all tekken 8 strings need a general tracking nerf on 2nd and 3rd hits. its pretty dumb. the devs have only done this to specific strings like on dragunov when it should be applied to most of them.
@@preBLANK yeah i get lots of complaints about my eddy but it’s usually from low level players. High level players can shred through him, but they still complain about him, but for different reasons
@@hands-ongaming7180 I feel like Eddy is fairer to deal with than ever, but you hardly fight him and he has DLC privilege. Obviously people who are much better at the game don’t care as much when they can just beat you.
I think you're underestimating how difficult it is to deal with these systems and their legacy codebase that has been built over years and years. Small changes might break a ton of other stuff. Knowledgeable team members might have moved on, etc. Just offering an explanation, not a justification
It's not about just tracking. It's obviously new engine quirk. So, thing is, when you're on one of the axis (let's say X, as you are at the beggining of round), all positions and collisions calculations are rather simple. But as soon as you get a sidestep, you're also stepping (pun intended) into the realm of trigonometry. And where trigonometry is, there's always decimal rounding, which is pain even in less complex applications, let alone game with complex physics and natural-ish models. So those calculations can lead to improper collision detection, where you get models and hitboxes intersecting each other under weird angles. And that forces game to adjust, "pushing" models in some valid, from engine's perspective, positions. And then you add walls... So thing with the walls (not only in tekken) is that when you're pushing your character to the wall, it is rarely stops them from moving. Instead, game allows you to clip in for a fraction of a second, then detects that you're overlapping with the wall and then pushes you out of it. There are many mathematical ways to calculate that interaction, but none is perfect. You can observe this in other games, if you find a glitched texture in the floor, for example. Your character may start twitching, but then will be pushed back to the top of the floor. We do not see it visually because in Tekken "logical" walls are actually extended relative to "visual" walls, but the logic remains. So when you have situation when you're off-axis to arena + off-axis to the wall + off-axis to your opponent's facing vector + doing move that is complex in terms of model motion - game just goes crazy. Usually things like that are either hard to investigate, but easy to fix, or vise verca - source of the problem is obvious, but fix will require to rewrite half of the base engine. I think for T8 it's the second one... UPD: But in this video about half of cases are related to other problem. During attacks hurtboxes of characters are extended further and faster than their hitboxes. Which means that when you sidestep and then pressing you attack, your hurtbox immediatelly getting bigger. And if opponent still has the string going, game detects logical collision and counts that as a hit. And then graphics catching up, leading to those weird 180-degrees turns. Also some of those issues might be related to how rollback code is working. E.g. clip from 2:58 . It seems that game registers first that Feng is sidestep on another coordinates, but "forgets" that he's facing another direction as well (since when you sidestep, facing vector is actually rotating).
@@crustman5982 That's because Tekken 1 and 2 were "3D" the same way SFIV was "3D" (3D models, 2D gameplay with no sidestepping, unlike Soul Blade which had sidestepping from the very start). Tekken is a 2.5D game series with slow, stiff sidestepping stapled on two sequels in and BOY does it show.
While very insightful, the problem with almost all of the clips here are just strings tracking your sidestep when they have no business doing so, do what Bamco just did to Clive’s Prominence to every single string in the game and the game instantly gets fixed
This always happens to me. It's so frustrating... Craziest one for me was when I stepped Heihachi's ff2, as Lili. I didn't press a single button and then I got launched despite being directly behind him
I recently replayed T6 with my buddies and i was blown away by how good and accurate the hitboxes where and the animations. How did the mess up with tracking and phantom ranges?
@@dannyrpt they had custom engine in T6 and Tag 2 T7 and T8 they shifted to unreal , stage interactions like snow,water + costumes and character models were also unique and better before if you noticed
One thing that stands out to me is just how much forward momentum moves have. Every character just rockets forward so when you do actually step amd dodge a move your opponent is already too far away for you to punish.
the amount of stuff you cant sidestep now that you could in tekken 7 is crazy. in tekken 7 i would do techroll left into sidestep left against kazuya and it would avoid almost everything. in tekken 8 doing the same sequence i get clipped by hellsweep and even wr3, its so inexplicably stupid.
