Launcher Types
Tekken 8 features various launcher types that are crucial for executing combos. Some common launchers include:
Character Kick Styles
In Tekken, characters are not strictly divided into punch or kick types, though some characters have a preference based on their fighting style. For example:
Kicking Mechanics
Understanding kicking mechanics can enhance gameplay. Players often assume kicks come from the rear leg, but this changes with arm movement and stance shifts. Lead leg kicks can occur before a stance change finishes [3:0]. Additionally, relaxed arms allow for higher kicks with more rotational freedom
[3:1].
Golden Kick vs. Roundhouse
The "Golden Kick" is a term used to describe an efficient Muay Thai-style kick. It is faster, less telegraphed, and offers better control, making it difficult to read and evade blocks [5:3]. The roundhouse kick, while useful, is different in its execution and application. The Golden Kick allows for quick target adjustments and maintains balance for continued attacks
[5:3].
These insights into Tekken 8's kicking dynamics highlight the game's complexity and the importance of understanding different move types to improve performance and strategy.
What are all the names for all the different kinds of launchers?
By types I mean normal launchers, launchers that launch the opponent very high up, launchers that look like bounds, launchers that look like Gigas's f2,f1, etc.
Also, do we have names for all the launcher types in T8 yet?
Not that there's a list I'm taking these from, but you've got some different ones in T7 and I imagine they are the same in T8.
This is what I was looking for. Thanks you!
This covers most of them but I want to add:
Stumble launch - CH as seen in Jin's f4 and a kick Marduk has where they lose their footing and stumble backward
Knockout launch - what you see with Gigas f2,f1 or Fahk's Jet Kick where their knees give out after a head-hit
Pancake flip - Paul's ff2,2 and Bryan QCB4 send the opponent upside down ending in a face down, head towards position unless caught
Bound - Lars fb2,1 and bear G-clef CH, Raven flying knee
Whiplash - King CH b1, Kaz CH4, Dragunov QCF1 makes the opponent's head whip back then they crumple backwards
Tiptoe launch - A hit that forces the opponent onto their tiptoes, meaning that the hit to follow will actually launch but the first hit alone won't do it (though the first hit does guarantee it and in the case of the crosschop the guarantee is when the chop itself is blocked rather than hitting). E.g Kazuma f3f2 Lili m4,1 crosschop 1
Shin smash: Mini-combo CH that blows the opponent back by their feet. Gigas db2, King CH db4, Lee Hitman 4
Beyblade/ fidget spinner: Most well known as Claudio's starburst-empowered f1+2,1+2, Lee's RD has the same utility where in each case the spin is effectively a second screw state within one combo
Broken ankle: King's fifth ali kick is a launch that guarantees a FCdf2
Organ failure: a jolt to the body makes the opponent collapse. Lars' Arc Blast and Asuka's 1+2, Jack ff1+2
Bounce: Gigas d2, Bryan CH b1, Drag CH wr2, Ganryu (2,1)2
Wet floor: CH Hatchet Kick, Jin Hellsweep - launches the opponent by sweeping out their feet leaving them face up head towards
Sudden impact: Paul bf2, Jack f2 CH Ganryu b1+2 CH, Feng talk to the hand - A jolting knockdown that allows for a big single hit follow up
Arm trip: Gigas FCdf2, Anna FCdf2, Ganryu SIT 2 - chops the legs out from under them
Propeller: snake edge, Gigas FCdf2 CH, Paul FCdf1+2 - causes the opponent to violently spin sideways
Pratfall: falls forward following a low - Lee d3 CH into Hitman can pick up, Law's banana peel CH but he doesn't get a combo
Butt trip: Asuka FCdf2CH - an ankle pick that trips them over but unlike a butt stun from a blocked heavy blow this one does damage and guarantees followup combo
Wall bounce: a special long knockback with a screen shudder effect that will bounce an opponent off the wall. Every character has one
Blast: Paul's RD, Noctis RD, Ganryu unblockable - knocks the opponent away a huge distance for a wall combo
That's all I can think of. It's important to take note because in several cases a specific type of filler/ pickup is needed where the normal combo route wouldn't work.
This is what I was looking for. Thank you!
They're generally just referred to by their input. Only a select few generic moves like hellsweeps, snake edges, electrics and flash punch combos have a widely used generic name.
Most of them don't hae a name because there is no actual mechnical difference between them.
The only division are launchers which use up tornado (low parry, low launchers, normal launchers and super launchers which launch especially high.
Interesting question. I don't think there is a homogenized system to name launcher types. I have heard some players call "class 1 launcher" to those launchers that send you particularly high, like hwoarang JFSR.
