves performed with buffered inputs at the start of a round would sometimes be executed in the wrong direction.
    CommonWhen Heat activation available RP+LKBehaviorFixed an issue where, in certain situations, landing a hit with ‘When Heat activation available RP+LK’ during a wall combo would cause subsequent damage scaling to not be applied correctly.
    – Fixed an issue where subsequent attacks would sometimes whiff after a Power Crush absorbed an opponent’s attack.
    CommonWaking up from downed stateBehaviorReduced instances where the character would wake-up in an unnatural direction when performing specific get-up inputs while off-axis.
    CommonRecovery KickBehaviorExpanded the hurtbox for Recovery Kicks performed ‘While Down (Face Up) ↓RK’ to mitigate situations where certain mid attacks from the opponent would whiff.
    CommonWake-Up Low Kick
    Wake-Up Mid Kick
    BehaviorFixed an issue where, under certain conditions, a wake-up attack would be triggered in the opposite direction from the opponent.
    CommonWall BreakBehaviorFixed an issue where, in specific situations after a Wall Break, certain charge moves could be executed earlier than intended.
    CommonMove ListOtherFixed issues with the command list and description text that were present in Ver.3.01.01.
    – We have made some corrections to the move list text, icons, and other elements.
CharacterCommand/SituationCategoryChanges
Alisaf,f+1+2BehaviorFixed an issue where the move was incorrectly set as immune to attack reversals.
Alisad/f+1+2
b+1+2
During Destructive Form b+1+2
BehaviorExpanded the hitbox, alleviating situations where certain attacks would whiff.
Alisau+1+2
During Destructive Form 1+2
BehaviorReduced attack hitbox against opponents positioned behind the character to mitigate unintended hits.
AlisaDuring Dual Boot f+1+2BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Alisa1+2,1+2
During sidestep 1+2 (Third Hit)
BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Armor Kingf+2+3BehaviorReduced instances where the player would sometimes swap positions with the opponent in certain situations.
Armor Kingu/b+1+2
During Bad Jaguar u/b+1+2
BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Armor KingWhile rising 1+2 on counter hit 1+2
During f+1+2 (or f,b+1), 1+2 on counter hit 1+2
BehaviorFixed an issue where subsequent attacks could be executed in specific situations even when not on counter hit.
Armor Kingu,N,d/f+1+2 (f+1+2 press simultaneously)BehaviorThe issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
Armor Kingu,N,1+2
u,N,1+2
1+2,1+2,1+2,1+2
BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Armor King(By opponent’s feet) while down and facing up u+1+2BehaviorThe hitbox has been expanded, alleviating instances of whiffing for certain moves.
AnnaDuring Rage d/f+1+2BehaviorFixed an issue where performing the move near a wall could result in unintended behavior.
Annad/b+1+2BehaviorExpanded the hitbox of the second attack to reduce instances where it would whiff even when the first hit connected.
Annaf+1+2BehaviorReduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Annau,N,1+2BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Asuka1+2 (Second Hit)
While crouching 1+2 (First Hit)
While crouching 1+2
While rising 1+2
While rising 1+2 (Second Hit)
BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Asukab+1+2 (Counter Hit)
1+2
u/b+1+2
BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Asukau,N,1+2
u,N,d+1+2
BehaviorFixed an issue where the move was incorrectly set as immune to attack reversals.
AzucenaDuring Rage d/f+1+2BehaviorAdjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Azucenaf,f+1+2 on hit or block 1+2BehaviorReduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
AzucenaBack facing opponent 1+2 on front hit on ground 1+2 (Just Input)BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
CharacterCommand/SituationCategoryChanges
Bryan1+2,1+2Balance– The behavior of the opponent on counter hit has been changed.
Bryand,d/f,f+1+2Balance– Adjusted the opponent’s behavior on block, changing the frame advantage on block from “+5F” to “+1F”.
– Changed the chip damage on block from “6” to “4”.
Bryan1+2Behavior– The hitbox around the main body has been expanded to alleviate issues of whiffing at close range.
Bryan1,2,1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
BryanWhile crouching u/f+1+2Behavior– Fixed an issue where positions would sometimes swap with the opponent when performing the throw near a wall.
BryanDuring sidestep 1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Bryanf,f+1+2,1+2,1+2,1+2,1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
CliveDuring Heat u+1+2,1+2Behavior– Reduced the forward movement distance, but only at extremely close range during wall combos. This change alleviates instances where the attack would whiff when hitting an off-axis opponent.
– Reduced the tracking of the second hit when the first hit whiffs.
CliveWhile rising 1+2Behavior– Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Claudio1,2,1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Claudio1+2 during front hit on ground 1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Claudiof+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
ClaudioWhile rising 1+2Behavior– Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Devil JinDuring Heat 1+2Behavior– Fixed an issue where positions would sometimes swap with the opponent on hit in certain situations.
Devil Jinf+1+2
During Mourning Crow 1,2,1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Devil Jinf+1Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Devil JinDuring Fly 1+2
During Heat f,f+1+2 on hit or block 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Devil JinDuring Fly 1+2Behavior– Expanded the hitbox after landing, alleviating situations where certain attacks would whiff.
Devil JinDuring Mourning Crow 1,2,1+2
f+1+2
u+1+2
f,f+1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Dragunov1,2,1+2
u/f+1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Dragunovf+1+2
f,f+1+2
d+1
During Sneak 1+2 (Counter Hit)
During Sneak 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
DragunovDuring takedown 1+2
During takedown 1
During takedown 2
Behavior– Fixed an issue where a throw break could not be performed even if the corresponding button was held down before the follow-up throw.
Eddyf+1+2
f+1+2
d/f+1+2
d+1+2
b+1+2
While rising 1+2
While rising 1+2,1+2 (Second Hit)
During Negativa 1+2
During Negativa 1+2,1+2
During Negativa 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Eddy(By opponent’s feet) while down and facing up u+1+2Behavior– The hitbox has been expanded, alleviating instances of whiffing for certain moves.
CharacterCommand/SituationCategoryChanges
Fahkumramu/f+1+2Behavior– Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
FahkumramDuring Rama Stance 1+2 (or 3+4)Behavior– Fixed an issue where ‘Garuda Force’ was not gained when triggering a Floor Blast.
