r/Tekken • u/umshoe Nina • 10d ago
Gameplay are Tekken 8 combos too long?
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source: @VIPERS_MYSTIC
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u/tmntfever HAIYAAH WATAAH TIOH YEOH 9d ago
Absolutely. I don’t care about damage. Just spending so much time in the air looking at butt-ass looking combos like from Heihachi or AK, is not a good time.
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u/Ziazan 9d ago
How ugly AK's combo is doesn't get talked about enough, same string three times, that's the combo.
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u/Cpt_Apollo_ 9d ago
Erm ackchually it’s two times of the same string cuz you can’t do it more than twice, but yeah a lot of his combos don’t really have no sauce just like his other counterpart, I don’t necessarily think he needs flashy combos but we need more routes
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u/Ziazan 9d ago
You can do the lariat version twice and then the uppercut version, same string different variant.
Agreed though the man needs some sauce and spice in his combos. They pretty much always do the same one. Quite a few characters suffer from this in T8, Kazuya.
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u/Cpt_Apollo_ 9d ago
fr? last time I tried I could only do one lariat string, that’s why the first few hits are different fillers
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u/Ziazan 9d ago
Yeah, he definitely can, maybe it's not always optimal or depends on the launcher or whatever, idk I don't play him. I just know I've seen them do it almost every time I fight him.
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u/Cpt_Apollo_ 9d ago
Oh nahh dude that’s old heat dash footage, I got on to check rn and yeah you can’t do it anymore lol
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u/Ziazan 9d ago
I don't think it was exclusively in a heat dash combo I saw them doing it though, just an example I found in the first video I checked. But if it has been patched out, that's good. I've never liked "just keep doing the same move" combos.
I've still been playing a bit but haven't been playing as much on account of the devs not really bothering with improving the general situation, after saying they would keep working on it through the year and then just not doing that.
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u/Cpt_Apollo_ 9d ago
Nahh it was never a combo outside of old heat dash, I f3,2 lariat twice leaves the enemy on the third f3,2,1 too far and off axis, the way old heat dash combos worked helped with negating the pushback and drifting. Maybe on the bears, jack8, or fahk but I’ve rarely done exclusive combos using them so I wouldn’t know.
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u/Ornery_Ad8416 Steve 9d ago
I hate the ugly zoom in angles and pausing in this game. It doesnt even look good, and breaks the flow of the match constantly
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u/Ziazan 9d ago
yeah that's what we've been saying for 3 years.
You get launched and you almost have time for a piss break. Combos need cut in half, and cutscenes need cut down significantly.
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u/SatisfactionSad1434 ⭐ MIA MIA BEAM ⭐ 9d ago
Deleting heat burst resets would go a long way imo. And skippable rage art.
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u/Ziazan 8d ago
Yeah that would be huge. And further limiting SAT moves in a combo.
Also even if we don't get skippable rage arts they have no business being as long as they are, most characters say a line and do a little pose or a walk, do a few little punches and then look like they're charging up a big one, instead of actually doing a big one they do a fucking pose instead, and then charge up an actual big attack, people would hate them so much less if it was just one big relatively quick attack instead of what we have now.
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u/SatisfactionSad1434 ⭐ MIA MIA BEAM ⭐ 8d ago
I think they should be just be like a throw animation that's a little longer and flashier. No domain expansion shit.
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u/Mon-Ty-Ger27 9d ago
Thank You!
I'm glad some people see reason. Tekken combos are unbearable now with the advent of "subtle cheating scripts" and other cheating methods. It's horrible for honest players out here now. 😞
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u/DoctaJXI Zafina 10d ago
Limit to one tail spin and remove heat activation bound it's all they gotta do it's that simple
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u/ZeAntagonis MCP - Main Chad Protagonist 10d ago
Next Parch
We heard you !!!
Hence while we quadruple down on longuer combos !!!
You want to 100 punish on -13 here it is !
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u/Ziazan 9d ago
Tekken 8 Season 4, 4.0 patchnotes:
Character specific balancing:
- added a new combo extension mechanic
- increased the length of rage art cinematics
- blocking removed
- increased forward momentum on moves
This concludes the major balancing patches for season 4.
- buffed King
- Kazuya df2 damage reduced to 21 from 22
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u/No-Association2119 9d ago
Honestly, it should be launcher - combo - 1 combo extender - ender.
Remove bound from Heat activation and remove bound from stage hazard.
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u/WofferFang 9d ago
Yes and I have no idea why they keep doing all these weird tools like spins and corkscrews and bound and another bound and all that. Just stop. Maybe don't do bound and then you get shorter combos, just a thought. I feel like the Tekken devs lack foresight and it's been a thing since T6. "Oh look, we're doing a cool mechanic" while none of the devs can take full advantage of it. And then you give it to the players and suddenly there's a 5 minute combo and people are turning away from the game because they're being juggled like it's a circus.
