Tekken 8’s Explosive Patch Nerfs Anna, Lars, King & Paul—Heat System Overhauled!

The updated version 2.00.02 for Tekken 8’s Season 2 is now available, and it’s packed with adjustments. This patch includes toning down the abilities of most characters, overall adjustments to the Heat system, and much more.

As a dedicated gamer, I was part of the horde that fiercely criticized the rollout of Season 2. The backlash was so intense that even seasoned pros began to bid farewell to the game. The deluge of negative reviews on Steam was so overwhelming that it nearly pushed the overall rating towards the “Mostly Negative” zone.

Harada has since issued an apology for the problematic launch of the patch, assuring that the Tekken team is tirelessly working on releasing a new patch to rectify the issues. While they didn’t promise it would solve everything, Tekken 8 version 2.00.02 is intended to address many of the most significant problems.

In simpler terms, there are significant adjustments for characters such as Anna, Lars, King, and Paul, plus major overhauls to the overall system, slight adjustments to multiple characters, and changes designed to facilitate escaping walls more easily under specific conditions.

Here are the full patch notes for Tekken 8 v2.00.02:

Tekken 8 v2.00.02 patch notes

General Changes

Health Gauge

  • Health increased: 180 >>> 200
  • Rage threshold increased: 43 >>> 47

Throws

  • Throw breaking no longer deals recoverable damage to the defender

Heat Engagers

  • Opponent’s recovery time increased by 8 frames
    • This means frame advantage upon successfully landing a heat engaged has been reduced: +17F >>> +9F

Heat Dash

  • Post-hit aerial combo damage falloff increased: 70% >>> 60%
  • Chip damage on block reduced: 7 >>> 2

Chip Damage

  • Chip damage scaling on moves that don’t normally chip reduced in Heat: 25% >>> 20%
  • Move that deal chip damage normally no longer get bonus chip damage in Heat
  • Some moves that have properties changed in Heat have had chip damage reduced

Ki Charge

  • Ki Charge damage bonus reduced: 150% >>> 110%

Moves that induce Wall Stagger

  • Any move that gives a +10F advantage or more on block no longer wall staggers on block.

Throw Break

  • Fixed an issue where certain inputs allowed players to break throws that are only breakable with a 1 or 2 input

Character Balance

Note: Inputs are listed in traditional Tekken notation, which is as follows:

  • 1: Left Punch
  • 2: Right Punch
  • 3: Left Kick
  • 4: Right Kick
  • f: Press forward
  • F: Hold forward
  • d: Press down
  • D: Hold down
  • b: Press back
  • B: Hold back
  • u: Press up
  • U: Hold up
  • qc: Quarter circle
  • WR: While running
  • WS: While standing
  • +: Indicates simultaneous input
  • *: Indicates a held input
  • ~: Indicates almost simultaneous input

Anna Williams

1,2,1,2/1,2,1,2 in Heat

  • No longer triggers wall splat
  • Projectiles no longer track (goodbye Anna trickshots)

During Chaos Judgement 3,2/During Heat and Chaos Judgement 3,2

  • No longer wall splats
  • Projectiles no longer track

WR 3,2/During Heat WR3,2

  • No longer wall splats

During Heat 1,2,1,2/During Heat WR3,2/During Heat and Chaos Judgement 3,2

  • No longer applies wall stun when blocked

Fragile (this is her Rocket debuff)

  • Reduced chip damage bonus on blocking opponents

During Chaos Judgement 2,1

  • Fixed issue where Heat Dashes could be performed when whiffing

WR1+2

  • Fixed a bug where multi-hitting attacks with Power Crush properties would fail to be absorbed, resulting in the player getting hit

Slap Reversal

  • Fixed all bugs related to characters stealing Anna’s move set

During Pleasure Time 4

  • Changed opponent behavior on hit to make them stand up facing forward
  • Adjusted hit collision to reduce circumstances where characters swap positions near walls

