Version 2.00.02

From Wavu Wiki, the 🌊 wavy Tekken wiki
Version 2.00.02
Released 2025-04-17
Official notes [1]
Chronology (view all)
← Version 2.00.01 Version 2.01.00 →





Common

Health Gauge
The maximum health value has been increased from 180 to 200. Accordingly, the threshold for activating Rage has also been raised. Since the Rage activation threshold is based on 23.5% of a characters total health, the increase in maximum health will change the Rage trigger point from 43 to 47 HP.
As a result of this change, Rage may now last slightly longer than before, and there may be more situations where it's harder to K.O. an opponent in Rage. Since this could lead to more frequent comeback scenarios, the baseline activation threshold of 23.5% is under review and may be adjusted in a future update.
Note: This change does not apply to the following modes:
- STORY "The Dark Awakens"
- Episode "Unforgotten Echoes"
- TEKKEN BALL
Throw
In the previous update, adjustments were made to ensure that throws would still offer some advantage to the attacker, even if the throw was broken-based on the idea that throws are les effective against opponents who can react and tech after seeing the throw animation.
However, considering that throw breaking is a high-level technique reflecting a player's practice and reaction speed, it was deemed excessive to impose a penalty on the defender for successfully breaking a throw. As previously announced, the following change has been implemented:
- The mechanic where the defender receives 5 recoverable damage upon a successful throw break has been removed.
Heat Engagers
After a hit, when transitioning into a running motion, the opponent's recovery time has been reduced by 8F, changing the frame advantage from +17F to +9F.
Heat Dash
Changed post-hit aerial combo damage scaling from 70% to 60%.
Changed the recoverable damage inflicted when performing a Heat Dash after forcing the opponent to block a move from 7 to 2.
Note: Due to this change in aerial combo scaling, a discrepancy has been identified between some sample combos and actual combo damage. This will be addressed in a future update.
Chip Damage
To reduce chip damage on block, the following adjustments have been made:
Moves that do not normally deal chip damage.
To lessen the additional chip damage applied during Heat, the chip damage scaling has been changed from 25% to 20%. As a result, chip damage from blocking Heat Smash attacks has been lowered overall.
Moves that deal chip damage by default
Adjustments were made so that no additional chip damage is applied during Heat for these moves.
Moves whose properties change in Heat, or moves that deal increased chip damage due to a character-specific Heat system.
Due to the revised chip damage calculation, some moves were exhibiting excessive variance in chip damage. Balance adjustments have been made accordingly.
Ki Charge
In the previous update, adjustments were made to reduce the overwhelming impact of counter-hit based offense. However, it has since been determined that combining charged attacks with elements like Rage or stage gimmicks can lead to excessive, potentially match-ending damage in a single hit. As such, further rebalancing has been implemented.
When a charged attack hits the opponent, the damage scaling on the first hit has been changed from 150% to 110%.
Moves that Induce Wall Stagger
In the future TEKKEN 8 updates, the development team is committed to minimizing situations that lead to one-sided exchanges.
Among these, moves that trigger a wall stagger on block were a particular concern. Such moves could easily create extreme advantage "+10F" or more-when used near the wall, forcing the defending player into powerful mix-up situations without any opportunity to respond.
To reduce these kinds of one-sided scenarios, the team has reviewed all wall-stagger-on-block moves across all characters. Any move that previously created an advantage of +10F or greater on block will no longer trigger a wall stagger when blocked.
Note: Specific affected moves are listed in the character-by-character adjustment details.
Throw Break
Fixed an issue where certain input combinations allowed players to break throws that should only be breakable with either 1 only or 2 only, effectively enabling breaks for both types of throws.

Anna

1,2,1,2
1,2,1,H.2
Adjusted the opponent's behavior on first hit so that it no longer triggers wall splat
Fixed an issue where the projectile would not fly straight forward and could unintentionally hit opponents positioned to the side or behind.
CJM.3,2
CJM.3.H.2
Adjusted the opponent's behavior on first hit so that it no longer triggers wall splat
Fixed an issue where the projectile would not fly straight forward and could unintentionally hit opponents positioned to the side or behind.
f,f,F+3,2
f,f,F+3.H.2
Adjusted the opponent's behavior on final hit so that it no longer triggers wall splat.
1,2,1,H.2
f,f,F+3,H.2
CJM.3.H.2
In line with the overall adjustment policy, changed the move so that it no longer triggers a wall stun when blocked by the opponent.
Fragile
Reduced the additional chip damage applied when blocking moves against opponents in a weakened state.
CJM.2,1
Fixed an issue where Heat Dashes could be performed after whiffing in specific situations.
ws1+2
Fixed a bug where multi-hitting attacks with Power Crush properties would sometimes fail to be absorbed completely, resulting in the player being hit.
Slap Reversal
Fixed an issue where an action that should have been exclusive to certain characters could unintentionally be performed by all characters.
Fixed a bug where unintended moves could be triggered by specific command inputs.
TOM.4
Changed the opponent's behavior on hit to make them stand up facing forward. This change was made because the long period of unrecoverable time allowed for unblockable situations with sidesteps and axis-shifting attacks.
Adjusted the collision on hit to reduce instances of characters swapping positions near walls.