FahkumramTime with opponent high, mid, or low kick b+1+2Behavior– Expanded the hurtbox, alleviating the issue where certain low attacks would whiff.
Fengf,f+1+2
f+1+2
During Deceptive Step 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
FengBack facing opponent 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Heihachid/f+1+2 hold (Perfect Input)
b+1+2 hold (Perfect Input)
Behavior– Fixed an issue where health would sometimes not recover when a stage gimmick was triggered.
Heihachif,N,d,d/f+1+2
f,N,d,d/f+1
f,N,d,d/f+1+2 (f+1+2 press simultaneously)
f,N,d,d/f+1+2
f,N,d,d/f+1+2,1+2,1+2,1+2,1+2
During Thunder God’s Kamae 1+2
With Warrior Instinct f,f+1+2
With Warrior Instinct during Thunder God’s Kamae 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Heihachif,N,d,d/f+1+2Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
Heihachif,N,d,d/f+1+2
f,N,d,d/f+1+2
Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Hwoarangb+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Hwoarangu/f+1+2 on hit or block 1+2
During Left Flamingo u/f+1+2 on hit or block 1+2
Behavior– Adjusted the attack’s hitbox to alleviate instances where it would whiff in certain situations.
HwoarangDuring Right Flamingo d+1+2
During Right Flamingo d+1+2
Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Hwoarangu,N,1+2
ws+1+2
Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
Jack-8f+1+2Behavior– Adjusted the move so that when the first hit connects with a crouching opponent, the second hit now connects as it does against a standing opponent.
Jack-8During Sit Down 1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Jind+1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
JinDuring Zanshin 1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
– Fixed an issue where positions would sometimes swap with the opponent on hit in certain situations.
Jinf,N,d,d/f+1+2 (f+1+2 press simultaneously)
f,N,d,d/f+1+2 (f+1+2 press simultaneously)
Behavior– The issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
JinDuring Devil Step 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
JunDuring Heat 1+2
1+2
1+2
During Izumo 1+2
During Izumo f+1+2
During Miare 1+2
Behavior– Fixed an issue where health would sometimes not recover when a stage gimmick was triggered.
Junb+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Junu/f+1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Jun1+2 (Second Hit)
While crouching 1+2 (Second Hit)
While rising 1+2,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
CharacterCommand/SituationCategoryChanges
Kazuyau/f+1+2Balance– Increased the distance from the opponent when the first hit connects with a downed opponent.
– Changed the opponent’s behavior when the second hit connects with a downed opponent, but only when the first hit whiffs, fixing an issue where air combos were possible against downed opponents in certain situations.
KazuyaDuring Devil Form 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
KazuyaDuring Devil Form f,N,d,d/f+1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Kazuyaf+1Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Kazuyaf+1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Kazuyaf,N,d,d/f+1+2 (f+1+2 press simultaneously)Behavior– The issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
Kazuyaf,N,d,d/f+1+2
During Devil Form f,N,d,d/f+1+2,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Kingu/b+1+2
f,f,N,1+2 (Counter Hit)
f+1+2
f,f,f+1+2 (Counter Hit)
Back facing opponent 1+2 on front hit on ground 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Kingu,N,1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
King(By opponent’s feet) while down and facing up u+1+2Behavior– The hitbox has been expanded, alleviating instances of whiffing for certain moves.
KumaDuring Rage d/f+1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Kuma/Pandau/f+1+2
u,N,1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
KunimitsuDuring Rage d/f+1+2
1+2
f+1+2
u/f+1+2
Back facing opponent 1+2
Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Kunimitsuf+1+2Behavior– Changed the tracking when the first hit connects, fixing an issue where unnatural tracking would sometimes occur in certain situations.
Kunimitsud,d/f,f+1+2
d/f,f+1+2
Behavior– Expanded the hurtbox to mitigate situations where the opponent’s attack would whiff after absorbing this move with a Power Crush.
Kunimitsuu+1+2
Back facing opponent 1+2
During Katon 1+2
Behavior– Reduced the hitbox when the opponent is behind, reducing instances where the attack would unintentionally hit opponents from behind.
Kunimitsuu/f+1+2Behavior– The hitbox has been expanded, alleviating instances of whiffing for certain moves.
Kunimitsuu/f+1+2Behavior– Expanded the hurtbox on whiff, alleviating situations where certain attacks would whiff.
Kunimitsuu/f+1+2Behavior– Fixed an issue where an air throw that only connects from the front would trigger while back-turned during the latter half of a jump.
KunimitsuWhile crouching 1+2Behavior– Fixed an issue where an unintended frame advantage would occur when an attack was parried by Leroy’s ‘Hermit.’
KunimitsuWhile crouching u/f+1+2Behavior– You can now use the move with ‘While crouching u/f+1+2’.
KunimitsuBack facing opponent 1+2Behavior– Adjusted the tracking to mitigate instances where the attack would unintentionally whiff in certain situations.
KunimitsuDuring Katon 1+2Behavior– Adjusted the pushbox to mitigate instances where positions would swap with the opponent when the move was used near a wall.
KunimitsuDuring Setsunagake 1+2Behavior– The opponent’s behavior on side hits and back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
KunimitsuTime with opponent attack d+1+2Behavior– Expanded the hitboxes of the second and third hits upward to mitigate instances where they would whiff against certain airborne opponents.
CharacterCommand/SituationCategoryChanges
LarsWhen Heat activation available 1+2Behavior– Mitigated instances where positions would sometimes swap with the opponent in certain situations.
Lars1,2,1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
LarsDuring Silent Entry 1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Law1,2,1+2
f+1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Lawu/f+1+2
u,N,1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Lee1,2,1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Lee1,2,1+2 (Perfect Input)
1,2,1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Lee[1+2] when hit from front or on block 1+2 (Perfect Input)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Leed,d/b,N,u/f+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Leou/f+1+2
d,d/f,f+1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Leof+1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Leroyf+1+2Balance– The distance from the opponent on counter hit has been reduced.
Leroyf+1+2
u/f+1+2 (Second Hit)
