Tekken 8 update 1.06: Lidia Sobieska arrives, Photo Mode announced

First character in the roster to come from Tekken 7 is Lidia Sobieska, she’s back with her usual karate style.
An undated image of the Tekken 8 poster. — Bandai Namco
An undated image of the Tekken 8 poster. — Bandai Namco

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.

Read more: Xbox Game Pass surprise — Call of Duty Modern Warefare 3 arrives today (July 24)

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.