Asuka

NWG.f,f,F+1+2,db+1+2
In accordance with the overall balance adjustments, the move no longer induces wall stagger when blocked by the opponent.

Bryan

SNE.FC.df+3
The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from -12F to -13F.
The consumption of remaining Heat has been changed from -210F to -300F.
Adjusted so that a Counter Hit no longer triggers a wall splat.
SNE.f,F+1+2 (Successful Reversal)
f,F+3
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Claudio

STB.f,f,F+1+2
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Clive

f,F+1+2
Reduced the damage on counter hit from 60 to 50.
The opponent's recovery time when blocking has been reduced by 1F, and the advantage on block has been changed from +4F to +3F.
Changed the chip damage on block from 6 to 2.
H.2+3
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
1
Fixed an issue where inputting F followed by 1 while running would prevent follow-up moves from being executed.

Devil Jin

db+1+2**
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Eddy

H.2+3
H.qcf+4
u+4~4
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
uf+3+4
Adjusted opponent behavior when the first attack hits a downed opponent.
This fix addresses an issue where unintended combos were possible against certain characters when hitting a downed opponent.
At Start of Round
Fixed an issue where unintended behavior could occur at the start of the round.
d+3
Changed the opponent's behavior on hit to make them stand up facing forward. This change was made because the long period of unrecoverable time allowed for unblockable situations with sidesteps and axis-shifting attacks.
Adjusted the collision on hit to reduce instances of characters swapping positions near walls.

Feng

H.2+3
3,1+2*
f,F+1+2*
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Heihachi

f,n,d,df+3
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Hwoarang

d+3+4
Changed the opponent's behavior on hit to make them stand up facing forward. This change was made because the long period of unrecoverable time allowed for unblockable situations with sidesteps and axis-shifting attacks.
Adjusted the collision on hit to reduce instances of characters swapping positions near walls.

Jack-8

2,1,UF+1+2
FC.df+3+4,uf+1+2
GMH.uf+1+2
Damage changed from 30 to 20.
The chip damage on block has been changed from 12 to 4.
The opponent's recovery time when blocking has been reduced by 3F, and the advantage on block has been changed from +8F to +5F.
2,1,UF+1+2
Corrected an issue where the third input in the sequence could be executed 5F earlier than intended.
H.uf+3
Fixed an issue in PRACTICE where the CPU would not perform certain ukemi after a down hit when set.
Corrected a bug where the combo counter incorrectly displayed a continued combo when following up a knockdown with an attack during a timing that could be avoided with a ukemi and should not have resulted in a true combo.

Jin

f,f,F+3,F
THe timing a move can be performed after transitioning into Zenshin has been delayed by 6F, and the advantage on block has been adjusted from +12F to +6F.
ZEN.2
Damage changed from 25 to 20.
ZEN.4
The opponent's behavior on down hit has been reverted to the pre-V2.00 state to prevent follow-up attacks from connecting.
ZEN.3+4
H.2+3,4
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
df+2,4
Expanded the hurtbox, alleviating situations where certain attacks would whiff.

Jun

1,2,2
u+2
f+3,2
Reduced the recovery time inflicted on the opponent by 2F, and the advantage on block has been changed from +6F to +4F.
IZU.3
The downward hitbox of the first attack has been reduced, making it easier to sidestep.
IZU.4
Tracking performance has been reduced, making it easier to sidestep.
The startup of the attack has been changed from 19-20F to 19F.
With the above adjustment, when Jun uses this move from a +4F situation, the opponent can more easily evade it by sidestepping to the right.
MIA.1+2
Reduced the recovery time inflicted on the opponent by 2F, and the advantage on block has been changed from +6F to +4F.
The behavior on counter hit has been aligned with that of normal hits.
IZU.4
Expanded The hurtbox, alleviating situations where certain attacks would whiff.

