
Tekken 8, the 3D fighting game developed by Bandai Namco, has just released its latest update, version 1.06. This update is bringing exciting new content to the game.
The update introduces Lidia Sobieska, a DLC fighter, who is now playable in Early Access for those who purchased the Tekken 8 Playable Character Year 1 Pass. Others will have to wait until July 25 to add her to their roster.
The update will also introduce an all-new Photo Mode, where players can take pictures of their matches. Along with that a brand-new beach-themed stage used for battle, "Seaside Resort," and new items in the Item Shop are also added in the gameplay for the players.
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The first character in the roster to come from Tekken 7 is Lidia Sobieska, she’s back with her usual karate style. This addition in the roster brings new gameplay and excitement for fans.
Other quality-of-life improvements include bug fixing in classic Tekken Ball, game mode, and Special Style. Moreover, it adds hand-to-hand "TEKKEN Fight Pass -Round 2" items to the Item Shop, among others.
Here are the Tekken 8 update 1.06 patch notes
Character | Command/Situation | Category | Changes |
Regarding battle balance adjustments for the V1.06 update | In the upcoming V1.06 update scheduled for July 23rd, we will not be conducting balance adjustments. Instead, our focus will primarily be on addressing issues that have arisen as a result of the changes made in V1.05. | ||
Common | Special Style | New Move | To enhance the effectiveness of the Special Style, we have expanded actions from the crouching position. Previously, when using Special Style and inputting "Specialty Move" or "Air Combo" from a crouching state, the character would first stand up before executing a standing attack. However, due to the difficulty in executing appropriate counters against opponents with this behavior, from V1.06 onwards, we have modified it to immediately execute attacks from the crouching state. [Assigned Actions from Crouching State) When inputting "Specialty Move," the character will perform an 11- frame mid attack suitable for a punish. When inputting "Air Combo," the character will initiate a mid attack combo starter that can lead to substantial damage, followed by further attacks. *Note: "Power Crush," "Low Attacks / Throws" Special Style options will continue to behave as they did before. |
Common | Special Style | Behaviour | In V1.05, we corrected an issue where Eddy's aerial combo during Special Style while in Heat and Rage state would fail to perform the full combo. |
Common | Stage (ELEGANT PALACE) | Behaviour | We have corrected the hit detection for walls on the lowest level, there previously was a larger Wall Bounce hitbox area than visually construed. |
Common | Stage (URBAN SQUARE) | Behaviour | We have fixed an issue where performing specific actions immediately at the start of a round caused objects to take up too much of the screen. |
Common | Rendering | Behaviour | (on PC) we have mitigated an issue where effects and stage rendering would behave unexpectedly in certain environments. |
Devil Jin | Behaviour | We have fixed an issue where performing a simultaneous input of and during Rage caused Rage Arts to activate unintentionally. | |
Jack-8 | Approach opponent from left side (or Approach opponent from behind Approach opponent Approach opponent | Behaviour | In V1.05, due to the addition of damage scaling to throws that can trigger stage gimmicks, there was an unintended issue where damage scaling was applied incorrectly even when the throw succeeded in a position unrelated to the wall. This has been corrected. |
Kazuya | Behaviour | We have fixed an issue where performing a simultaneous input of D and during Rage caused Rage Arts to activate unintentionally. | |
King | Approach opponent n | Behaviour | In V1.05, we reduced the opponent's recovery time by 6F to prevent unintended follow-up attacks. However, due to this adjustment, there were instances where King was unable to block wake-up low kicks from certain characters. To address this, we have increased the distance between the opponent and the player after a throw. |
Paul | Approach airborne opponent | Behaviour | Due to changes in the transition conditions to strike throws in V1.05, we have corrected the damage scaling that was not aligned with the intended values. - Unintended adjustments were made to the angles and height at which strike throws could transition in V1.05, so we have reverted these settings to match those of V1.04. |