This is what I'm looking for, but interesting no one seems to have documented and standardized this.
Is it true that usually the male ones are punch moves dominated while the female ones are kick moves dominated?
Steve does almost all punches and Hwoarang does mostly kicks, but other than that the cast is balanced between both.
Not true actually, hwoarangs fists are extremely important tool for pressure. You almost use them the same as kicks. Common myth in tekken community. He does some wierd ass taekwondo 😀
yeah, people that ACTUALLY utilize his moves skillfully use plenty of punches. you can still get to middle-ish ranks by being 90% kick spammer though.
Steve is a boxer and Hwaoarang is Taekwondo so that makes sense…
Yes, and also it divided wearing jaguar mask ones are grab move oriented and others are hit oriented.
No, other than Steve. He has like one kick move.
No.
Some characters use more kicks or more punches but really, most characters do both.
Characters are divided in fair and balanced (my mains) and unfair and unskilled (all the other characters, including my mains during mirror matches)
Hey all just wanted to share a couple things I noticed about kicking mechanics.
First, most folks think you always kick with your rear leg. Actually this is only true if your not actively moving your arms. If your arms are moving to one side, you'll kick with that sides leg. You'll also change stance, but you can kick before the stance change finishes, causing a lead leg kick.
Also, if you look downward, you stomp-kick, and do so with your lead leg instead of your rear leg.
If you kick with your arms up and to one side, while holding shift, you will do a rear leg oblique kick, instead of a regular front kick.
Finally, you don't need to do a 360 to make the spin kick work. You can do just a slight turn, like 45 degrees, and you'll do an outside crescent kick, which seems to do the same or similar damage to the full 360° spinning heel kick we all know and love.
That's it, just some neat things I figured out a a few minutes ago fooling around. Cheers everyone! Go kick some Willie ass!
I definitely noticed the crescent kick but I didn't know about any of the other tips, good shit man!!
Happy to help friend! I was so excited when I realized you could throw the crescent kicks. Makes for great combos. In the oblique kicks with my fists up, makes me feel like jon jones😆😆
As a kicking enjoyer this is great info, thanks. I'd also like to add that in general, you get higher kicks with more freedom of rotational movement if your arms are relaxed (not pressing either mouse button)
Your welcome fellow ass kicker! And indeed, I find the same as you, concerning kicking with loose arms.
Thank you sir
Happy to be of service.
I had not been kicking much this days when I am free later I will go try some
This damn game dude. Everything that looks goofy and random at first is actually nuanced, precise, and dare I say elegant. But also still goofy, of course
100%. That's one of the things that makes me love watching people play it for the first few times. They start of thinking it's like QWOP with swords, but as they go along the realize this isn't just a fun puddle to splash around in, it's a vast, bottomless ocean, that can swallow you up whole lol.
I understand it now.
I enjoy Tekken, but good lord is learning it an actually miserable experience a lot of the time. The game provides so little help to the player, especially compared to other fighting games.
That's why it is so fun and rewarding tekken is the dark souls of fighting games.
Dark souls is built very specifically to teach people how to play the game. Tekken is not. Dark souls starts out by telling you the buttons. Then you slowly encounter enemies and challenges. You die, you learn something. Then you encounter a situation that makes you apply what you learned in a combined or more difficult situation. This is one of the reasons why so many dark souls clones are bad - they seem to think dark souls is hard for the sake of hard. Stats are the only thing in dark souls that's actually really obtuse, and I don't think that would even be a bad thing to change.
Tekken meanwhile has no such structure. You need to speak to people to learn. There are a couple of basic prompts telling you about how highs/mids/lows work, low parties etc. But there's nothing to tell you that you can't parry elbows knees and weapons. I guess you can figure that out until you realise Leroy can. There are moves you could play your whole life and not know exist such as JFSR and Omen. These aren't even joke Easter eggs, these are useful moves. The command list also doesn't explain how some inputs work, like what does "~" mean? What does "press immediately" mean?
Every Fromsoft soulslike has a comprehensive tutorial to teach you the game's mechanics, and the stats of weapons and armor are upfront from the beginning. Neither hold your hand, but at the very least Fromsoft gives you all the information you'd need to improve your ability. Tekken forces you to look at wikis for bare minimum information about what moves are useful for what situations, when other fighting games just straight up tell you. I don't really see the comparison.
What? No, REAL Tekken is about unknown data and hidden moves and specific tech that you can only learn from your friends down at the smoke-filled arcade! You must be thrown unprepared into the burning volcano and forge your iron fists in fire!
I'm halfway joking, of course. I just want to see more players sticking with 8.
