TL;DR
Top-Tier Offensive Characters
Akuma is frequently mentioned as one of the best offensive characters in Tekken due to his strong tournament presence and versatility. Leroy also garners attention for his powerful moveset, making him a formidable choice for aggressive play [1:1],
[1:7]. These characters are often favored by professional players for their ability to apply pressure and capitalize on opponents' mistakes.
Versatile Aggressive Characters
Several characters in Tekken 8 offer versatile gameplay that can lean towards aggression. Kazuya, Jin, Lee, and Paul are noted for their ability to be played both defensively and offensively, depending on the player's style [3:2]. At higher levels of play, these characters can effectively switch between offense and defense, making them adaptable choices for players who enjoy a dynamic approach.
Execution and Gameplan Challenges
While some characters have strong offensive capabilities, they may require steep execution skills or complex gameplans. For instance, Leroy has been highlighted for his potential but also for the difficulty in mastering his techniques [1:8]. Players looking for an offensive character should consider their own skill level and willingness to invest time in learning intricate move sets.
Community Opinions and Rankings
The Tekken community often discusses and ranks characters based on their attack potency and overall effectiveness in matches. While specific rankings vary, characters like Togo, Choko, and Honda are noted for their attack potency in other fighting games, which may influence perceptions of similar characters in Tekken [5:1],
[5:3]. These discussions provide insights into which characters might be worth exploring for offensive playstyles.
In conclusion, choosing an offensive character in Tekken 8 depends on personal preference, skill level, and the ability to adapt to different match situations. Exploring characters with strong offensive capabilities and understanding their strengths and weaknesses can lead to more successful gameplay.
My main.
no man [insert-your-main] is severly underpowered, one of the worst chars in the game, and needs substantial buffs across the board! b+1 full launch for Feng!
Imo Miguel jab should be a natural infinite combo onto more jabs otherwise this game is an unbalanced piece of shit.
Your comment reminds of a playerbase who I see almost everywhere saying how she is the worst character, hardest character, needs buffs while constantly patting themselves on the back for playing her.
People dont give him attention but this new dude leroy seems super good
steep execution and difficult gameplan though
Agree. He needs a buff.
The online net code.
Ryona
In terms of tournament play, probably Akuma or Leroy according to pros. Anywhere else, every character can win and every character can lose. You will never lose a game because of your character.
I'm very happy to see another Munenori fan 🫶
another yagyu fan!
MY FELLOW YAGYU FAN. I FOUND A BROTHER
Me too!
This is sorta lukewarm
‘Lets see how much interaction I can get with this bait post’
How is it bait?
None of these seem that bad. It's really not a bad list. Just average. Only "bait" is putting no personality Mushashi so high up
I want to pick up a defensive character because I have determined I like keep out in 3D fighters. I know Jack but I want some more options of who is considered more defensive these days. Thanks everybody.
Pure defense characters: Asuka, Jack-7
For defensive-focused characters: Alisa, Claudio, Eddy
Balanced characters that lean towards being defensive: Armor King, Bryan, Shaheen
Depends who you ask (i.e. versatile characters that can play defensive or just played aggressive): Kazuya, Jin, Lee, Master Raven, Paul (high-level, low-level Paul is very offense-focused)
Claudio is defensive focused? Interesting. I have always liked him but I assumed he was more offensive because of moves like the Superman punch.
He has a bunch of keepout tools and is weak up close. He really wants to stay away from the enemy. All of his punishers are also knockback moves, lol.
His best moves are best used at range - hopkick that's hard to punish at a distance, STB f1+2 as a long range launcher (you can launch Heihachi's ff+2 even), df+4 pushes the enemy to his perfect range (on block or hit), CH launching orbital heel and more.
He has strong, long range moves. His weakness is upclose, where he's basically limited to b+3(3) and df+4 as 13f mids (but no 12f mid) and jabs. He also has almost no pressure strings (or strings at all lol), with a nice buff in Season 3 with b+3,(3) as a CH option.
I would add Steve to that list.
If you like keepout you might wanna give Master Raven a try. She has a bit of everything, so you can play her however you want. But she definitely excels at keepout. She got some really nice whiffpunishment too to complement the long range playstyle. (Blockpunishment is alright too but nothing amazing).
(She's not very straight forward to learn though so expect a lot of trial and error before making any real progress).
Any good, up to date guides you could recommend?
Lee, Kazuya, Bryan
Difficult but cool characters <3
Bears and jack
Asuka
Somehow Feng is still too high.
Should’ve made a special tier for that guy
Steve looks like an honest spot. “LOVES PLAYING AGAINST FREE ELO” but you never ran into me.
What
How is eddy so low???
Because he is a pain to play against🤷♂️
Usually I hate these but yours is accurate
Good list. I’d say it’s pretty accurate
Couldn't agree more
Jinsuke is up there. However it's slashing damage and not piercing damage so people's wearing clothes can resist it.