@@theuzi8516 that doesn’t change the actual value of the damage, it just makes the number bigger. If Claudio does a 91 damage combo, it would turn into a 182 damage combo, which would be the exact same percentage of the opponent’s health: 50%. Whereas in T8, SS takes you far further. The ideal version of this would be somewhat similar to Tag 2, where stepping was very encouraged. It’s a bit rocky at the moment, but it is the first two years of a game that’s gonna be around for 8.
@@theuzi8516 that doesn’t change the actual value of the damage, it just makes the number bigger. If Claudio does a 91 damage combo, it would turn into a 182 damage combo, which would be the exact same percentage of the opponent’s health: 50%. Whereas in T8, SS takes you far further. The ideal version of this would be somewhat similar to Tag 2, where stepping was very encouraged. It’s a bit rocky at the moment, but it is the first two years of a game that’s gonna be around for 8.
2:40 +4 on block infinite range huge damage counterhit launching mid is fair because with just frame sidewalk right you can avoid it - tekken devs, probably
it's only infinite range if your opponent uses it. If i play on drag, i try to press it as fast as possible for blue spark ego boost, and it DOESN'T REACH.
This plus the character pushback bug that happens during some slow-motion KO moments before hit that forces whiffs for no freaking reason are the reasons why I can never take Tekken 8 seriously. Fancy package held together by Elmer's Glue.
A lot of heat engager have heck of a lot of tracking in this game, is basically homing at that point. then there are heat engagers that have armor cuz why not.
because of those "weird unfair collisions", which are just simply valid collisions from engine perspective, you have to manually resize hitboxes and hurtboxes during each animation/attack to make it *feel* more right for the players.
That was the number one reason why i droped this game, but i also hate chip damage, plus on plus frames, way to stong heat game… i feel like they went too far with beeing aggressive a fighting game isn’t just about to be agressive it’s like to use my brain too not only my fingers…I just hope they’ll balance this in s2
Not to mention these are things that happen every match if not every round, and there are people defending them: 'you extended your hurtbox to the size of the entire stage/you needed to sidewalk right, who cares if the move didn't even touched you/it's fair cause this character doesn't usually track' or the opposite if the bug is against you 'it's deserved cause I don't like your character'. How about fixing things instead of making excuses or justifying them.
Sidestepping doesn't work sometimes because some strings have magic tracking. I've had similar situations and a lot of players being toxic add up to being able to enjoy the game
180° tracking, and then players will tell ya that you need to visually confirm the whiff and wait out the strings before you press a button to punish, when this 180° tracking shouldn't even be a thing in the first place. 🤣 This is why I literally don't sidewalk or do bigger steps, just do micro steps into block or duck, you will still step linear moves but you will block/duck the moves you need to, no matter if they buffed the stepping if the tracking on the remained the same, you still have to play T7 basically.
Unless I make a hard read, for let's say Bryan's HS(Close range ONLY!!!! Do NOT sidewalk Bryan if you are 10 kilometers away from him), I sidewalk it easily. But during the match I usually don't sidewalk, I wait for a small whiff or an unsafe move and punish that.
That’s the thing Sidestepping is better than it was in 7 But t7 also didn’t suffer from strings tracking nearly as much and general bs like this It’s better in t8 but the issues this game brought along with it means that it’s nowhere near as strong as it should be
@@Hiddenschmeatvillage no I meant as in Sidestepping by itself in a vacuum legitimately moves you further than in t7 but it’s more than just the sidestepping that’s the problem in 8
Sidestepping in T8 is better but tracking is buffed to the point where the buffed sidestep means nothing. Meaning that despite tekken 7’s side step being “worse” it 100% is more EFFECTIVE.