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Leroyf+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
LeroyDuring Hermit 1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Lidiau/f+1+2
During Horse Stance 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Lidiaf+1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
LidiaDuring Stalking Wolf Stance 1+2Behavior– Reduced attack hitbox against opponents positioned behind the character to mitigate unintended hits.
LidiaWhile opponent is down d+1+2Behavior– Fixed an issue where health would not recover when a Floor Blast gimmick was triggered.
LiliDuring Heat (back facing opponent) 1+2Balance– Reduced the distance to the opponent on block.
LiliDuring Heat [1+2] (Fourth Hit)
1+2
u/f+1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Liliu/f+1+2Behavior– Expanded the hitbox to mitigate instances where the opponent’s attack would unintentionally be evaded.
LiliBack facing opponent 1+2
During Dew Glide 1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Miary ZoDuring Heat and Morengy Miroso 1+2Behavior– Reduced the tracking of the third hit when the second hit whiffs, mitigating instances where it would unexpectedly track the opponent mid-sequence.
Miary Zod+1+2Behavior– The hitbox has been expanded, alleviating instances where the attack would miss in certain situations.
CharacterCommand/SituationCategoryChanges
Ninad/f+1+2Balance– Adjusted the opponent’s behavior on counter hit for the second hit to match that of a normal hit.
Nina1+2,1+2
u/f+1+2
While rising 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Ninaf+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
NinaDuring sidestep 1+2Behavior– Adjusted the collision to mitigate instances where positions would swap when the move was used near a wall.
Paulf+1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Pauld+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
RavenBack facing opponent 1+2 (Second Hit)
Back facing opponent f+1+2 (Second Hit)
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
RavenDuring Shadow Sprint 1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Reina1,2,1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Reinau/f+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Reinab+1+2Behavior– The pushback when absorbing the opponent’s attack was adjusted, reducing cases where the move would unintentionally whiff in certain situations.
Reinaf,N,d,d/f+1+2 (f+1+2 press simultaneously)
f,N,d,d/f+1+2 (f+1+2 press simultaneously)
Behavior– The issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
Reina1+2,1+2,1+2,1+2,1+2
During Wind God Step 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
ReinaDuring Wind God Step 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
ReinaTime with punch f,N,dBehavior– Adjusted the collision to fix an issue where positions would sometimes swap with the opponent on a successful parry near a wall.
Reinau,N,1+2
u,N,d+1+2
u+1+2
Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
Shaheenf+1+2 (First Hit)
1+2,1+2,1+2,1+2,1+2 (First Hit)
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Shaheenf,f+1+2
During Stealth Step 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
ShaheenDuring Stealth Step 1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
ShaheenDuring Stealth Step u/f+1+2Behavior– The opponent’s behavior on back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Steveu/f+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
SteveDuring Peekaboo u/f+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
SteveDuring Two-Faced 1+2Behavior– Fixed an issue where a throw break could not be performed even if the corresponding button was held down before the follow-up throw.
– Fixed an issue where the throw break was ‘1+2’ only on counter hit.
CharacterCommand/SituationCategoryChanges
Victor1,2,1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Victord/f+1+2 (Counter Hit)
f,f+1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Victoru/f+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Victoru/f+1+2
During Iai Stance 1+2
Behavior– The collision detection with the opponent has been adjusted, mitigating cases where the opponent’s punish would not connect.
VictorDuring Iai Stance d+1+2Behavior– Improved the tracking of the second hit, but only when the first hit is blocked. This change mitigates cases where the distance would unnaturally increase on block, preventing punishes from reaching.
XiaoyuDuring Heat 1+2Behavior– Fixed an issue where the opponent could not sidestep toward the foreground when Xiaoyu performed a high attack immediately after this move was blocked.
XiaoyuDuring Heat f,f+1+2Behavior– Expanded the opponent’s hurtbox when the first hit connects to fix an issue where the second hit would not connect consecutively.
– Fixed the opponent’s behavior on hit, as the hits would sometimes not connect consecutively in certain situations.
Xiaoyuf+1+2
During Phoenix f+1+2
Behavior– Reduced the hitbox when the opponent is behind, reducing instances where the attack would unintentionally hit.
Xiaoyud/f+1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Xiaoyub+1+2Behavior– The opponent’s behavior on back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Xiaoyuu,N,1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
XiaoyuDuring Phoenix d+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Xiaoyuu,N,1+2Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
YoshimitsuDuring Heat 1+2
During Heat and Manji Dragonfly f+1+2
During Heat and Manji Dragonfly 1+2
During Mutou no Kiwami 1+2
During Mutou no Kiwami 1+2,1+2
During Mutou no Kiwami u/f+1+2
During Mutou no Kiwami u/f+1+2
During Mutou no Kiwami f+1+2
During Mutou no Kiwami d+1+2
During Mutou no Kiwami f+1+2
During Mutou no Kiwami and Kincho 1+2
During Mutou no Kiwami and Kincho 1+2
During Mutou no Kiwami and Kincho 1+2
During Mutou no Kiwami and Kincho f+1+2
Behavior– Fixed an issue where health would sometimes not recover when a stage gimmick was triggered.
Yoshimitsu1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Yoshimitsuu+1+2Behavior– Reduced the hitbox when the opponent is behind, reducing instances where the attack would unintentionally hit.
Yoshimitsuf,f+1+2Behavior– Adjusted the collision with the opponent to mitigate instances where the opponent’s attack would whiff or positions would swap with the opponent in certain situations.
YoshimitsuDuring Mutou no Kiwami d/f+1+2
During Mutou no Kiwami f,N,d,d/f+1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Zafinad,d/f,f+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Zafinad+1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Zafinab+1+2Behavior– The pushback when absorbing the opponent’s attack was adjusted, reducing cases where the move would unintentionally whiff in certain situations.
ZafinaDuring Mantis Stance d+1+2
During Mantis Stance u/f+1+2
Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.