Having Heihachi as the only pre-order bonus character is totally something Heihachi would do
Ehrgeiz was like almost a Tekken game, so there is precedent.
Devs just can't cram all the characters they want into the base roster, either you get some characters as dlc or you don't get them at all
Yeah but look at reddit and all over internet. People are asking for dlc characters before the game even has 10 characters. It happened in T7 as well.
Im just worried they will cut characters on purpose just to gain more money selling them later.
what's your obsession with Genshin Impact and a sub reddit called 'Kpopthoughts'?
Tifa is a legendary female character from when video games were on the steep rise and there are many fans of one of the best story/theme games made. She's a fighter, she has a cool dress sense for a female, she's hot, she's respectable and positive and she'll likely use her op dolphin like moves, limits AND use some magic I imagine if she was in, so what's not to like exactly, she's a perfect fit.
Because she was the most logical FF rep and we got a third string K pop member who plays like Gilgamesh from Fate.
And is one better than the other?
Sylvie has a few great videos on it, start here: https://www.youtube.com/watch?v=Ge9KwO6eAX0
I'll jump on this and link her blog post as well.
For me using the forward drive first also helps so my opponents never know if it's a knee, teep or roundhouse until the last second since they're all the same initial movement.
The "Golden Kick" is faster, doesn't telegraph and his hard to read, evades the block, provides much more control throughout its arc (can respond better to a sudden check), can readily change target levels, speed or power, is easier to recover from in terms of defense, and maybe most importantly leaves you more in position to continue your attack in a more balanced way which is key in the Golden Age principle of fighting...that you always want to "continue" (doh), but not in a fixed combination way.
If you haven't been raised in the kick it may generate less power, but Thais have developed extraordinary hidden power that they have been able to generate without much "overturn" of the hip. It adheres closer to economy of movement and "strike from within your frame" principles which are often essential to generating both speed and power in strikes (including in boxing).
added benefit: much easier to be able to spar without shinguards, which probably was a meaningful reason why Thai fighters in the Golden Age were the best kicking fighters in documented history.
You’re 100% wrong about your statement. Muay Thai is not where you fight the best kickers in documented history. Kyokushin Karate is…
What makes it easier to spar without shinguards? The ability to respond to a check?
Golden Age Muay Maat fighter Takrowlek Dejrat teaches how to spar with it in the MTL session we filmed, spending a fair amount of time on it. It's 90 minutes of goodness and one of the best practical sessions we've filmed. But, if not a patron of the Library there are a few related reasons why it is made for sparring gearless. The first is that you just have far more control over your power and accuracy, because you don't commit to the power until the end, or the peak of the strike. So it is very easy to throw with very light power. There's no huge weight transfer, or big hip overturn, especially on the initial trajectory. This means also that if a check comes up you can let your kick die by relaxing or redirect it easily. (There are a few reasons why Thais don't break their shins historically on checks in fights, this is probably one of them.) The other related reason is that because you are kicking straight up you can spar with only the first trajectory of the kick and "land" only with the inside of your calf muscle. The nature of the Golden Kick is to rise up and then near the peak accelerate and turn the kick over with whipping action, depending on how much power you want. You can instead very lightly land with the inside of your calf, just like you can land with the inside of your thigh in clinch, simulating a knee. Kicking like this (and this is what Takrowlek shows) doesn't actually distort your kick motion, it's just the first part of the action. You aren't "pulling" the kick after a commitment (which does distort your kicking motion), you are just rising up and tagging. I strongly believe that a lot of this light impact, shin guard-less sparring is what gave Golden Age Thais so much kick control and sensitivity, without really sacrificing the upper ends of power.
>"strike from within your frame" principles which are often essential to generating both speed and power in strikes (including in boxing).
I hear ya bro, 'stay connected to the power source' and that kind of thing,
I heard a guy quoting straight science the other day, and that seemed to make great sense too,
"Force = mass x acceleration"
...we can't really change the mass in our legs to much of a degree, so the only variable left with much input is acceleration
So, it's like a karate style kick?
I reccomend reading the top comment from Kevin, highly informative, TLDR though it’s more about taking a very narrow angle with the kick and turning your hip over at the very end
I'd never heard the term "golden kick" anywhere but on Reddit, it was just the kick technique I was taught from the get go. It just seems like a description of an efficient Muay Thai style kick.
Throwing a kick rounder has it's uses too, for example if your wanting to get your kick over someone's check.
Edit: just read that blog post link above, which explains my first paragraph.
Yeah, the difference is how much of a dork you are, haha.
There’s been some catchy terms the last few years, got guys who don’t know how to step talking about how they’re trying out a Muay Femur style.