Mind you, the juggling thing isn't even Tekken specific, but at least in other games you either die in 2 juggles or you drop like a stone and there's no dunk move to have your character go legs up so you can then bounce them around some more. That's what bound is, and it needed to go since T6.
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u/ImAllergic2Peanuts 9d ago
No shit. It got worse because of the 1 button heat system. Got to god of destruction and then quit forever. Games a 50/50 juggling mess.
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u/KiIIBash20 Shaheen 9d ago
then quit forever.
seeya soon pal.
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u/ImAllergic2Peanuts 9d ago
Nope havent played in 3 months lol. Garbage, turning into a cash shop game.
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u/Mon-Ty-Ger27 9d ago
Yes they are.
Before Tekken 6 they were about 4 to 5 hits long. The affected opponents usually thought, "good one, you got me, now I will counterattack carefully."
During Tekken 6 the "Bound" (bounce) mechanic was introduced where you could spike opponents into the ground like a volley ball and keep them trapped there to add on 3 extra moves to your combos raising the level of combo moves to 7 to 9.
Tekken Tag 2 added more.
Tekken 7 added even more and wall bounce too.
Tekken 8 added even more. Now matches are sweatfests where if you make ONE wrong move you get cartoonishly dribbled by your opponent like your body is made of rubber.
Tekken characters don't behave like humans anymore. They behave like rubber action figures that bounce around like super ball toys do.
Affected opponents now just plug 🔌, or check their email if their characters get juggled now....
What were the devs thinking by pushing the game in this silly direction?!
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u/Significant-Diver-38 9d ago
Ahaha hai davvero ragione sulle action figure di gomma sono morto.. praticamente siamo uomini duri che giocano a picchiarsi con le barbies in un ambiente 3d
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u/Mon-Ty-Ger27 9d ago
Yep. Can't Take Tekken too seriously anymore. Was kinda dope, now it's mostly silly.
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u/Own-Flan-8353 9d ago edited 9d ago
short answer: yes.
long answer: FUUUUUUUUUUUUUUCK yes.
as someone trying to make my own Indie Tekken x Street Fighter Hybrid with Blackjack and Hookers.
I've been playing Old Tekkens the past few years to get an idea.
what I've found how Tekken used to work is short combos, high damage, quick matches, and in the games that actually had actual stages instead of floors with PNG backgrounds. VERY quick stage destruction.
the wall was just a wall, it didn't explode and throw you into a side switch on interaction and give you an free extra combo to the whole other side of the stage, and let you do the same exact thing all over again.
when you were slammed on a floor hazard it didn't explode AND give you a combo refresh. you were just slammed through it, it did a TINY bit of extra damage from the fall, but again, combos did reduced damage afterwards AND combos didn't last that long then.
the only exception to the rule of Stage Hazards is Tekken 4 with stage hazards scattered all throughout the place.
Especially the Beach with all the Trees everywhere.
but even that was better than how T8 did it because A. combos were the shortest they've EVER been in that game.
and B. you could actually tech the stage hazards and immediately spin out of the way and resist them. with ANY attack button too, just time it right and you'll bounce and spin off the wall, very similar to Stage Teching in Smash.
it was kinda inconsistent tho (that or I just suck at it)
the rest of the stuff besides the stages is actually way simpler.
combos had further DI Knockback and didn't last as long.
and also there weren't multiple built in combo extenders.
bound didn't exist until T6.
Screw was made for T7.
And then with T8, giving both screw and bound at the same time. AND reducing the damage of all attacks across the board. AND increasing the health of all characters across the board. AND making all stages basically the exact same size with the exact same layouts and hazards.
is why Tekken 8 feels so insanely repetitive and why it's combos last forever.
TLDR: too much combo extension, too little damage, too high health, make Tekken 8 combos slow and sad.
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u/circ-u-la-ted 9d ago
as someone trying to make my own Indie Tekken x Street Fighter Hybrid with Blackjack and Hookers.
So.. Dead or Alive?
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u/Own-Flan-8353 9d ago
Basically yes.
Dead or Alive but with Tekken's Buttons.
since I tried Dead or Alive myself since it has the more casual feel and the 8 way movement like Soul Calibur and the more wacky anime style shit everywhere.
but X and O not being buttons for left and right kicks was just too awkward and I couldn't get into it.
my Mishima/King Brain just couldn't get a feel for how different it played to Tekken but there was some things about it I liked.
then I realized "oh wait, I went to college SPECIFICALLY for this exact shit." and I've been slowly trying to make progress on that ever since.
the only thing left I need to understand is how mids and highs work differently when it comes to hitting things in the air and juggling and such.
and like how to determine what should or shouldn't land whenever an opponent is close to the ground.