@@Dashinix I disagree, in T7 I've never had an issue with off-axis combos OR punishers after stepping. In Tekken 8 it's everywhere, even punishing with 112, 122, etc, just whiff and by the time the second jab in something as fast as a 1,2 comes out, they've already crouch turned away and launched with something that high crushes. It's not just tracking. It's EVERYTHING with this ass new engine they rushed out. The game is nowhere near ready for release even now. They broke records with 7 financially so it wasn't like they were drying up on funds. It's just another cashgrab. The issue isn't tracking. It's straight up the mutha-muckin engine. Needs a complete overhaul which I guarantee you we won't be getting based on namco's track record for game breaking bugs and crashes. T8 for next 8 years? Yea, we're fucked.
2:52 When the cameraman finally gets his raise Tracking is so weird in this game, some this tracks you accross dimensions, then others just give up because you're slightly off axis
Fr man... If those stuff that track almost 360° don't catch us side stepping, most of the times we won't be able to punish properly cause side stepping into the simplest 112 punish won't reach somehow. And somehow even the cameraman is drunk so frequently that we mess up the punish for P2 or P1 side lol 😂 It's so baffling and frustrating. On top of still trying to back dash and get away from the opponent only to still get hit WHILE DOING NOTHING ELSE BUT ONLY HOLDING BACK! At least we got infinite games on quick matches. Better something than nothing, uh I guess
You do find people who stick around for long sets, but 90% of the time people still dip after a game or two. It's nice we at least have the option now, but I wish the community wasn't such a bitch.
It makes sense that some hits track and others don't. I think what makes it weird looking sometimes is that it's not made clear which hits in a chain can track and/or orbital, with some few notable exceptions (Hwa's roundhouse kicks for example).
This video is just chock full of repressed memories. It's crazy how often these types of things happen, too. I was a scrub at the beginning of Tekken 7, but did these types of things happen very often at the beginning of that game's lifetime? (Post arcade)
Ah yes, very fitting to put Furi music with this, the game that has the most clear visual indicators of hurtboxes, which is the complete opposite of this.
Glad I'm not the only one who happened to be a victim of this weird kind of tracking. Even if side-stepping seems to be better in T8, because of the readjusting during strings and several animations, it actually isn't most of the time lol.
The most frustrating part is that doing Yoshi's D2,2,2 Tornado after specifically a wall blast can mess up completely so the first 2 hits connects, but the third makes you fly through the opponent completely. happened to me so many times, and that's from like a regular wall splat into blast combo.
You know what...I'm starting to wonder if so many of these tracking issues are actually due to the camera not knowing which way to turn? Like in so many of these instances there's an interaction that causes the camera to jitter/sway as if it wants switch your character to P2. In some moments you do get swapped to P2 and your whiff punish misses. In other instances you dont get swapped and get clipped by a move that you clearly stepped. I really think this shit is because of the camera, on top of stupid tracking properties. I hope someone tests this shit.
The game allows players to pick the same side and mirrors gameplay to p2 but it adds side step errors There are lot of situations that can't be stepped in offline p2 mode but they become possible online
the instances where both player do not connect are examples of moves that have no tracking and shift your lateral position, they are stepping eachother. (so not a tracking issue) in the instances where you step a move but it clips you, this is because the defender presses a button which extended their hurtbox. alot of players have a misconception about stepping, they think that just because they stepped at the correct time and have identifed that the next attack will be stepped i should now counter attack. this isnt true, you also need to verify that the attack has whiffed, so punishing after stepping is extremely advanced. newer players should opt to use a safe ten frame punish after confirming you've sidestepped the move, otherwise your not going to have enough time to notice the whiff and wait for the attack to end.
Opponent's coming at me. I predict they're gonna do a linear move and step it, then do an attack to catch them early in the whiff. My prediction was correct, they did a linear move. However, because I attacked while their attack was still coming out, the game gives their move perfect tracking and I eat a counterhit (good example of that at 2:01 with Claudio and Jin). Why did they program it like that?