Very good point about the foot pull.
9 also applies to things like Claudio's starburst. As for 7, I'm not sure yet. On the one hand, it's a state all characters can be in, but on the other, it's something you might want to enter as Lei. I think I might give Lei an exception actually.
Alisa: Clockwork, Destructive Form, Boot, Dual Boot, Backup
Asuka: Naniwa Gusto
Azucena: Back Turned, Libertador, Nuevo Libertador
Bryan: Crouch Dash (Slither Step), Snake Eyes, Sway
Claudio: Starburst
Devil Jin: Mishima Crouch Dash (Wind God Step), Fly, Mourning Crow
Dragunov: Crouch Dash (Sneak)
Feng: Back Turned, Crouch Dash (Lingering Shadow), Shifting Clouds, Deceptive Step
Hwoarang: Mishima Crouch Dash (Crouch Step), Back Turned, Right Stance, Back Turned During Right Stance, Left Flamingo, Right Flamingo
Jack-8: Gamma Howl, Gamma Charge, Sit Down
Jin: Awakened Power Stance, Zenshin and Zanshin, Mishima Crouch Dash (Breaking Step)
Jun: Izumo, Genjutsu, Miare
Kazuya: Devil Form, Mishima Crouch Dash (Wind God Step)
King: Unique Crouch Dash (Beast Step), Back Turned, Jaguar Step, Jaguar Sprint
Kuma: Hunting, Bear Sit, Bear Roll
Lars: Avalanche Flip, Dynamic Entry, Silent Entry, Limited Entry
Law: Back Turned, Dragon Charge
Lee: Mist Step, Hitman
Leo: Lightning Glare, Crouch Dash (Jin Bu), Jin Ji Du Li, Fo Bu
Leroy: Hermit
Lili: Feisty Rabbit, Powered Up Feisty Rabbit, Back Turned, Crouch Dash (Dew Glide)
Nina: Crouch Dash (Ducking Step), Sway
Paul: Crouch Dash (Cormorant Step), Deep Dive, Sway
Raven: Back Turned, Crouch Dash (Shadow Sprint), Soulzone
Reina: Senshin, Wind God Step/Mishima Crouch Dash, Sentai, Unsoku, Heaven's Wrath, Wind Step
Panda: Hunting, Bear Sit, Bear Roll
Shaheen: Stealth Step
Steve: Ducking Left, Ducking Right, Quick Spin, Cyclone, Ducking, Ducking In, Peekaboo, Swaying, Flicker Stance, Lion Heart
Victor: Iai, Perfumer
Xiaoyu: Back Turned (Rain Dance), Hypnotist, Phoenix
Yoshimitsu: Bad Stomach, Mutou No Kiwami, Death Copter, Back Turned, Kincho, Meditation, Flea, Flea Step, Indian Stance Healing, Manji Dragonfly, Crouch Dash (Crouch Dash was originally included incorrectly.)
Zafina: Tarantula, Mantis, Scarecrow
I think calling Leo's Lightning Glare and Claudio's Starburst is a bit of a miscategorization. They are installs, not stances.
I know that it's a gray area, and I saw some other guides or posts referring to them as stances while some others didn't. I decided to consider them as stances as they modify the properties of several moves and there is an animation associated with them, so they do give characters access to unique moves with unique properties just like the rest of the stances.
Same with Asuka's Gusto, they are just powerups for the most part.
Isn't Jack 8's Gamma Charge just a slightly modified Gamma Howl? Same moves, different attributes
I followed these assumptions to decide what is and isn't a stance:
His movelist had more instructions than the owner's manual to a Buick, I respect Lei players
Can Yoshi's "Crouch Dash" input be buffered? If so, then indeed I shouldn't have included it as it wouldn't be a stance.
I wouldn't consider Flea Step a stance either. If Flea Step is a stance, then backturned FLE is a stance too.
If the logic is "Well it's a separate move in the move list, and you need to be doing that to get access to certain other moves" then every part of a chain grab is a separate stance too, as long as you have multiple options from said chain grab
It’s not really a stance; there are two moves out of it, a grab and the other one just straight up cancels it no?
Edit: neither one is a cancel.
Thanks for pointing this out! I cannot fix the image unfortunately, but I edited the stance list.
I think it can help achieve a certain style. If you like lower “more realistic” flips etc then medium or low kicks can help or be more friendly with that. If you don’t care and want tons of pop then high kicks are helpful. Obviously anything can be done no matter the shape, and it’s mostly what you’re used to or feels natural in your hand that’s best.
