Sabitlenmiล Tweet
๐ฉ๐๐ฅ๐ค๐๐๐๐
703 posts

๐ฉ๐๐ฅ๐ค๐๐๐๐
@LeafFGC
|| New Save For @xitsLeaf || Under Average FGC Nerd
California, USA Katฤฑlฤฑm Temmuz 2022
423 Takip Edilen370 Takipรงiler
๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi


These are changes that people expected to see when you used terms like "back to basics, more conventional, more focused, more deliberate, a fresh start".
Heat System (Core Mechanics)
- Remove heat regeneration for every character (ex. King throws, Law nun chuck, Lee blue sparks, Lars...)
- Heat engagers nerfed even further from +9 to +5
- Remove heat loss delayed when launching opponent during heat
- Make heat burst no longer +ob and instead -3
- Nerf heat burst range
- Additional nerfs to chip damage / Drastically lower or remove chip damage to stop punishing players for blocking
- Remove g-clef heat engagers / safe g-clef in heat
- Nerf the additional tracking on moves from being in heat
- Adjustment to the heat system were you can no longer round start pop heat every round, either by ex.1 build heat meter by chip damage received (heat being more of a defensive comeback option) or ex.2 by chip damage delt (heat offence being earned through offense)
Heat Smashes
- Heat smashes being impossible to punish on whiff / heat smashes continuing forward movement on whiff
- Nerf heat smash tracking / homing heat smashes
- Low heat smashes adjusted to be made launch punishable on block
Core Gameplay / Collision & Tracking Fixes
- Remove string tracking / realignment after first hit whiffs (tracking on second hit etc.)
- Nerf mids that track to both sides
- Reduce general frame advantage (moves over +5ob and over +8 on normal hit)
- High crushing ch launching lows need to be -15ob (ex. leo's new df 2+3, kaz d1+2...)
- Remove homing properties to +ob mids / remove +ob properties from homing mids
- Moves that high crush / low crush shouldn't crush mids
- Remove power crush pushback on absorption / absorption shouldn't affect frames ob (a -12ob mid power crush should still be -12ob after absorption with no pushback)
- Fix to collision detection / instances when completely side walked behind opponent, being counter hit when attempting to punish
- Buff back dashing
- Adjustment to moves added in Season 2 that cover characters individual weaknesses
- Adjustment to moves given to characters with already oppressive options that go into stance more options that go into stance / readjust said moves that transition into stance less frames on hit to allow for more interactive gameplay
Stance Offence
- Nerf the frame advantage of lows that lock you down on hit that transition into stance, or remove ability to transition into stance (ex. anna db4, victor wr1+2, hwo d3+4, jin fc df4, azucena fc df4...)
- Nerf to frames into stance / minimize or remove the amount of additional frames when transitioning into stances / Adjustment to looping offense that forces players to down jab or power crush
- Stop giving characters more options out of stance / readjust options that have been added that prevent interactive gameplay
Combo & Stage Interaction
- Limit strong aerial tailspins to 1 per combo / Adjust heat burst so that it no longer spikes
- When a heat smash or throw interacts with stage gimmick, can not use bound during interaction, similar to low parry

English

Maintenance is complete and Patch v3.00.01 is now live!
Read the full patch notes here ๐ค tekken-official.jp/tekken_news/?pโฆ
English
๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi

These are changes that people expected to see when you used terms like "back to basics, more conventional, more focused, more deliberate, a fresh start".
Heat System (Core Mechanics)
- Remove heat regeneration for every character (ex. King throws, Law nun chuck, Lee blue sparks, Lars...)
- Heat engagers nerfed even further from +9 to +5
- Remove heat loss delayed when launching opponent during heat
- Make heat burst no longer +ob and instead -3
- Nerf heat burst range
- Additional nerfs to chip damage / Drastically lower or remove chip damage to stop punishing players for blocking
- Remove g-clef heat engagers / safe g-clef in heat
- Nerf the additional tracking on moves from being in heat
- Adjustment to the heat system were you can no longer round start pop heat every round, either by ex.1 build heat meter by chip damage received (heat being more of a defensive comeback option) or ex.2 by chip damage delt (heat offence being earned through offense)
Heat Smashes
- Heat smashes being impossible to punish on whiff / heat smashes continuing forward movement on whiff
- Nerf heat smash tracking / homing heat smashes
- Low heat smashes adjusted to be made launch punishable on block
Core Gameplay / Collision & Tracking Fixes
- Remove string tracking / realignment after first hit whiffs (tracking on second hit etc.)
- Nerf mids that track to both sides
- Reduce general frame advantage (moves over +5ob and over +8 on normal hit)
- High crushing ch launching lows need to be -15ob (ex. leo's new df 2+3, kaz d1+2...)
- Remove homing properties to +ob mids / remove +ob properties from homing mids
- Moves that high crush / low crush shouldn't crush mids
- Remove power crush pushback on absorption / absorption shouldn't affect frames ob (a -12ob mid power crush should still be -12ob after absorption with no pushback)
- Fix to collision detection / instances when completely side walked behind opponent, being counter hit when attempting to punish
- Buff back dashing
- Adjustment to moves added in Season 2 that cover characters individual weaknesses
- Adjustment to moves given to characters with already oppressive options that go into stance more options that go into stance / readjust said moves that transition into stance less frames on hit to allow for more interactive gameplay
Stance Offence
- Nerf the frame advantage of lows that lock you down on hit that transition into stance, or remove ability to transition into stance (ex. anna db4, victor wr1+2, hwo d3+4, jin fc df4, azucena fc df4...)
- Nerf to frames into stance / minimize or remove the amount of additional frames when transitioning into stances / Adjustment to looping offense that forces players to down jab or power crush
- Stop giving characters more options out of stance / readjust options that have been added that prevent interactive gameplay
Combo & Stage Interaction
- Limit strong aerial tailspins to 1 per combo / Adjust heat burst so that it no longer spikes
- When a heat smash or throw interacts with stage gimmick, can not use bound during interaction, similar to low parry