Asuka

During Naniwa Gusto WR1+2/db1+2

  • No longer wall staggers on block

Bryan

During Snake Eyes WCdf3

  • Punish window increased: -12F on block >>> -13F on block
  • Heat consumption increased: -210 >>> -300
  • Counter hit no longer triggers wall splat

During Snake Eyes fF1+2 (Successful Attack Reversal)/fF1*

  • No longer wall staggers on block

Claudio

During Starburst WR1+2

  • No longer wall staggers on block

Clive

fF1+2

  • Counter hit damage reduced: 60 >>> 50
  • Frame advantage on block reduced: +4F >>> +3F
  • Chip damage reduced: 6 >>> 2

During Heat 3+2

  • No longer wall staggers on block

1

  • Fixed an issue where inputting F followed by WR1 would prevent follow-up moves from being executed

Devil Jin

db1+2*

  • No longer wall staggers on block

Eddy Gordo

During Heat 3+2/During Heat qcf4/u4~4

  • No longer wall staggers on block

uf3+4

  • No longer grants combo carry when hitting a downed opponent

Start of Round

  • Eddy can no longer do a specific set of inputs to teleport forward at the start of a round

d3

  • Changed the opponent’s behavior on hit to make them stand up facing forward
  • Adjusted the collision on hit to reduce instances of characters swapping positions near walls

Feng

During Heat 3+2/3,1+2*/fF1+2*

  • No longer wall staggers on block

Heihachi

f,d,df3

  • No longer wall staggers on block

Hwoarang

d3+4

  • Changed the opponent’s behavior on hit to make them stand up facing forward
  • Adjusted the collision on hit to reduce instances of characters swapping positions near walls

Jack-8

The main point behind these adjustments is that it has become more dependable to dodge the “Make Some Noise” combo, and you will sustain significantly reduced damage if caught in its loop.

2,1,UF1+2/WCdf3+4,UF1+2/During Gamma Howl uf1+2

  • Damage reduced: 30 >>> 20
  • Chip damage on block reduced: 12 >>> 4
  • Frame advantage reduced: +8F on block >>> +5F on block
  • Hitbox size reduced

2,1,UF1+2

  • Fixed the issue allowing you to execute UF1+2 5 frames faster than intended
    • This means the ender of this string, Make Some Noise, can now be sidestepped with correct timing and prevents you from getting looped into blocking by this string

During Heat uf3

  • Fixed training mode bugs that made looping this move seem like an infinite combo

Jin

WR3,F (Transition into Zenshin stance)

  • Now takes 6 frames longer to do a move after transitioning into Zenshin
  • Frame advantage reduced: +12F on block >>> +6F on block
    • This keeps Jin from looping mid kicks and whittling you down with chip while being at a massive frame disadvantage

During Zanshin 2

  • Damage reduced: 25 >>> 20

During Zanshin 4

  • Opponent’s behavior on down hit has been reverted to prevent follow-up attacks from connecting

During Zenshin 3+4/During Heat 3+2,4

  • No longer wall staggers on block

df2,4

  • Expanded the hurtbox to reduce circumstances where attacks against Jin whiff when they’re not supposed to

Jun

1,2,2/u2/f3,2

  • Frame advantage reduced: +6F on block >>> +4F on block

During Izumo 3

  • Hitbox of the first attack reduced to make sidestepping easier

During Izumo 4

  • Tracking has been reduced
  • Frame startup changed: 19-20F >>> 19F
  • Expanded the hurtbox to reduce circumstances where attacks against Jin whiff when they’re not supposed to

During Miare 1+2

  • Frame advantage reduced: +6F on block >>> +4F on block

Kazuya

df3,2,1*

  • No longer wall staggers on block

King

3,2,2

  • The second hit no longer connects as a natural combo after the first hit lands
  • Third hit’s hitbox size reduced, making it harder to connect against downed opponents

3,2,2*

  • Reduced tracking of the third hit when charged
    • Has the same hitbox size reduction as above nerf

