kushan@kushan019
General changes Bandai Namco could make to fix Tekken 8’s core design problems while keeping its aggressive and interactive gameplay:
1. Remove Heat regeneration entirely.
2. Using a Heat Burst should leave the player with less than 50% Heat.
3. The vertical hitbox of Heat Burst should match Kazuya’s. It shouldn’t catch opponents unrealistically low.
4. Both Heat Burst and Heat Smash should have horizontal and lateral hitboxes that match the character’s actual limb range. For example, Steve’s Heat Burst should share the same hitbox as his Backsway 1. The current version makes no visual sense given the animation.
5. Remove strong aerial tailspins entirely, similar to how Season 2 handled T7 S4 new tactics. They add unnecessary bloat. This may affect characters that traditionally had unremarkable wall carry, like Feng, Asuka, and Law, but won’t impact others as much such as Nina, Lee, or Lars.
6. Reduce lateral hitbox sizes on moves not designed to track, and remove string realignment on whiff.
7. Heat Smash animations should stop after the first hit whiffs. They should be fully linear.
8. Players shouldn’t retain Rage if their recovered health passes a certain threshold.
9. (Optional) Rage Arts could be jab-checkable or limited to one use per match. If a Rage Art is used, the player loses access to Rage for the rest of the match.
10. Heat Dash launchers should follow regular combo counts and normal scaling.
11. (Optional) Heat Dashes should only work on hit, not block. This would have a major effect on character balance.
12. Bring back chickening.
13. Similar to Kazuya’s loss of homing on u+1, remove homing or tracking properties from overtuned moves like Lee’s df+3+4, King’s Heat throws, Lars’s WR1, Asuka’s WR1+2, and Anna’s ff+2.
14. Activating Heat or performing a Rage Art shouldn’t grant an install.
15. (Optional) Guardbreaks shouldn’t beat reversals or armor. They should be distinct from lows, throws, unblockables, and Heat Smashes.