Togo (not even a debate)
Choko
Jinsuke
Honda or Sasaki (Kojiro can be tied for fourth or fifth but his problem is that he goes for weak points)
Fuma
Musashi
Yasuke or Yagyu
Hanzo and Toda (both tied )
Inshun (doesn't have too much power within his thrusts but it is still a spear )
Kamiizumi and Adams are difficult to ranked
1: Shigekata
2: Choko
3: Honda
4: Fuuma
5: the rest of em i guess
The authors said that Fuma is physically stronger than Honda
Physically stronger yeah, but imo Tonbokiri>>>Fuuma shuriken, meaning Honda AP>Fuuma AP
Togo
Choko
Kamiizumi (hard to rank honestly)
Fuma
Honda
Yasuke
Musashi
Kojiro/Yagyu/Jinsuke
Inshun
Hanzo
Toda
Adam
Made this because I was curious to see if there was any correlation between number of plus oB moves each character has, and how strong or annoying they are generally regarded as. For the most part, I would say no, there is not. Quality over quantity in this case. (Unless you're Hwoarang) What do you think?
Another interesting tier list would be average startup frames on movelist for each character.
Holy shit hwo. No wonder it feels like you're in a blender when fighting him.
That's why TMM said there is no REAL counterplay against Hwoarang. My default mindset against him is "Be prepared to block for 10-15 seconds, duck the high or low parry and to STAY patient".
Hwoarang will kill you for lack of patience.
The best description I heard was that if he was a newly released character, he'd never be accepted by the Tekken community because he's incredibly unbalanced, especially in season 2.
That tracking low, his low counterhit in heat into flappy kicks into 100+ damage at the wall (not exaggerating) and black kite are all war crimes and should be nerfed into oblivion.
Yeah the guy has really crept up from "he can kick you 4 times in a row if you keep pressing circle" to this whirlwind pressure blender over the years.
The move that annoys me the most is the sort of sidestep punch he does, like if he does that during your heat engager dash, he hits you even if you're holding block, and it beats the vast majority of your options. What the fuck is that?
I've gotten better at fighting him lately but it takes a whole lot of direct and focused labbing to figure out the counterplay and it often does boil down to "you have to guess right to interrupt this"
i was actually surprised when i checked replays with hwo, you do have opportunities to jab interrupt. after getting tagged by one of those lows you need to block of course. but the lows he uses in strings are kind of readable, depending on how many hwos you've fought.
not only that but you can duck and launch hwoarang pretty easily or just high crush him and be ok (im talkiny bout that one string hwo players overly rely on at least in red ranks. it starts with [h,h,h] or maybe it was [h,h,m]). hwo players have lots of plus frames but they go into stance where at best they can trade their quickest move with your jab. not too often tho as i believe the flamingo stance has a high crush launcher to watch out for.
in steve v hwoarang matchup specifically the single most useful move against him is FCdf2 (launcher -14 on block) it has you in crouch for most of the move but there is a small window where you're standing so you need to be mindful of timing. other characters have even better high crush moves like lee, raven, kazuya, and bryan.
A lot of these are fake cus some characters get +4 into stance but their fastest move in the stance is i14 etc
Another problem is charged moves. Yes, they are plus on block, but you need to charge them so the enemy can actually launch you if they're quick enough (or sidestep, or powercrush, or jab etc). This is the problem with Paul. Despite being high on the list, almost all of his plus moves are hidden behind plus frames into stance (for example WS1,2,b) and charged moves, some of them can be launch punishable if not charged. The basic plus frame moves on block for Paul are :
So it's 6 natural moves. There are 2 exceptions to this : when you go into stance after df1 and 3,2, you are +3 and +4 respectively. When in this stance, you have access to some of Paul moves outside of stance, one being d1+2, which is 12 frames. This means that effectively, with these two moves into stance, he's positive since he can use d1+2 to beat a 10 frame jab or low jab. With this, it would be 8 moves outside of charged ones, which is probably one of the lowest in the game if we remove into stance and charged moves for every character.
Edit : I just remembered you can use f2 while in sway, which is 13f, meaning that 3,2b is +1 if you're using f2 while in stance
I think it would interesting to make the same list with move that are “real + on block”(idk how else to call them).
If i take Lidia for example, some of her + ob moves auto transition into her stances and she becomes minus instead.
Interesting list tho.
Not even that since some stances can’t beat dickjab on frames but they can on evasion like jumping attacks but they will beat out common jabs, so it’s hard to measure that, plus usually dikjab beats stances cause the high is usually the fastest option to beat other jabs and duck jabs beats highs while being faster then mids or lows
Sure but at the same time some characters get the same scenario when they're 0 oB but that doesn't count in that table, but that was just an example, some characters are + but can still get punished etc
I've been playing tekken for about six months. Lately I've been jumping into ranked with characters I know nothing about and I can't recommend that enough. It really forces you to drop offense, think defensively and read your opponent for counter hits, low parrys, ducks, and sidesteps. I'm wondering what character do you think best rewards solid defensive play.