TEKKEN 8 Patch Notes v3.02.02

  • Impact of the Update

  • The following changes will take effect in each mode and feature after the update:
  • DOWNLOADED REPLAYS / MY REPLAY & TIPS
    • Replay data created before the update will no longer be playable.
  • ONLINE REPLAY
    • All replay data created before the update will be deleted.
  • SUPER GHOST BATTLE / GHOST MATCH / Ghost vs Ghost
    • The behavior and performance adjustments applied to each character after the update will be reflected in Ghost data.
  •  

TEKKEN 8 Patch Notes v3.02.01

Character Move Behavior Fixes and Balance Adjustments

  • In Ver.3.02.01, we implemented system adjustments regarding health values and Quick Recovery, along with move behavior and bug fixes, and performance adjustments for select characters.
  • Regarding performance adjustments, we reviewed select moves that have a high impact on the competitive environment and where challenges were observed in their risk-reward balance, adjusting them so that the range of options in the mind game expands for both offense and defense.
  • We will continue to monitor the impact on the competitive environment and on battle as a whole, and will keep working toward realizing a better competitive environment.
  • –Regarding battle balance adjustments for the V3.02.01 update–In Ver.3.02.01, we implemented system adjustments regarding health values and Quick Recovery, along with move behavior and bug fixes, and performance adjustments for select characters.

    Regarding performance adjustments, we reviewed select moves that have a high impact on the competitive environment and where challenges were observed in their risk-reward balance, adjusting them so that the range of options in the mind game expands for both offense and defense.

    We will continue to monitor the impact on the competitive environment and on battle as a whole, and will keep working toward realizing a better competitive environment.
    CommonHealth GaugeSpec ChangeThe maximum health value has been changed from “200” to “190.” Due to the change in the maximum health value, the health threshold for Rage activation has also been changed from “47” to “45.”

    *This change does not apply to the following modes:
    – STORY “The Dark Awakens”
    – EPISODE “Unforgotten Echoes”
    – TEKKEN BALL
    CommonQuick RecoveryBalanceIncreased the recovery time by “5F,” resulting in the frame advantage changing from “-2F” to “-7F” on block and from “+3F” to “-2F” on hit.
    CommonCommon Airborne AttacksBehaviorFixed an issue where the following common airborne attacks could be reversed by an Attack Reversal.
    *These moves were missing the attribute commonly assigned to airborne attacks, so the correct attribute has now been applied.

    【Affected Moves】
    • ↑RP
    • ↑RK
    • Back facing opponent ↑RP
    • Back facing opponent ↑RK
    • Back facing opponent ↑RP RK
    • ↗RP
    • ↗RK
    • ↗RP RK
    • ↗☆RP RK
    • ↗☆RK
    CommonHeat EngagersBehaviorFixed an issue where the running action triggered by Heat activation resulted in certain characters being farther away from opponents.