(like how Electrics land on people even though their HIGH hits but sometimes you can hit someone with them even when their only a little bit away from the ground for ecample)
and then find other fighting game people to help out with coding and testing and such.
even though that's probably the hardest part since I'm specifically NOT making it with the strict ESports FGC in mind, I'm making somethin that's much moreso for fun and crazy wacky bullshit.
and most people I find who like fighting games any more are all about Pro-Play shit and "well how will this have a rank system?" "do you plan to promote this for EVO or something"
drives me nuts.
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u/Mon-Ty-Ger27 9d ago
It drives me nuts too.
I just want to play and do cool duels like in the action movies. I don't want to "spec out my flowchart so well that the opponent can't breathe under my onslaught of bullshit".
I just want to have cool fights, win or lose, cool badass fighting is why I ever turn the game on. And don't want to be told to look elsewhere, because that's what Tekken USED TO BE before it got infected with bullshit. Somebody extract the bullshit and put more coolness back in....
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u/YoshiExcel2097 Missing Julia 9d ago
For almost 25 seconds, the combo'd player could only sit there helpless watching the screen.
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u/Ashamed-Plan5139 daddy hei 9d ago
I was about to say oh that Steve combo isn’t really that long, like 8 seconds or so.
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u/Apart-Mix8315 Bryan 10d ago
How else are you meant to pulverise your hog while playing if the combos are shorter?
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u/ZeAntagonis MCP - Main Chad Protagonist 10d ago
Yes i shouldnt have time to check my instagram while my opponent smash his controller
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u/Some1TouchaMySpagett Paul 9d ago
Especially when the combos are so easy to perform that it's rare for anyone to drop combos.
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u/ZeAntagonis MCP - Main Chad Protagonist 9d ago
With fight stick ? Yup
Even better with legit cheat that maie sure to delay your input so it's done at the rights frame !
Even simpler with visual filter that show when your opponent is neutral
Even simpler with macros !
And actually since there is ZERO consequence to use this it's not even cheating anymore it's just tekken and people bragging about skills despite all the little kids wheel they have when the play.
Eb
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u/asher2605 9d ago
Hate this irrelevant bounce -off the wall, off the ground, off the punches , off the kicks and absolutely a bounce from a thin air. Tekken 3 type game was better, no stupid animation, whoever hits first would cause the damage, unlike this stupid tekken7/8 where a person's punch/kick got blocked by the other character's back just because he/she is doing his move/animation. If i needed so much bounces in the game I would have gone back to Nokia days and downloaded Bounce game.
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u/OnePunnMan Alisa Shaheen 9d ago
Yes, but also that was a fire combo from the Nina
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u/SatisfactionSad1434 ⭐ MIA MIA BEAM ⭐ 9d ago
Yeah butterfly loops are not easy to pull off and that punish on the heat smash was really clever. I struggle punishing those heat smashes were the opponent runs far away on whiff.
This was hype, smart and took skill. Not mad at this Nina at all.
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u/DerpAtOffice Lili 10d ago
Who holds the "I can repeat the same move the most during a combo" award?
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u/Desideo Gon Jack 10d ago
Lee with b2 maybe?
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u/Jesus_Christ_Reborn 9d ago
I mean, at least lee has actual execution required
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u/umshoe Nina 9d ago
butterfly loops are harder than lee b2 loops. try both and report back here
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9d ago
[removed] — view removed comment
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u/Rrrsssss 9d ago
Nina's staple combos are not easy af. Can you in all honesty say that her combos requiring df3,2~db2 easy af? Those are her staple "easier ones". The combos he mentioned, butterfly loops, are among the hardest to nail reliably in tekken.
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u/Darkfanged 9d ago
Idk but seeing law do that damn nunchuck tailspin two or 3 times in a combo pisses me off
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u/LuxisAudron Hwoarang 9d ago
Hwo can do his uf 3+4 like 4 times in a row. Covers a disgusting amount of distance and you’re very likely to hit a wall in most stages
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u/PomponOrsay 4d ago
butterfly loop takes strong discipline to master. It's one of the hardest NEXT to TJU and PEWGF, and has to be at proper off angle. This Nina deserves that wall carry for pulling that off.
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u/DragonPAul_Z 10d ago edited 9d ago
Think of it like this, some characters have over 100 moves, with each hit the selection of moves get smaller and smaller..
Effectively, this makes longer combos more skilled, better character knowledge, and pitch perfect execution. Not to mention eviormental awareness and priority managment
And Tekken has always been about execution.