Strings shouldn't realign on whiff. On hit it's necessary due to wall fuckery. If someones steps and you keep pressing, you should keep going forward. If you wanna turn towards your opponent, you should stop attacking and press a directional button. The only moves that I could understand realigning you on whiff would be homing moves.
As it is currently, side stepping isn’t really satisfying. As even when I’m consciously choosing to do it, I accept that there’s a chance it won’t work just because the collisions say so (this is for those funky situations or weirdly tracking moves. If I guess wrong, I accept that). Improved hit and hurtboxss (as well as tracking) would still be in line with their aggressive philosophy. Since the idea of defence in this game is quick and constant reaction and answers to situations. Like if side step was more useful (side stepping is better, it’s just other things are making worse), it would probably lead to more actions instead of standing to still to block situations.
Tekken 8, where anything is homing as long as you believe in your heart.
mfs will look you dead in the eye and tell you “it’s because you didn’t step to the weak side”
The weakside in question:
Man I was imagining the kazuya sleepless eye meme while reading this lol
You step to the weak side of “linear” Heihachi and get launched by ff2.
No kidding I thought they had added tracking cause I wasn't able to side step it a single time in this game @@bonfist7277
"you mashed and that extended your hit box"
FLASH HIT ME FROM BEHIND
all tekken 8 strings need a general tracking nerf on 2nd and 3rd hits. its pretty dumb. the devs have only done this to specific strings like on dragunov when it should be applied to most of them.
Non of eddys strings track if he tries to he’ll just keep going in that general direction
@@hands-ongaming7180Is it only me or whenever I hear eddy and Imagine or see his t8 design/gameplay start feeling nasueating
@@preBLANK yeah i get lots of complaints about my eddy but it’s usually from low level players. High level players can shred through him, but they still complain about him, but for different reasons
@@hands-ongaming7180 I feel like Eddy is fairer to deal with than ever, but you hardly fight him and he has DLC privilege.
Obviously people who are much better at the game don’t care as much when they can just beat you.
@ dlc privilege is an excuse bro; you Can lab them for free now
I sure do love Tracking 8
Tmm and Phidx “sidesteps are bigger, better and more balanced than in tekken 7”
These characters have no tracking, guys
@@dronnovik95 yeah until they give moves broken hitboxes
@@Animavestraisjuggernaut They are Bandai shills paid by bamco, their opinion is heavily biased
@@Animavestraisjuggernautsidestepping is better
Meanwhile also tracking is better so they didn’t improve shit
good ol Trakken 8 where youre better off just blocking half the game waiting for the guy mashing to get bored
Sometimes it just makes you wonder if the devs even play the game themselves, this has been happening for a LONG TIME too
@@tobeehxd6999 they might have 5-6 QA people, Probably impossible to check all the possibilities
Harada litteraly playing against lilypichu in evo
I think you're underestimating how difficult it is to deal with these systems and their legacy codebase that has been built over years and years. Small changes might break a ton of other stuff. Knowledgeable team members might have moved on, etc. Just offering an explanation, not a justification
@AnimeUniverseDE Yeah i get what you guys are saying but it's not like this is new or anything, the tracking in T8 is really weird with some moves
12,000 employees and they cant check?? LMAO IAMOP needs to take haradas dick out his mouth
It's not about just tracking. It's obviously new engine quirk.
So, thing is, when you're on one of the axis (let's say X, as you are at the beggining of round), all positions and collisions calculations are rather simple. But as soon as you get a sidestep, you're also stepping (pun intended) into the realm of trigonometry. And where trigonometry is, there's always decimal rounding, which is pain even in less complex applications, let alone game with complex physics and natural-ish models.
So those calculations can lead to improper collision detection, where you get models and hitboxes intersecting each other under weird angles. And that forces game to adjust, "pushing" models in some valid, from engine's perspective, positions.