    *The following characters have been adjusted:
    • Asuka
    • Jack-8
    • Jun
    • Kuma/Panda
    • Kunimitsu
    • Lee
    • Leroy
    • Lili
    • Raven
    • Reina
    • Xiaoyu
    • Yoshimitsu
    • Zafina
    CommonBuffered inputs at the start of a roundBehaviorFixed an issue where moves performed with buffered inputs at the start of a round would sometimes be executed in the wrong direction.
    CommonWhen Heat activation available RP+LKBehaviorFixed an issue where, in certain situations, landing a hit with ‘When Heat activation available RP+LK’ during a wall combo would cause subsequent damage scaling to not be applied correctly.
    – Fixed an issue where subsequent attacks would sometimes whiff after a Power Crush absorbed an opponent’s attack.
    CommonWaking up from downed stateBehaviorReduced instances where the character would wake-up in an unnatural direction when performing specific get-up inputs while off-axis.
    CommonRecovery KickBehaviorExpanded the hurtbox for Recovery Kicks performed ‘While Down (Face Up) ↓RK’ to mitigate situations where certain mid attacks from the opponent would whiff.
    CommonWake-Up Low Kick
    Wake-Up Mid Kick
    BehaviorFixed an issue where, under certain conditions, a wake-up attack would be triggered in the opposite direction from the opponent.
    CommonWall BreakBehaviorFixed an issue where, in specific situations after a Wall Break, certain charge moves could be executed earlier than intended.
    CommonMove ListOtherFixed issues with the command list and description text that were present in Ver.3.01.01.
    – We have made some corrections to the move list text, icons, and other elements.
CharacterCommand/SituationCategoryChanges
Alisaf,f+1+2BehaviorFixed an issue where the move was incorrectly set as immune to attack reversals.
Alisad/f+1+2
b+1+2
During Destructive Form b+1+2
BehaviorExpanded the hitbox, alleviating situations where certain attacks would whiff.
Alisau+1+2
During Destructive Form 1+2
BehaviorReduced attack hitbox against opponents positioned behind the character to mitigate unintended hits.
AlisaDuring Dual Boot f+1+2BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Alisa1+2,1+2
During sidestep 1+2 (Third Hit)
BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Armor Kingf+2+3BehaviorReduced instances where the player would sometimes swap positions with the opponent in certain situations.
Armor Kingu/b+1+2
During Bad Jaguar u/b+1+2
BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Armor KingWhile rising 1+2 on counter hit 1+2
During f+1+2 (or f,b+1), 1+2 on counter hit 1+2
BehaviorFixed an issue where subsequent attacks could be executed in specific situations even when not on counter hit.
Armor Kingu,N,d/f+1+2 (f+1+2 press simultaneously)BehaviorThe issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
Armor Kingu,N,1+2
u,N,1+2
1+2,1+2,1+2,1+2
BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Armor King(By opponent’s feet) while down and facing up u+1+2BehaviorThe hitbox has been expanded, alleviating instances of whiffing for certain moves.
AnnaDuring Rage d/f+1+2BehaviorFixed an issue where performing the move near a wall could result in unintended behavior.
Annad/b+1+2BehaviorExpanded the hitbox of the second attack to reduce instances where it would whiff even when the first hit connected.
Annaf+1+2BehaviorReduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Annau,N,1+2BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Asuka1+2 (Second Hit)
While crouching 1+2 (First Hit)
While crouching 1+2
While rising 1+2
While rising 1+2 (Second Hit)
BehaviorModified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Asukab+1+2 (Counter Hit)
1+2
u/b+1+2
BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Asukau,N,1+2
u,N,d+1+2
BehaviorFixed an issue where the move was incorrectly set as immune to attack reversals.
AzucenaDuring Rage d/f+1+2BehaviorAdjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Azucenaf,f+1+2 on hit or block 1+2BehaviorReduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
AzucenaBack facing opponent 1+2 on front hit on ground 1+2 (Just Input)BehaviorFixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
CharacterCommand/SituationCategoryChanges
Bryan1+2,1+2Balance– The behavior of the opponent on counter hit has been changed.
Bryand,d/f,f+1+2Balance– Adjusted the opponent’s behavior on block, changing the frame advantage on block from “+5F” to “+1F”.
– Changed the chip damage on block from “6” to “4”.
Bryan1+2Behavior– The hitbox around the main body has been expanded to alleviate issues of whiffing at close range.
Bryan1,2,1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
BryanWhile crouching u/f+1+2Behavior– Fixed an issue where positions would sometimes swap with the opponent when performing the throw near a wall.
BryanDuring sidestep 1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Bryanf,f+1+2,1+2,1+2,1+2,1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
CliveDuring Heat u+1+2,1+2Behavior– Reduced the forward movement distance, but only at extremely close range during wall combos. This change alleviates instances where the attack would whiff when hitting an off-axis opponent.
– Reduced the tracking of the second hit when the first hit whiffs.
CliveWhile rising 1+2Behavior– Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Claudio1,2,1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Claudio1+2 during front hit on ground 1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Claudiof+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
ClaudioWhile rising 1+2Behavior– Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Devil JinDuring Heat 1+2Behavior– Fixed an issue where positions would sometimes swap with the opponent on hit in certain situations.
Devil Jinf+1+2
During Mourning Crow 1,2,1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Devil Jinf+1Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Devil JinDuring Fly 1+2
During Heat f,f+1+2 on hit or block 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Devil JinDuring Fly 1+2Behavior– Expanded the hitbox after landing, alleviating situations where certain attacks would whiff.
Devil JinDuring Mourning Crow 1,2,1+2
f+1+2
u+1+2
f,f+1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Dragunov1,2,1+2
u/f+1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Dragunovf+1+2
f,f+1+2
d+1
During Sneak 1+2 (Counter Hit)
During Sneak 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
DragunovDuring takedown 1+2
During takedown 1
During takedown 2
Behavior– Fixed an issue where a throw break could not be performed even if the corresponding button was held down before the follow-up throw.
Eddyf+1+2
f+1+2
d/f+1+2
d+1+2
b+1+2
While rising 1+2
While rising 1+2,1+2 (Second Hit)
During Negativa 1+2
During Negativa 1+2,1+2
During Negativa 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Eddy(By opponent’s feet) while down and facing up u+1+2Behavior– The hitbox has been expanded, alleviating instances of whiffing for certain moves.
CharacterCommand/SituationCategoryChanges
Fahkumramu/f+1+2Behavior– Alleviated an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
FahkumramDuring Rama Stance 1+2 (or 3+4)Behavior– Fixed an issue where ‘Garuda Force’ was not gained when triggering a Floor Blast.