Kazuya

df+3,2,1*
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

King

3,2,2
The second hit no longer connects as a natural combo after the first hit lands.
The hitbox of the third hit has been reduced, making it harder to connect against opponents in a downed state.
3,2,2*
Reduced the tracking ability of the third hit.
Reduced the hitbox of the third hit, making it harder to connect against opponents in a downed state.
JGR.3*
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
db+1+2,2
Fixed an issue where recoverable gauge would not regenerate after transitioning to Jaguar Sprint with 3+4 following a Heat activation animation.
JGS.1+3
JGS.2+4
Fixed an issue where transitioning to Jaguar Step with b+3+4 would incorrectly trigger the move with the wrong command.

Kuma/Panda

ws1,2**
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
HBS.3+4
HBS.3+4 (after absorbing attack)
Fixed an issue where the opponent's behavior upon activating Heat Dash during an airborne hit did not match the intended behavior.
qcf+2,1
Fixed an issue where Heat Dash could be activated on whiff under certain conditions.
Kuma - H.2+3
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
Fixed a bug where damage scaling and knockback distance were being reset on hit.
*Note: Due to this fix, discrepancies between certain sample combos and actual combo damage have been identified. This issue is scheduled to be corrected in a future update.
Panda - H.db+1+3 (or db+2+4)
Fixed an issue where the opponent's ability to act after being hit was delayed by 1F longer than intended.

Lars

DEN.2
Damage changed from 19 to 17.
SEN.4
-Damage changed from 23 to 19.
db+2,3*
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
LEN.1
-Changed the opponent's behavior on hit and adjusted the frame advantage from +26F to +4F.
df+1,1,D
Fixed an issue where the Heat Timer would not recover when transitioning into DEN during Heat.
f,f,F+1
Fixed an issue where the Heat Timer would not recover when transitioning into SEN during Heat.
DEN/SEN/LEN
Fixed an issue where the remaining time of the Heat Timer would not recover depending on the timing of inputting a follow-up move.
df+3,D
Fixed an issue where inputting df+3,D+2~1+2 would unintentionally cause DEN.1+2 to combo after a df+3 hit.

Law

3+4,4
DSS.f+4
DSS.f+4 (Perfect)
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Lee

df+3,2,3
HMS.1,1,1
Fixed an issue where Heat Dash could be triggered on whiff under certain conditions.

Leo

BOK.3
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
f+2,4,LTG.3,D
The consumption of remaining Heat has been changed from -120F to -240F.
*To address inconsistency in Heat timer consumption: when returning to a standing position with f+2,4,LTG.3, the Heat timer was reduced by -240F, whereas transitioning into BOK with f+2,4,LTG.3,D only consumed -120F. This fix aims to standardize that behavior.

Lidia

1+2*
HRS.3+4
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Lili

u+1+2**
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Nina

Slap Reversal
This action was originally intended to be performed only by certain characters, but it was unintentionally available to all characters, so it has been fixed.

Paul

H.1+2**
qcb+3,2,1
d+1,2*
DPD.DF+2,1
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.
f+2,DF
Fixed an issue where the amount of recoverable gauge restored was ↑lower than intended when transitioning into Deep Dive with DF during Heat activation.
f+1+2,DF
f+1+2*,DF
Fixed an issue where performing specific inputs after forcing the opponent to block would result in guaranteed follow-up attacks.

Reina

3,4,H.4
Adjusted an issue where, in specific situations such as near walls, moves would often whiff mid-animation.
d+2,H.1+2
Fixed an issue where incorrect damage scaling on airborne hits was causing higher-than-intended combo damage.

Shaheen

SNK.df+2,3
Fixed an issue where Heat Dash could be triggered on whiff under certain conditions.
d+1
Changed the opponent's behavior on hit to make them stand up facing forward. This change was made because the long period of unrecoverable time allowed for unblockable situations with sidesteps and axis-shifting attacks.
Adjusted the collision on hit to reduce instances of characters swapping positions near walls.

Xiaoyu

HYP.2 (3 steps)
f,F+4
f+3+4,3+4
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Yoshimitsu

KIN.f+2
In accordance with the overall adjustment policy, wall stagger is no longer triggered on block.

Zafina

SCR.b+1+2
-Changed the opponent's behavior on hit to make them stand up facing forward. This change was made because the long period of unrecoverable time allowed for unblockable situations with sidesteps and axis-shifting attacks.
Adjusted the collision on hit to reduce instances of characters swapping positions near walls.