English

Looping offense can have little counterplay other than just holding back, being forced to down jab or powercrush to get out of oppressive sequences rather than being able to move / backdash and create space / reset neutral. Game often forces you to hold back while your health chips away until you have to take a hard guess and pray
English

๐ค #TEKKEN8 - Season 3
We would like to provide an update on the upcoming #TEKKEN8 Season 3 schedule and our approach regarding battle balance adjustments for Patch 3.00 and later.
Read the article here: tekken-official.jp/tekken_news/?pโฆ

English

@M3RK_Daking @TEKKEN I've been posting in the feedback portal
English
๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi

๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi

update: chatgpt prevented me from being auto modderated
chatgpt for tekken 8 season 4
#Tekken8 #T8_report

English

Tekken 8 General Development / Game Design Philosophy
- Patches need to be made more frequently (no longer being held due to twt / competitive season)
Heat System (Core Mechanics)
- Remove heat regeneration for every character (ex. King throws, Law nun chuck, Lee blue sparks, Lars...)
- Heat engagers nerfed even further from +9 to +5
- Remove heat loss delayed when launching opponent during heat
- Make heat burst no longer +ob and instead -3
- Nerf heat burst range
- Additional nerfs to chip damage / Drastically lower or remove chip damage to stop punishing players for blocking
- Nerf the additional tracking on moves from being in heat
- Adjustment to the heat system were you can no longer round start pop heat every round, either by ex.1 build heat meter by chip damage received (heat being more of a defensive comeback option) or ex.2 by chip damage delt (heat offence being earned through offense)
Heat Smashes
- Heat smashes being impossible to punish on whiff / heat smashes continuing forward movement on whiff
- Nerf heat smash tracking / homing heat smashes
- Low heat smashes adjusted to be made launch punishable on block
Core Gameplay / Collision & Tracking Fixes
- Remove string tracking / realignment after first hit whiffs (tracking on second hit etc.)
- Nerf mids that track to both sides
- Reduce general frame advantage (moves over +5ob and over +8 on normal hit)
- High crushing ch launching lows need to be -15ob (ex. leo's new df 2+3, kaz d1+2...)
- Remove homing properties to +ob mids / remove +ob properties from homing mids
- Moves that high crush / low crush shouldn't crush mids
- Remove power crush pushback on absorption / absorption shouldn't affect frames ob (a -12ob mid power crush should still be -12ob after absorption with no pushback)
- Fix to collision detection / instances when completely side walked behind opponent, being counter hit when attempting to punish
- Buff back dashing
- Adjustment to moves added in Season 2 that cover characters individual weaknesses
- Adjustment to moves given to characters with already oppressive options that go into stance more options that go into stance / readjust said moves that transition into stance less frames on hit to allow for more interactive gameplay
Stance Offence
- Nerf the frame advantage of lows that lock you down on hit that transition into stance, or remove ability to transition into stance (ex. anna db4, victor wr1+2, hwo d3+4, jin fc df4, azucena fc df4...)
- Nerf to frames into stance / minimize or remove the amount of additional frames when transitioning into stances / Adjustment to looping offense that forces players to down jab or power crush
- Stop giving characters more options out of stance / readjust options that have been added that prevent interactive gameplay
Combo & Stage Interaction
- Limit strong aerial tailspins to 1 per combo / Adjust heat burst so that it no longer spikes
- When a heat smash or throw interacts with stage gimmick, can not use bound during interaction, similar to low parry
I've been blocked from posting in the feedback portal lmao #Tekken8 #T8_report @nkt_dreamer @mykeryu

English
๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi
๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi

I am praying with all my spirit that Murray and Nakatsu understand that gamers at all levels love movement.
Gamers will try out a game just because they heard the movement is good. It's what made older Tekken games exhilarating. RUSH and Deadlock are perfect examples of this
Kyokuji@KyokujiFGC
This was one of those moments where I felt like a game producer (Michael Murray) accidentally said the quiet part out loud. If your competitive game isn't "skewed towards higher level players" then what you have is a glorified party game. Explains a lot about the state of T8.
English
๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi
๐ฉ๐๐ฅ๐ค๐๐๐๐ retweetledi

Don't forget your program for tonight's service ๐
7 PM EST
TWITCH AND YT


Romanjelly ๐ฎ๐ฉ๐บ๐ธ TTV/YT@TheRomanjelly
It's time to air out your grievances Friday, 7 PM EST
English

๐---------------
HAPPY BIRTHDAY
ใใใใขใชใบ
---------------๐
3ๆ20ๆฅใฏ
โ้็ฅใฎๅญโ
ใใขใชใบใฎ่ช็ๆฅ๐
ใใใ ๅใ็งใจโๆณใใขโใซใชใใ๏ผใ
ใ็ฅใใชใใฉใคใ
ใๆฐใซๅ
ฅใใใฉใใใในใใใฆ
ใฟใใชใง่ช็ๆฅใ็ฅใใ๐
๐ค #้ๆณ8 #ใใขใชใบ็่ช็ฅญ
๐ในใฌใใใซใฆ่ช็ๆฅ่จๅฟตใฎๅฃ็ด้
ๅธไธญ

ๆฅๆฌ่ช

@KingJae x.com/leaffgc/statusโฆ
Canโt wait my turn
๐ฉ๐๐ฅ๐ค๐๐๐๐@LeafFGC
cant make this shit up lol
English














