Punch Speed and Calibration
In Tekken 8, the speed and effectiveness of punches can vary significantly. Players have noted discrepancies in punch speeds despite similar swing motions [1:1]. This might be due to calibration issues with arm length, which can affect damage output
[1:3]. Adjusting your arm calibration slightly can make a difference in achieving the intended punch effects
[1:7].
Character Punch Styles
Characters in Tekken are not strictly divided into punch or kick types; most characters utilize both punches and kicks effectively [3:1]. However, there are exceptions like Steve, who primarily uses punches due to his boxing style, and Hwoarang, who focuses more on kicks because of his Taekwondo background
[3:5],
[3:7]. Understanding each character's style can help players leverage their strengths in matches.
Special Punch Techniques
Tekken 8 features special techniques such as "heat bursts," which are used strategically in combos [5:1]. These moves can change the camera angle to focus on the attacker, adding a dramatic effect. While they may reduce damage in some cases, they serve to extend combos by putting opponents in a grounded state, allowing for further attacks.
Custom Styles and Punch Variations
Players often create custom fighting styles that incorporate unique punch combinations [2]. For example, one user described a style featuring fast punches and a high-damage hammer punch, which consumes stamina
[2:2]. Custom styles allow players to experiment with different punch techniques and find what works best for them.
Directional Inputs for Punches
Understanding directional inputs is crucial for executing punches effectively. Some moves require specific inputs, like "dp-motion plus any punch" [4]. Modern controls simplify these inputs for casual play, offering a more accessible way to perform complex moves
[4:4].
Is this some kind of hacking codes?
another thing , Each person's punch speed seems like the measurements are not the same despite the swing speed seems to be the same.
My fastest swing has never exceeded 9 m/s, but some people I've seen swing about the same (some a bit slower) but have speeds over 10.
do yourself a favor and recalibrate your arms to be a bit longer, just slightly extended out from your normal. Ive figured out that it hasnt been reading my arm length properly, and theres about 2-3 inches of extension in my form that werent accounted for, and it nerfed my damage heavily.
for me its the opposite. in order to get a straight jab or straight, you have to angle your shoulder into the hit. longer arms would make this more difficult
otherwise you'll land a jab with a bent elbow , severely reducing damage. lengthening your arms exacerbates this problem.
long long arms are only good for the gamey straight-armed hooks as they sneak around your high guard.
This. I've been having some serious difficulty getting my arm length calibrated lately. I've noticed that if I moved my head forward, chin down into a jab, the arm will bend. If I lean my head back, chin up, and kind of puch my shoulder forward it will be straight. Not really ideal. Inwasnt having these issues until like the previous update to the most recent one.
Wait, this whole time my fully extended arm was still bent slightly in game. Is this not supposed to happen?
How do you achieve that? Hold the controllers by the ends and calibrate?
Agreed. Fought a tall fellow who was loopong wide, slow hooks that would stun every time. Definitely didn't seem to be within the 8m/s requirement for a stun.
If they're slow why don't you just block or dodge them
Cant dodge them all, friend. A few are bound to slip through. And when the screen goes white, hard to dodge anything at all. Not complaing just noting a fact that they seemed below the new 8m/s threshold, thought that was odd.
"You're tough and gritty but your technique is unorthodox, Your punches are fast and tough but they eat up stamina, you have a weak dash but an amazing damage, Ultimate: uh-oh"
M1: a fast 1-1-2. M2: a slow but high damaging uppercut. Dashes: pretty decent like other uncommon styles. Special ability: a high damaging hammer punch that eats up most of your stamina. Regen: normal like other uncommon styles. Ultimate: the opponent loses their guard and you release an uppercut then multiple blows to the head then a liver punch (damage: 60%)
That's all what do you think guys?
Hammer + Wolf? That can be either way too weak or way too strong, but it can be a different change of pace. I think it could need some adjustements, but it would be a good Mythical.