The higher the kicks the easier it is to pop
If you’re new, I recommend Med/High kicks
Honestly doesn't really matter you'll get used to it. But people say high kicks for beginners, low for tech and realism.
https://reddit.com/link/1kzje7b/video/4pomhwgvb04f1/player
I always knew the animations change a little bit if you put certain weapon parts in different limbs, but wow! Look at that!
I can't decide which I like the most, the Strike 4's sideways back-flip or Strike 5's two-feet-kick.
They don't actually function in game sadly. Unless it is a tail or a hand, the other strike animations will usually, if not always miss.
There's also a separate strike animation for putting parts on the head
Do these work in the actual game?
That’s not true at all. The range is affected so you may not hit multiple targets but you won’t whiff completely.
Really? The animations have always played for me.
Its not that they don't play, its that the attacks don't deal damage
I always used to put strike parts on the feet because of this! Loved seeing my creature do epic gymnastics.
I'm trying to make a form,
Currently I've gottent he genius idea ro create my own martial art.
Just asking other flashy kicks can i add to this?
Don't 100% know what you're talking about, but your movement looks stellar.
Thanks i spent years watching movies about shaolin kung fu
U can learn b twist or further ur cheat kicks so like c540, c720 Backside 900 is pre req for c9 I got a pretty safe way to learn b twist but it depends on how well u can control it body
Im curious, what’s your safe way to learn b-twist?
If u just add some more speed then a very easy 45 degree axis b twist round is possible
touch raiz cork
I’m personally begrudgingly fine with it because I’ve had enough experience with Tekken to know that being able to execute moves/combos isn’t what makes a player good.
As a matter of fact I’d say that most players as low as mid green ranks know most of the move list and how to do basic combos.
That being said, I don’t particularly “like” the idea of “ez mode” combos in a fighting game. Of course, I’m also one that doesn’t like all of the comeback mechanics/etc that have been introduced.
I think the effect will be similar to what we saw in Street Fighter 6: There will be little to no impact in intermediate to high level play BUT will be a pretty significant advantage at low level play.
I bet the really low ranked players in teal now will become a new breed green rank players….
Correct me if I'm wrong, but isn't special style version of attacks just worse than the normal version?
I've heard that special style electric is like 18frames.
Yes, if you use special style for a move that has a just frame input you get an inferior version.
It's really a non issue and most players who try to get by online with it will want to drop it fast bc it makes you insanely predictable. You always know what's gonna come out when they're using it after a match or two.
From what I saw in the beta the special style is honestly really bad. I wouldn't worry about facing people using it even at low rank because all it does is limit them to like three options that aren't even good. It might be good for toddlers but anyone over the age of 7 should be able to deal with it easily
thanks for saying this cuz it explained to me why combos werent working. i had this switched on accidentally
I really dislike how it can be toggled with a single button press mid-fight. I used to fight stick and I keep accidentally hitting l1 and not knowing why my moves aren't working.
I wish it were handled like the control methods in sf6
I ran into a few in the beta it was like fighting the punishment training dummy lol
I ran into a few as well.
All of them were kind of frantically pressing the options at odd, random moments throughout the match.
It was pretty funny honestly
It won't bother me since it seems even less viable than Modern in SF6 or simple inputs in GBVSR and the other two don't bother me either
We already had it in T7, kinda, with auto combo. It helps people have fun with the game, and anyone half decent in online won’t worry about it. It’s fine.
What auto combo? Katarina and Noctis had "mash button for babby combo" but that wasn't universal. Story Assist didn't work in ranked.
Katarina definitely has her own sort of “auto combo” lol
I rarely fight good Katarinas but one time I got beat down by one and decided to check out her moves in the lab.
I was absolutely disgusted
they added combo assist as an option outside of story mode in like mid-2018.
Different types of kicks in Tekken 8
Key Considerations for Kicks in Tekken 8
Types of Kicks:
Character-Specific Kicks: Each character in Tekken 8 has unique kicks that reflect their fighting style. Familiarize yourself with your character's moveset to maximize effectiveness.
Combos and Strings: Kicks can be part of larger combos. Understanding how to chain kicks with punches and other moves can enhance your gameplay.
Defensive and Offensive Use: Kicks can be used both defensively (to counter attacks) and offensively (to initiate attacks). Knowing when to use each type is crucial for effective gameplay.
Frame Data: Understanding the frame data for different kicks (startup, active, and recovery frames) can help you determine which kicks are safe to use and which can be punished.
Takeaway: Experiment with different types of kicks in practice mode to see how they fit into your overall strategy. Pay attention to your character's unique moves and how they can be combined with other attacks for effective combos. This will help you develop a more versatile and unpredictable fighting style in Tekken 8.
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