FahkumramTime with opponent high, mid, or low kick b+1+2Behavior– Expanded the hurtbox, alleviating the issue where certain low attacks would whiff.
Fengf,f+1+2
f+1+2
During Deceptive Step 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
FengBack facing opponent 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Heihachid/f+1+2 hold (Perfect Input)
b+1+2 hold (Perfect Input)
Behavior– Fixed an issue where health would sometimes not recover when a stage gimmick was triggered.
Heihachif,N,d,d/f+1+2
f,N,d,d/f+1
f,N,d,d/f+1+2 (f+1+2 press simultaneously)
f,N,d,d/f+1+2
f,N,d,d/f+1+2,1+2,1+2,1+2,1+2
During Thunder God’s Kamae 1+2
With Warrior Instinct f,f+1+2
With Warrior Instinct during Thunder God’s Kamae 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Heihachif,N,d,d/f+1+2Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
Heihachif,N,d,d/f+1+2
f,N,d,d/f+1+2
Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Hwoarangb+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Hwoarangu/f+1+2 on hit or block 1+2
During Left Flamingo u/f+1+2 on hit or block 1+2
Behavior– Adjusted the attack’s hitbox to alleviate instances where it would whiff in certain situations.
HwoarangDuring Right Flamingo d+1+2
During Right Flamingo d+1+2
Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Hwoarangu,N,1+2
ws+1+2
Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
Jack-8f+1+2Behavior– Adjusted the move so that when the first hit connects with a crouching opponent, the second hit now connects as it does against a standing opponent.
Jack-8During Sit Down 1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Jind+1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
JinDuring Zanshin 1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
– Fixed an issue where positions would sometimes swap with the opponent on hit in certain situations.
Jinf,N,d,d/f+1+2 (f+1+2 press simultaneously)
f,N,d,d/f+1+2 (f+1+2 press simultaneously)
Behavior– The issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
JinDuring Devil Step 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
JunDuring Heat 1+2
1+2
1+2
During Izumo 1+2
During Izumo f+1+2
During Miare 1+2
Behavior– Fixed an issue where health would sometimes not recover when a stage gimmick was triggered.
Junb+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Junu/f+1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Jun1+2 (Second Hit)
While crouching 1+2 (Second Hit)
While rising 1+2,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
CharacterCommand/SituationCategoryChanges
Kazuyau/f+1+2Balance– Increased the distance from the opponent when the first hit connects with a downed opponent.
– Changed the opponent’s behavior when the second hit connects with a downed opponent, but only when the first hit whiffs, fixing an issue where air combos were possible against downed opponents in certain situations.
KazuyaDuring Devil Form 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
KazuyaDuring Devil Form f,N,d,d/f+1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Kazuyaf+1Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Kazuyaf+1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Kazuyaf,N,d,d/f+1+2 (f+1+2 press simultaneously)Behavior– The issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
Kazuyaf,N,d,d/f+1+2
During Devil Form f,N,d,d/f+1+2,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Kingu/b+1+2
f,f,N,1+2 (Counter Hit)
f+1+2
f,f,f+1+2 (Counter Hit)
Back facing opponent 1+2 on front hit on ground 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Kingu,N,1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
King(By opponent’s feet) while down and facing up u+1+2Behavior– The hitbox has been expanded, alleviating instances of whiffing for certain moves.
KumaDuring Rage d/f+1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Kuma/Pandau/f+1+2
u,N,1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
KunimitsuDuring Rage d/f+1+2
1+2
f+1+2
u/f+1+2
Back facing opponent 1+2
Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Kunimitsuf+1+2Behavior– Changed the tracking when the first hit connects, fixing an issue where unnatural tracking would sometimes occur in certain situations.
Kunimitsud,d/f,f+1+2
d/f,f+1+2
Behavior– Expanded the hurtbox to mitigate situations where the opponent’s attack would whiff after absorbing this move with a Power Crush.
Kunimitsuu+1+2
Back facing opponent 1+2
During Katon 1+2
Behavior– Reduced the hitbox when the opponent is behind, reducing instances where the attack would unintentionally hit opponents from behind.
Kunimitsuu/f+1+2Behavior– The hitbox has been expanded, alleviating instances of whiffing for certain moves.
Kunimitsuu/f+1+2Behavior– Expanded the hurtbox on whiff, alleviating situations where certain attacks would whiff.
Kunimitsuu/f+1+2Behavior– Fixed an issue where an air throw that only connects from the front would trigger while back-turned during the latter half of a jump.
KunimitsuWhile crouching 1+2Behavior– Fixed an issue where an unintended frame advantage would occur when an attack was parried by Leroy’s ‘Hermit.’
KunimitsuWhile crouching u/f+1+2Behavior– You can now use the move with ‘While crouching u/f+1+2’.
KunimitsuBack facing opponent 1+2Behavior– Adjusted the tracking to mitigate instances where the attack would unintentionally whiff in certain situations.
KunimitsuDuring Katon 1+2Behavior– Adjusted the pushbox to mitigate instances where positions would swap with the opponent when the move was used near a wall.
KunimitsuDuring Setsunagake 1+2Behavior– The opponent’s behavior on side hits and back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
KunimitsuTime with opponent attack d+1+2Behavior– Expanded the hitboxes of the second and third hits upward to mitigate instances where they would whiff against certain airborne opponents.
CharacterCommand/SituationCategoryChanges
LarsWhen Heat activation available 1+2Behavior– Mitigated instances where positions would sometimes swap with the opponent in certain situations.
Lars1,2,1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
LarsDuring Silent Entry 1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Law1,2,1+2
f+1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Lawu/f+1+2
u,N,1+2
u,N,1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Lee1,2,1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Lee1,2,1+2 (Perfect Input)
1,2,1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Lee[1+2] when hit from front or on block 1+2 (Perfect Input)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Leed,d/b,N,u/f+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Leou/f+1+2
d,d/f,f+1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Leof+1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Leroyf+1+2Balance– The distance from the opponent on counter hit has been reduced.
Leroyf+1+2
u/f+1+2 (Second Hit)
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Leroyf+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
LeroyDuring Hermit 1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Lidiau/f+1+2
During Horse Stance 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Lidiaf+1+2Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