During Jaguar Sprint 3 (Powered up)

  • No longer wall staggers on block

db1+2,2

  • Fixed an issue where recoverable gauge would not regen after transitioning to Jaguar Sprint with 3+4 following Heat activation

Approach opponent during Jaguar Step 1+3/Approach opponent during Jaguar Step 2+4

  • Fixed an issue where transitioning to Jaguar Step with b3+4 would incorrectly trigger the move with the wrong command

Kuma/Panda

WS1,2*

  • No longer wall staggers on block

During Hunting 3+4/During Hunting 3+4 (When absorbing attack)

  • Fixed an issue where opponent’s behavior upon activating Heat Dash during airborne hit did not match intended behavior.

qcf2,1

  • Fixed an issue where Heat Dash could be activated on whiff

Kuma

During Heat 3+2

  • No longer wall staggers on block
  • Fixed a bug where damage scaling and knockback distance were being reset on hit.

Panda

During Heat db1+3/During Heat db2+4

  • Fixed an issue where opponent’s ability to act after being hit was 1 frame longer than intended

Lars

During Dynamic Entry 2

  • Damage reduced: 19 >>> 17

During Silent Entry 4

  • Damage reduced: 23 >>> 19

db2,3*

  • No longer wall staggers on block

During Limited Entry 1

  • Frame advantage reduced: +26F >>> +4F

df1,1,D

  • Fixed an issue where Heat Timer wouldn’t recover when transitioning into Dynamic Entry during Heat

WR1

  • Fixed an issue where the Heat Timer wouldn’t recover when transitioning into Silent Entry during Heat

Dynamic Entry/Silent Entry/Limited Entry

  • Fixed an issue where the remaining time of a Heat Timer would not recover depending on the timing of inputting a follow-up move

df3,D

  • Fixed an issue where inputting df3,D~2~1+2 would unintentionally cause During Dynamic Entry 1+2 to combo after a df3 hit

Law

3+4,4/During Dragon Charge f4/During Dragon Charge f4 (Just Frame input)

  • No longer wall staggers on block

Lee

df3,2,3/During Hitman 1,1,1

  • Fixed an issue where Heat Dash could be triggered on whiff

Leo

During Fo Bu 3

  • No longer wall staggers on block

During Lightning Glare f2,4,3,D

  • Heat consumption increased: -120 >>> -240

Lidia

1+2*/During Horse Stance 3+4

  • No longer wall staggers on block

Lili

u1+2*

  • No longer wall staggers on block

Nina

Slap Reversal

  • Now only works with certain characters rather than the entire cast

Paul

During Heat 1+2*/qcb3,2,1/d1,2*/During Deep Dive DF2,1

  • No longer wall staggers on block

f2 during hit from front followed by DF

  • Fixed an issue where amount of recoverable gauge was lower than intended when transitioning into Deep Dive

f1+2,DF

  • Fixed an issue where performing specific inputs after forcing the opponent to block would result in guaranteed follow-up attacks
    • This is the fix to Paul’s true unblockable setups

Reina

During Heat 3,4,4

  • Adjusted an issue where moves would whiff in certain situations

During Heat d2,1+2

  • Fixed an issue where incorrect damage scaling on airborne hits was causing combo damage much higher than intended

Shaheen

During Stealth Step df1,3

  • Fixed an issue where Heat Dash could be triggered on whiff

d1

  • Changed opponent behavior on hit to make them stand up facing forward
  • Adjusted hit collision to reduce circumstances where characters swap positions near walls

Xiaoyu

During Hypnotist (Charged) 2/fF4/f3+4,3+4

  • No longer triggers wall staggers on block

Yoshimitsu

During Kincho f2

  • No longer wall staggers on block

Zafina

During Scarecrow Stance b1+2

  • Changed opponent behavior on hit to make them stand up facing forward
  • Adjusted hit collision to reduce circumstances where characters swap positions near walls

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2025-04-17 06:20