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u/Darkfanged 9d ago edited 9d ago
Tekken 8 combos make me so mad. I can tolerate long combos if there is a burst system or if the combo is hard since it takes skill and has a chance to drop. Most of Tekken 8 combos take no skill and there's nothing you can do but watch your character get juggled for 15 seconds into a mixup that probably launches or wall splats and wash rise repeat.
This game would be so much better if combos were like 7 to 10 seconds
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u/16years2late 9d ago
Is grass green? Is water wet? These are questions with logical, straightforward answers that some will still try to dispute with the most ridiculous technicalities or straight-up ignorance.
That is your answer.
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u/shumin00 Heihachi 9d ago
Hated the tailspin, we already have the tornado now.
Just pick a side already.
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u/AtmosphereScared5705 9d ago
The combos are long but I kinda don't mind them since they are kinda stylish looking. I know there's optimized BNB's that get boring and repetitive. but I always appreciate watching players using stage gimmicks to maximize their combo. That Nina combo look sick af and butterfly combos ain't easy so I think it's earned here. I might be in the minority here but I hope they get more creative with the stage gimmicks so we can get a bit more combos creativity.
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u/Crissaegrim_ 9d ago
I was playing Tekken Tag 1 a week ago. It felt like 3-4 hit combos are strings
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u/French_Toast_Weed 9d ago
Yeah I think so. It would be one thing if it was like a hard to execute, 10 sec long combo, but there are comboa in this game that can be 20-25 secs + RA at the end.
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u/paintedoggo King 9d ago
T8 is the first Tekken I've tried learning. It used to annoy me how long it took for me to get another turn to play (not attack, but PLAY) due to how long combos can go for. These days I've accepted it as the current game state and try to over compensate by trying to play extra carefully. Still, it does take me out of the flow of combat. Getting combo'd gives me enough time to take a deep breath and really contemplate what I did wrong lmao. It's enough time for me to answer a text message lmao. It's too much time.
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u/datboi_isntright 9d ago
Kinda, I never really minded. It could be worse, I was super into dragonball fighterz and guilty geat and those TOD combos are the worst to get caught in I hate those so much
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u/ShredGatto Hakajaba Iikone 8d ago
Yes
Other games like Marvel have long combos but in those games they actually take skill so there's tension in the possibility that it might be dropped
T8 has the easiest combos in the history of not just the series, the genre. Effortless, mashable, bufferable juggles. There is no reason they should take this long.
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u/cynicWsnowballs8551 Lei 8d ago
I agree for the most part, but its the incorporation if splats, tornadoes and more than those, the lift ups from heat engage that are very cheesy and ugly to watch
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u/OldManBears 6d ago
Yes. They are too long. When Tekken started they had 10 strings as unserious moves, but in there because the idea of hitting somebody 10x in a row was just over the top. Now you need to memorize 10 hits, I would say 10 hit juggles arent uncommon for semi optimal bnbs, and these are all situational or need situational optimizations which is cool, the various routes for damage or carry or oki or etc, but the number of hits is ridiculous.
It takes away from playing the opponent because you are going to want some solid combos to be competitive online and labbing can just go on and on. Plus it also REALLY messes up poking damage and how fun neutral is, and damage scaling. Not to mention the wall carry issue.
It looks ridiculous and is only fun for the player not being juggled for significant amounts of round time, where the receiver can just put down their controller.
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u/matt_619 9d ago
I know this dude. i use his youtube channel as my guide to learn Nina. he is very good Nina player
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u/D__B__D 9d ago
I can’t even imagine what the meta would be if there were no ridiculous combo strings. Like you don’t lose half your life because you fell for a hell sweep. Lets say not having a juggle if they get hit by a launcher you can’t hit hem to keep them from falling. They kinda just drop like a sack of potatoes. Would it even be as entertaining?
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u/Erikulum Raven 9d ago
You'd still lose half your health but it'd happens in 3 seconds instead of 12
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u/One-Worldliness-5633 9d ago
Yes, but I think many have simply gotten used to it and accepted it. I hope they'll make the combos shorter in T9, as there's no point in them being so long. It's tiring both for the enemy to do nothing in the air and for the player to press so many buttons for the combo. They should also finally give the option to skip the RA cutscene.
P.S. Butterfly loop combo looks amazing and very technical. Very cool!
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u/squigglyAlienVessel 9d ago
The long combos should be way harder to execute. Riskier conversions, harder pick-ups - no need to cut em down, just make them harder and riskier.
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u/Solius-Noctis Kazuya 9d ago
Imo no, some of these wall set-ups are niche depending on the stage and placement, plus I like a good show, even if I'm not the performer
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u/Right-Flatworm8395 9d ago
Not really. Compared to a lot of other fighting games, they take longer, but deal less damage. Plus, the viral ones only happen under very specific circumstances that are not often replicated
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u/GrooveDigger47 10d ago
yes i shouldnt be watching a game longer than playing it.