LidiaDuring Stalking Wolf Stance 1+2Behavior– Reduced attack hitbox against opponents positioned behind the character to mitigate unintended hits.
LidiaWhile opponent is down d+1+2Behavior– Fixed an issue where health would not recover when a Floor Blast gimmick was triggered.
LiliDuring Heat (back facing opponent) 1+2Balance– Reduced the distance to the opponent on block.
LiliDuring Heat [1+2] (Fourth Hit)
1+2
u/f+1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Liliu/f+1+2Behavior– Expanded the hitbox to mitigate instances where the opponent’s attack would unintentionally be evaded.
LiliBack facing opponent 1+2
During Dew Glide 1+2
Behavior– The opponent’s behavior on side or back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Miary ZoDuring Heat and Morengy Miroso 1+2Behavior– Reduced the tracking of the third hit when the second hit whiffs, mitigating instances where it would unexpectedly track the opponent mid-sequence.
Miary Zod+1+2Behavior– The hitbox has been expanded, alleviating instances where the attack would miss in certain situations.
CharacterCommand/SituationCategoryChanges
Ninad/f+1+2Balance– Adjusted the opponent’s behavior on counter hit for the second hit to match that of a normal hit.
Nina1+2,1+2
u/f+1+2
While rising 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Ninaf+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
NinaDuring sidestep 1+2Behavior– Adjusted the collision to mitigate instances where positions would swap when the move was used near a wall.
Paulf+1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Pauld+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
RavenBack facing opponent 1+2 (Second Hit)
Back facing opponent f+1+2 (Second Hit)
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
RavenDuring Shadow Sprint 1+2Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Reina1,2,1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Reinau/f+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Reinab+1+2Behavior– The pushback when absorbing the opponent’s attack was adjusted, reducing cases where the move would unintentionally whiff in certain situations.
Reinaf,N,d,d/f+1+2 (f+1+2 press simultaneously)
f,N,d,d/f+1+2 (f+1+2 press simultaneously)
Behavior– The issue where you couldn’t input buffer moves during Heat activation or Heat Dash has been corrected.
Reina1+2,1+2,1+2,1+2,1+2
During Wind God Step 1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
ReinaDuring Wind God Step 1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
ReinaTime with punch f,N,dBehavior– Adjusted the collision to fix an issue where positions would sometimes swap with the opponent on a successful parry near a wall.
Reinau,N,1+2
u,N,d+1+2
u+1+2
Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
Shaheenf+1+2 (First Hit)
1+2,1+2,1+2,1+2,1+2 (First Hit)
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Shaheenf,f+1+2
During Stealth Step 1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
ShaheenDuring Stealth Step 1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
ShaheenDuring Stealth Step u/f+1+2Behavior– The opponent’s behavior on back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Steveu/f+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
SteveDuring Peekaboo u/f+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
SteveDuring Two-Faced 1+2Behavior– Fixed an issue where a throw break could not be performed even if the corresponding button was held down before the follow-up throw.
– Fixed an issue where the throw break was ‘1+2’ only on counter hit.
CharacterCommand/SituationCategoryChanges
Victor1,2,1+2Behavior– Reduced attack hitboxes against opponents positioned behind the character to mitigate unintended hits.
Victord/f+1+2 (Counter Hit)
f,f+1+2
Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Victoru/f+1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Victoru/f+1+2
During Iai Stance 1+2
Behavior– The collision detection with the opponent has been adjusted, mitigating cases where the opponent’s punish would not connect.
VictorDuring Iai Stance d+1+2Behavior– Improved the tracking of the second hit, but only when the first hit is blocked. This change mitigates cases where the distance would unnaturally increase on block, preventing punishes from reaching.
XiaoyuDuring Heat 1+2Behavior– Fixed an issue where the opponent could not sidestep toward the foreground when Xiaoyu performed a high attack immediately after this move was blocked.
XiaoyuDuring Heat f,f+1+2Behavior– Expanded the opponent’s hurtbox when the first hit connects to fix an issue where the second hit would not connect consecutively.
– Fixed the opponent’s behavior on hit, as the hits would sometimes not connect consecutively in certain situations.
Xiaoyuf+1+2
During Phoenix f+1+2
Behavior– Reduced the hitbox when the opponent is behind, reducing instances where the attack would unintentionally hit.
Xiaoyud/f+1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Xiaoyub+1+2Behavior– The opponent’s behavior on back hits was corrected, as there were cases where the move would fail to connect consistently under certain conditions.
Xiaoyuu,N,1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
XiaoyuDuring Phoenix d+1+2 (Counter Hit)Behavior– Fixed an issue where, in certain situations, it was not possible to transition to a strike throw on hit.
Xiaoyuu,N,1+2Behavior– Fixed an issue where the move was incorrectly set as immune to attack reversals.
YoshimitsuDuring Heat 1+2
During Heat and Manji Dragonfly f+1+2
During Heat and Manji Dragonfly 1+2
During Mutou no Kiwami 1+2
During Mutou no Kiwami 1+2,1+2
During Mutou no Kiwami u/f+1+2
During Mutou no Kiwami u/f+1+2
During Mutou no Kiwami f+1+2
During Mutou no Kiwami d+1+2
During Mutou no Kiwami f+1+2
During Mutou no Kiwami and Kincho 1+2
During Mutou no Kiwami and Kincho 1+2
During Mutou no Kiwami and Kincho 1+2
During Mutou no Kiwami and Kincho f+1+2
Behavior– Fixed an issue where health would sometimes not recover when a stage gimmick was triggered.
Yoshimitsu1+2Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.
Yoshimitsuu+1+2Behavior– Reduced the hitbox when the opponent is behind, reducing instances where the attack would unintentionally hit.
Yoshimitsuf,f+1+2Behavior– Adjusted the collision with the opponent to mitigate instances where the opponent’s attack would whiff or positions would swap with the opponent in certain situations.
YoshimitsuDuring Mutou no Kiwami d/f+1+2
During Mutou no Kiwami f,N,d,d/f+1+2
Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Zafinad,d/f,f+1+2Behavior– Modified the move to ensure that it cannot be defended against with Attack Reversal. An attribute commonly assigned to airborne attacks had not been set, so the correct attribute has now been applied.
Zafinad+1+2Behavior– Adjusted the collision detection with the opponent to reduce the occurrence of whiffing for certain moves.
Zafinab+1+2Behavior– The pushback when absorbing the opponent’s attack was adjusted, reducing cases where the move would unintentionally whiff in certain situations.
ZafinaDuring Mantis Stance d+1+2
During Mantis Stance u/f+1+2
Behavior– Expanded the hitbox, alleviating situations where certain attacks would whiff.