And then you add walls...
So thing with the walls (not only in tekken) is that when you're pushing your character to the wall, it is rarely stops them from moving. Instead, game allows you to clip in for a fraction of a second, then detects that you're overlapping with the wall and then pushes you out of it. There are many mathematical ways to calculate that interaction, but none is perfect.
You can observe this in other games, if you find a glitched texture in the floor, for example. Your character may start twitching, but then will be pushed back to the top of the floor.
We do not see it visually because in Tekken "logical" walls are actually extended relative to "visual" walls, but the logic remains.
So when you have situation when you're off-axis to arena + off-axis to the wall + off-axis to your opponent's facing vector + doing move that is complex in terms of model motion - game just goes crazy.
Usually things like that are either hard to investigate, but easy to fix, or vise verca - source of the problem is obvious, but fix will require to rewrite half of the base engine. I think for T8 it's the second one...
UPD: But in this video about half of cases are related to other problem. During attacks hurtboxes of characters are extended further and faster than their hitboxes. Which means that when you sidestep and then pressing you attack, your hurtbox immediatelly getting bigger. And if opponent still has the string going, game detects logical collision and counts that as a hit. And then graphics catching up, leading to those weird 180-degrees turns.
Also some of those issues might be related to how rollback code is working. E.g. clip from 2:58 . It seems that game registers first that Feng is sidestep on another coordinates, but "forgets" that he's facing another direction as well (since when you sidestep, facing vector is actually rotating).
Yeah it feels like the characters are on a weird tether stuck together sometimes
@@crustman5982 That's because Tekken 1 and 2 were "3D" the same way SFIV was "3D" (3D models, 2D gameplay with no sidestepping, unlike Soul Blade which had sidestepping from the very start). Tekken is a 2.5D game series with slow, stiff sidestepping stapled on two sequels in and BOY does it show.
While very insightful, the problem with almost all of the clips here are just strings tracking your sidestep when they have no business doing so, do what Bamco just did to Clive’s Prominence to every single string in the game and the game instantly gets fixed
@@Carlisho Yea the best part is they can fix this quick
@@Carlishothis
"Its because you pressed, your hitbox expands"
2:09 NH btw
I mean that is one of the reasons why this game has more one and dones. Who wouldn't feel robbed in those situations?
This always happens to me. It's so frustrating... Craziest one for me was when I stepped Heihachi's ff2, as Lili. I didn't press a single button and then I got launched despite being directly behind him
"But, he's a linear character. That can't be."
@@BeretBayThe issue is from the game though not Heihachi, he’s one of the few characters side step is generally a good option to do against at least
@@henrix210 That move in particular always hits sidesteppers and it tracks extraordinarily to the usual weak side of Heihachi. It is disgusting.
I stepped his hell sweep at the wall but the punch landed when I tried to punish lol
I recently replayed T6 with my buddies and i was blown away by how good and accurate the hitboxes where and the animations. How did the mess up with tracking and phantom ranges?
@@dannyrpt they had custom engine in T6 and Tag 2
T7 and T8 they shifted to unreal , stage interactions like snow,water + costumes and character models were also unique and better before if you noticed
One thing that stands out to me is just how much forward momentum moves have. Every character just rockets forward so when you do actually step amd dodge a move your opponent is already too far away for you to punish.
And here I am playing Lidia where it feels half my kit will whiff if the planets aren’t aligned, let alone the characters.
Trackken
Yes, Lidia is RIDICULOUSLY linear. If she even dares to think she's off axis, none of her combos will work.
that Leo vs Asuka one at 2:54 almost gave me an epileptic seizure lmao
😂😂😂😂 Agreed. My brain was like "wait a minute" and then "wa wa wait a minute" 🤣. The camera man was basically vibing to the music, did a whole 360
the amount of stuff you cant sidestep now that you could in tekken 7 is crazy.
in tekken 7 i would do techroll left into sidestep left against kazuya and it would avoid almost everything.
in tekken 8 doing the same sequence i get clipped by hellsweep and even wr3, its so inexplicably stupid.