Thanks!
Feels kinda like if Corkscrew and Hammer had a child, funnily enough I mistook the picture as a fart cloud
Ikr, idk how to edit a custom style pic 😭
I think there's a YouTube tutorial somewhere since I see lots of people using the same custom images.
Yo im new to Reddit how do you post?
Found it
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 people! Can somebody explain what the directional input in the final column means? So it says "shoryuken" then "dp-motion plus any punch" and then there's another column to the far right of the screen where it says "left directional input and SP". What does that final column mean?
thats for the one button special you can set. The collections let yoy use simplified specials offline and for casual play(they are blocked in ranked modes)
The one on the right is for Modern controls.
So the shoryuken is back + special? That makes no sense.
idk it seems to make sense to me. You'd want to use shoryuken when anti airing or for its invincibility so you're likely pressing back when doing that. I get that in the past that you need to press front because it's commital and you can't block while doing it but in terms of practicality, I think it does make sense. A bit like how anti air command normals in ArcSys games are down+ instead of front+
Thank you!
Curious as a person who is interested in playing Tekken, what is the purpose of the hit with switch of camera angle focusing to the attacker? I think there is some special attack damage boost in those kind of attacks as I also see that kind of move with other characters. Thank you.
That attack is called a "heat burst". Every character has it. It's main purpose in a combo is to put the opponent in a grounded state when they're in the air so that certain moves that would otherwise not hit the opponent will land, continuing the combo.
For example, if the Lili player tried to continue the combo without the heat burst, it wouldn't have landed and the combo would've dropped.
It actually reduces damage in a combo most of the time, the Lili player only did it so she could get the floor smash, a stage interaction which causes damage and extends a combo. Most stage interactions can only be used once, which is why that Lili player opted to use it, so it couldn't be used on her.
Heat burst is often used to interrupt your opponent's moves as it has an armour mechanic, it allows you to take your opponent's hit whilst activating heat.
Heat is a special meter that every character has that can be used once per round. It gives you access to new moves, changes the properties and workings of some moves, and can even just outright give you easy access to moves that are typically hard to perform.
15 frame good range mid counter hit luancher that is also safe? barely see these kinds of buttons in tekken 8.
Barely see? What about 15f safe mid df2 launcher on standing opponent? sure it doesnt launch on crouching but you can ch crouching opponent if they press during it. Literally a better button than victors atleast victors doeasnt launch on hit and some df2 will have some tracking on one side victors doesnt. Btw pretty sure victors 1+2 is -9 and safe df2 are -7 om block.
Why does Victor have that and counter-punching paragon Steve has only 10 transitions to Lionheart bro?
am also pretty amazed a counter hit chracter should have these.
dont get me wrong, it's a good move but it's not premium, alot of characters have that type of move.
Azucena 1+2 is 15f ch launch that also crushes highs but its a high.
King df2,1 is a 13f hit ch confirm launcher, completely safe.
Raven has 13f ch launcher from fc which is an elbow, also safe.
Victor from ws also has one.
King and raven ch launchers 100% needs nerfs.
Jin f4. It's only 1 frame slower and they made the CH pickup easier in a game where they nerfed CH launchers.
Also generic df2s as well especially ones with more range than normal like Yoshi and Paul.
thats like 3 characters other then vic. also lets count crouch counter hits lol
Doesn't Asuka b4 have about the same range. But has way better tracking
try 13f elbow high crushing safe OB mid
What move is this
king df2/1?
Raven while standing 2
J thought you meant us and ws1 haha, it could even be 12 frame if am not wrong
darken out the background and make the impact a flash like in impact frames or squash and stretch the opponent’s hitbox
You can also use visual and sound effects to make the punches look even more powerful. For example, here are a few panels from the Webtoon series The Boxer by JH (not in order).
Try a more exaggerated poses for the punch-er and punch-ee.