I mean defence comes down to the player himself tbh. Bc every single character has whiff punishing moves and different CH effects. So it all comes down to u if u r an aggressive or defensive player.
Dunno if he is the best defensive character, but for sure Eddy works a lot in defence in HIS way.
PROS:
- One of the best low punisher (i13, launcher but high) in the game and a terrific backdash that, with d/f+3+4 makes him the best whiff punisher.
- Some good counterhits launcher (or mini launcher for a 50sh two step staple) but slow and very situational.
- He has no magic 4, but his 4 is an i12 middle +0 on hit that pushes a lot back. See it as a defensive d/f+1.
- He has decent space control, with good range moves, like ff3 or f+3+4 from HSP and RLX that crosses half the stage and it's safe. Not the sharpest knife in the stool, but since you will be quite often backdashing and keeping distance a lot, that moves will hit more than their frames let you expect. Most of his range moves are linear, and if opponent start to sidewalk you have homing ff2 that has decent range and a low and delayable extension.
- He has a lot of hi crush moves and weird hitboxes. d/f+3+4 tends to evade highs (more on approaching), as well 3 (homing slow hi) and b+4 (both counter launcher). d/b+4 is hi crush. All of his lows are hi crushing except d/f+4. His stances are evasive as fuck, crushing highs and evading mids, but you have not to be predicatble 'cos it's easy to float staple him during transitions.
CONS:
- On the other hand you have horrible standing punishing (now with b2 i14 the situation is slightly better). Long story short, from -10 to -13 you can just 1,2 (f into mixup).
- Inconsistent sidestep. Mind you, his side roll in RLX is awesome, but slow and vulnerable (not sharing the plain RLX hitbox)... very good when opponent is in mid/far range and tries something from that range.
- Not a good selection of low crushing and weird hitboxes. It's supereasy to go off axis with Eddy.
​
When it's your turn, his poking is "meh", his frames are usually "bleah", his d/f+1 is average, but he has an awful lot of mixup set-ups, and two lows + on hit (both hi-crushing). He is a great grappler too, probably the best grapple of "not grappler" char. He has low grabs (damn useful when you read the crouch), rodeo (50 dmg) and HSP 3+4 cannot be escaped.
It is not a "normal" character and needs dedication.
Thanks so much for the detailed write up. Eddy seems like such a pour it on offensive character I wouldn't have given him much thought defense wise other than evasion with his stances without this post. I might give him a look.
Heihachi because HA HA HA HA
Infinite stage. 1 jab in. EEEEEHA HA HA HA. EEEEEHA HA HA. EEEEEHA HA HA HA.
Kazuya.
Jack 7 / Asuka / Kazuya
like most block breaking moves highest damage true combos most moves that can hit ragdolled players etc (image not related)
Todo is the best if anyone tells you anything different there lying
Technically Heian era Sukuna
Well technically Super TZE
True forgot he exists
Me
TODO
Most people would say yuji but mahito is just so much better you can't even put them in the same tier. Even in the hands of a "good" or "perfect" player, pit the best yuji against the best mahito player, mahito would win majority of the times.
Mahito has better m1 trading tools than yuji, higher consistent damage, better and more consistent block breaking options, better tech(s), way way better combos, better cooldowns as well (Comparing combo length to move cooldown ratios), better hp.
Yuji on the other hand, has better movement but that puts you so much in the open to being m1 caught it can become a liability.
best offensive characters in Tekken 8
Key Considerations for Offensive Characters in Tekken 8
Speed and Agility: Characters with fast moves and quick recovery times can pressure opponents effectively and create openings for combos.
Combo Potential: Look for characters that have strong combo capabilities, allowing you to maximize damage output after landing hits.
Mix-Up Ability: Characters that can mix up high, low, and throw attacks keep opponents guessing and can break their defenses.
Range and Reach: Characters with long-range attacks can control space and punish opponents from a distance, making them formidable in offensive play.
Punishment Options: Strong punishers can capitalize on opponents' mistakes, turning defensive situations into offensive opportunities.
Top Recommendations:
Kazuya Mishima: Known for his devastating combo potential and strong mix-up game, Kazuya can apply relentless pressure with his fast moves and powerful punishers.
Jin Kazama: Jin combines speed with a versatile move set, allowing for effective offensive strategies. His ability to switch between offense and defense makes him a balanced choice.
Lili Rochefort: Lili excels in agility and has a unique mix-up game, making her difficult to predict. Her stylish moves can lead to high damage combos.
Paul Phoenix: With powerful strikes and a straightforward approach, Paul can deal significant damage quickly, making him a great choice for aggressive players.
Asuka Kazama: While traditionally seen as a defensive character, Asuka has strong counter-attacks and can turn the tide with her offensive capabilities when played aggressively.
Takeaway: Choose a character that fits your playstyle and practice their combos and mix-ups to maximize your offensive potential in Tekken 8. Each character has unique strengths, so experimenting with a few will help you find the best fit for your strategy.
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