And then mfs come in and say ss is buffed in 8 lol
@@theuzi8516they literally did, it’s just that moves track to the fucking moon now.
@@j.i.nthenobody54 Bro imagine if everyone was buffed to deal 100% more damage but health was increased 200%. Is that a damage buff?
@@theuzi8516 that doesn’t change the actual value of the damage, it just makes the number bigger. If Claudio does a 91 damage combo, it would turn into a 182 damage combo, which would be the exact same percentage of the opponent’s health: 50%.
Whereas in T8, SS takes you far further. The ideal version of this would be somewhat similar to Tag 2, where stepping was very encouraged. It’s a bit rocky at the moment, but it is the first two years of a game that’s gonna be around for 8.
@@theuzi8516 that doesn’t change the actual value of the damage, it just makes the number bigger. If Claudio does a 91 damage combo, it would turn into a 182 damage combo, which would be the exact same percentage of the opponent’s health: 50%.
Whereas in T8, SS takes you far further. The ideal version of this would be somewhat similar to Tag 2, where stepping was very encouraged. It’s a bit rocky at the moment, but it is the first two years of a game that’s gonna be around for 8.
Shout outs to everyone beta testing this game over the last year
Phidx: "There's no tracking in Ba sing se"
I remember sidewalking hwoarangs heat smash, i was already on his back ready to punish and the last hit made a 180 and hit me!
POV: You just got Tekken 8'ed
2:40 +4 on block infinite range huge damage counterhit launching mid is fair because with just frame sidewalk right you can avoid it
- tekken devs, probably
it's only infinite range if your opponent uses it. If i play on drag, i try to press it as fast as possible for blue spark ego boost, and it DOESN'T REACH.
This plus the character pushback bug that happens during some slow-motion KO moments before hit that forces whiffs for no freaking reason are the reasons why I can never take Tekken 8 seriously. Fancy package held together by Elmer's Glue.
ShillDX will say "erm you made a mistake because you pressed 🤓"
1:51 the 2nd hit of kazuya's df1,2 has the same tracking properties like dragunovs b4,3 pre nerf. why? idk
A lot of heat engager have heck of a lot of tracking in this game, is basically homing at that point. then there are heat engagers that have armor cuz why not.
OST : You're Mine
Artiest : Carpenter Brut
👍🏽👌🏽
Also Enraged. 👍🏻👌🏻
Ive thought recently about how difficult it must be to program a fighting game. So many attributes and values interacting with one another.
programming such game is not that hard, design adjustments are helluva manual work
because of those "weird unfair collisions", which are just simply valid collisions from engine perspective, you have to manually resize hitboxes and hurtboxes during each animation/attack to make it *feel* more right for the players.
That was the number one reason why i droped this game, but i also hate chip damage, plus on plus frames, way to stong heat game… i feel like they went too far with beeing aggressive a fighting game isn’t just about to be agressive it’s like to use my brain too not only my fingers…I just hope they’ll balance this in s2
Not to mention these are things that happen every match if not every round, and there are people defending them: 'you extended your hurtbox to the size of the entire stage/you needed to sidewalk right, who cares if the move didn't even touched you/it's fair cause this character doesn't usually track' or the opposite if the bug is against you 'it's deserved cause I don't like your character'.
How about fixing things instead of making excuses or justifying them.
Sidestepping doesn't work sometimes because some strings have magic tracking. I've had similar situations and a lot of players being toxic add up to being able to enjoy the game
Finally a sensible video on this topic, I was about to lose my mind lol
You know it's a problem when even Lili gets clipped. And she has the best sidestep in the game.
Hi, you've triggered my post-traumatic Tekken disorder. Thanks.