Combined with your motion lines, it should add more weight
Try make the rest of the body line up with the punch and go through the body so it looks like they are putting all their power into it
Yea it’s all about distance for some fighters especially taller against shorter you really have to know how to direct your punches still a lil buggy but with practice and knowing a lil direction with the fighter your using you can be on point with your punches this is one of the good examples
Its alot of slow mtfa that dont undstand tha mechanics
I think a lot of people don’t really understand how the directional punching works. I see a ton of clips about people missing punches but when you watch the clip they’re using forward directional punches at point blank range. If you use forward directional punches that close it’s gonna miss like 90% of the time.
Exactly its a motion fr i play people all tha time and they say its hard to hit me lol frfr i like my tyson i created
You literally missed 4 out of 5 punches and then the game threw you a bone and let the hook that was also blocked, hit.
I really post just to show my created mike tyson lol
The wave effect on Patterson's face after he got hooked... DAMN that shit was awesome. Nice gameplay bro 🤌💪🥊🔥🔥💯
Thanks fasho
People keep saying "you gotta learn it's a fighting game" but what other game makes you remember 10 hit strings for 1567 characters? It's not like they are the same either. And some have more than one.
Here is what you guys don't seem to understand.
Beginners will be beginners whether 10 hit combos are in the game or not. Meaning they will be terrible. And the learning curve wouldn't change.
They would still have to learn fundemantals, learn their character and learn the match ups. These are going to take hundreds of hours for most beginners. So spending a couple of hours learning how to deal with ten hits really doesnt make much of difference in the long run.
I'd say keep it, it can create some interesting moments and it's literally the tiniest challenge this game offers considering how hard it is.
It's one of the biggest challenges for someone with bad memory :(
I have almost 2k hours in t7 now and have labbed several 10 hit strings countless times but they just won't stick to my memory, pretty sad.
I can never accept this answer. To me Tekken is about movement and making it worse hurts the series.
You dont think its pointless? Dont get me wrong i love abusing the 10 hit and it was worth learning it, but I feel as if i get away with abusing it too much. Obviously people that are higher in rank will know how punish it, but in the lower ranks when i dont know the match up the 10 hit literally wins me games.
there's a shit ton of pointless moves that are very fun to use.
> Obviously people that are higher in rank will know how punish it
Not the case until you get into VERY high ranks and play a character that has a commonly used 10 hit. 10hit sometimes even hit pro players because nobody is looking for them and they're super risky, so they're not expected.
That's not your problem. Removing things from games because it beats ignorant people never makes games good. I'm sure there are people that don't understand mids or lows. What if you were just mashing lows and your opponent was too dumb to block, should lows be taken out because you're abusing it too much in lower ranks? No!! You have to get good, period. The more rich and deep the game is, the better. It does not matter how bad the noobs are. That's their problem.
That's how everything in fighting games works. You don't know something, you practice against it and overcome that. 10hit strings are some of the easiest things to learn to counter.
It provides a fun factor in matches . Pointless stuff can be situationally strong.
I agree with the 10 string movement impairment where if you get hit by the first move you are forced to take the entire 10 hit, and the crushing/evasiveness of the 10 hit. However i wouldnt want to see chain grabs/snake edges be traded in for better movement. I think they can just add better movement whenever they want to but that doesnt seem to be the direction tekken devs want to head at as the game is becoming rather simplified.
It is kinda funny to dish out 10 hits when people dont know what to do, not gonna lie lmao.
no joke, I hit a few people with 10 hits and I'm at fujin ranks
key word being few
Different types of punches in Tekken 8
Key Considerations for Different Types of Punches in Tekken 8
Basic Punches:
Special Punches:
Combo Punches:
Unique Character Punches:
Environmental Punches:
Takeaways:
Recommendation: Spend time in practice mode to familiarize yourself with the different types of punches and how they can be combined into effective strategies. This will enhance your gameplay and help you adapt to various opponents.
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