Downloadable ( dlc )

Playable Character “Bob”

TEKKEN 8 Unleashes the “Onigiri Savior” Bob at Evo 2026 Bob will be available for TEKKEN 8 Season Pass 3 holders on Wednesday, August 19th in North America, while the character will be available for all on August 24, 2026. Bob joins the previously.

Playable Character "Kunimitsu"

TEKKEN 8 Unleashes the “Onigiri Savior” Bob at Evo 2026 Bob will be available for TEKKEN 8 Season Pass 3 holders on Wednesday, August 19th in North America, while the character will be available for all on August 24, 2026. Bob joins the previously.

Playable Character "Miary Zo"

Miray Zo is available now in Season 2 Character & Stage Pass holders, with full access for all players on December 5, 2025.

Playable Character "armor king"

Thirsting for revenge, the jet-black villain Armor King returns to the TEKKEN ring. The “Dark Supernova”  devastating combos.Armor King hits Tekken 8 on October 16, with 72-hour early access for Season 2 Character & Stage Pass and Season 2 Character Pass holders beginning 13 October.

Playable Character "fahkumram"

Tekken 8 is heating up the summer with the latest DLC update featuring the return of Fahkumram. The fearsome Muay Thai champion who made his debut in TEKKEN™7, is available today with 72-hour early access for players who are Season 2 Character Pass holders and players who purchase Season 2 Character & Stage Pass. Fahkumram and the Summer DLC update will be available to all players on July 11.

Playable Character "Anna William"

Tekken 8  is kicking off Season 2 with the Spring DLC update bringing back fan-favorite Anna williams, growing the roster to 37 fighters with plans to release three more this season, including two returning characters and one new challenger. The “Scarlet Lightning,” who made her debut in the first TEKKEN™, is launching today with 72-hour early access, March 31, 2025

 

Playable Character "Clive Rosfield"

The First Shield of Rosaria was Revealed as the Game’s First Guest Character at The Game Awards, where TEKKEN 8 also took Home Honors for Best Fighting Game.

The main protagonist from the epic entry in the FINAL FANTASY series will join the roster as the next DLC playable character with a 72-hour early access for Playable Character Year 1 Pass holder beginning December 16, 2024, and officially releasing on December 19.

 

Playable Character "Clive Rosfield"

The King of Iron Fist Returns in “Unforgotten Echoes,” as a new Story Update Free to All TEKKEN 8 Owners, and Grows the Roster to 35 Fighters with Heihachi DLC Character October 1, 2024

Playable Character "Lidia Sobieska"

Lidia Sobieska the “Warrior Prime Minister” Returns in TEKKEN 8 as DLC, Expanding the Roster of 33 Fighters July 23, 2024

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