180° tracking, and then players will tell ya that you need to visually confirm the whiff and wait out the strings before you press a button to punish, when this 180° tracking shouldn't even be a thing in the first place. 🤣 This is why I literally don't sidewalk or do bigger steps, just do micro steps into block or duck, you will still step linear moves but you will block/duck the moves you need to, no matter if they buffed the stepping if the tracking on the remained the same, you still have to play T7 basically.
Unless I make a hard read, for let's say Bryan's HS(Close range ONLY!!!! Do NOT sidewalk Bryan if you are 10 kilometers away from him), I sidewalk it easily. But during the match I usually don't sidewalk, I wait for a small whiff or an unsafe move and punish that.
Tekken is such a complex game where you understanding the complexity doesn't even make you being better at it.
“cOZ u eXTeNDed Ur HURt bOx bRo!”
I know it's meant to be ironic, but this kind of argument for 3D fighters pisses me off to no end
Reddit type beat
"Oh, you moved your foot an inch? Too bad, your hurtbox is now the size of the entire arena"
I mean, I get it, maybe your hurtbox gets a little bigger but how on earth is something hitting you when you are BEHIND your opponent???
🤣🤣🤣 bro im so tired of hearing this, like I’m literally behind you ????
3:19 Lars seems to be on a rampage😂🤦🏻
That's me. 😂
Character is on auto pilot fr
Not gonna lie i think that feng kick was the most absurd one of the video. Smh
Atleast the Scorpion kick looks cool
"Side stepping in t8 is way better than t7."
-Guy that probably never even played t7.
That’s the thing
Sidestepping is better than it was in 7
But t7 also didn’t suffer from strings tracking nearly as much and general bs like this
It’s better in t8 but the issues this game brought along with it means that it’s nowhere near as strong as it should be
@marshawn_ing So by that logic, wouldn't you say it's better in t7 if it worked the way it should have?
@@Hiddenschmeatvillage no I meant as in
Sidestepping by itself in a vacuum legitimately moves you further than in t7 but it’s more than just the sidestepping that’s the problem in 8
Sidestepping in T8 is better but tracking is buffed to the point where the buffed sidestep means nothing. Meaning that despite tekken 7’s side step being “worse” it 100% is more EFFECTIVE.
@@Dashinix I disagree, in T7 I've never had an issue with off-axis combos OR punishers after stepping. In Tekken 8 it's everywhere, even punishing with 112, 122, etc, just whiff and by the time the second jab in something as fast as a 1,2 comes out, they've already crouch turned away and launched with something that high crushes. It's not just tracking. It's EVERYTHING with this ass new engine they rushed out. The game is nowhere near ready for release even now. They broke records with 7 financially so it wasn't like they were drying up on funds. It's just another cashgrab. The issue isn't tracking. It's straight up the mutha-muckin engine. Needs a complete overhaul which I guarantee you we won't be getting based on namco's track record for game breaking bugs and crashes. T8 for next 8 years? Yea, we're fucked.
Those moves have crazy big hitboxes lmao.
2:52 When the cameraman finally gets his raise
Tracking is so weird in this game, some this tracks you accross dimensions, then others just give up because you're slightly off axis
0:11 Harada pings you in discord
Tag 2 did sidestepping and movement perfectly.
Those unexpected situation are so frequent, really makes me frustrating
1:08 That Feng kick was personal
That one kinda makes sense.
THE GAME TITLE IS TEKKEN 7 IM CRYING
Lost to so many matches because of this, characters do be sliding all over the place
Fr man...
If those stuff that track almost 360° don't catch us side stepping, most of the times we won't be able to punish properly cause side stepping into the simplest 112 punish won't reach somehow. And somehow even the cameraman is drunk so frequently that we mess up the punish for P2 or P1 side lol 😂
It's so baffling and frustrating. On top of still trying to back dash and get away from the opponent only to still get hit WHILE DOING NOTHING ELSE BUT ONLY HOLDING BACK!
At least we got infinite games on quick matches. Better something than nothing, uh I guess
You do find people who stick around for long sets, but 90% of the time people still dip after a game or two. It's nice we at least have the option now, but I wish the community wasn't such a bitch.
just make it a 2D game at this point. you know they want to
Unreal engine 5 working as intended😂
Some of it is deliberate & have been like that for ages.
Tekken 8, your hitbox is where your heart is.
Keep believing
Is that Carpenter Brut?
**checks out comments**
Yep, it is.
Welcome to the king of iron fist tournament ❎
Welcome to the tracKing of iron fist tournament ✅
Thank you for doing this.
I feel you man. I play Hei as my main and I suffer from tracking disorder.
IDK how people can take this game competitively while we have those common interactions every round...
Pro players tend to say is to avoid pressing any attack button until the opponent is in recovery frames. So they don't aim for counter hits.
It makes sense that some hits track and others don't. I think what makes it weird looking sometimes is that it's not made clear which hits in a chain can track and/or orbital, with some few notable exceptions (Hwa's roundhouse kicks for example).
That Devil Jin's miss at the start of the video... Imagine if it was a heat engager and you needed it... That's Alisa's 3,2
La espalda de Feng me da entender que Baki seria un personaje invitado potencial en la franquicia.
Furi soundtrack ❤❤❤
My man has good taste in music
And I’m not missing this game at all !
That last clip is absurd
This video is just chock full of repressed memories. It's crazy how often these types of things happen, too. I was a scrub at the beginning of Tekken 7, but did these types of things happen very often at the beginning of that game's lifetime? (Post arcade)
even heihachi with little to no tracking has that issue with his ff 1+2 😂
MORE FURI OST YEEEEEE
The best way to solve this is to uninstall TEKKEN 8, you're welcome 😉
Ah yes, very fitting to put Furi music with this, the game that has the most clear visual indicators of hurtboxes, which is the complete opposite of this.
In the words of LTG “Remedial 8, allows scrubs to pull off wins with shit that would never happen in Tekken 7”.
LTG was trash in T7 too though 😂
People somewhere on EARTH: YoU didn't sIdesteP properlY, Skill ISsue
Glad I'm not the only one who happened to be a victim of this weird kind of tracking.
Even if side-stepping seems to be better in T8, because of the readjusting during strings and several animations, it actually isn't most of the time lol.
The most frustrating part is that doing Yoshi's D2,2,2 Tornado after specifically a wall blast can mess up completely so the first 2 hits connects, but the third makes you fly through the opponent completely.
happened to me so many times, and that's from like a regular wall splat into blast combo.
1:20 I see you doing the funny lars WIK combo, cheers
it's one of the perks of being a 3D game.
PhiDX looking for clips from Twitter but OP had his own library of Alexandria of clips
First clip made me throw my hands up won’t lie
"just sidestep block bro"
I think you should make video similar to this one but about mid crushes in move that doesn't typically have them. thats straight up robbery
The whiffs happen so often on Clive, I feel like I paid to lose
You know what...I'm starting to wonder if so many of these tracking issues are actually due to the camera not knowing which way to turn? Like in so many of these instances there's an interaction that causes the camera to jitter/sway as if it wants switch your character to P2. In some moments you do get swapped to P2 and your whiff punish misses. In other instances you dont get swapped and get clipped by a move that you clearly stepped.
I really think this shit is because of the camera, on top of stupid tracking properties. I hope someone tests this shit.
The game allows players to pick the same side and mirrors gameplay to p2 but it adds side step errors
There are lot of situations that can't be stepped in offline p2 mode but they become possible online
the instances where both player do not connect are examples of moves that have no tracking and shift your lateral position, they are stepping eachother. (so not a tracking issue)
in the instances where you step a move but it clips you, this is because the defender presses a button which extended their hurtbox. alot of players have a misconception about stepping, they think that just because they stepped at the correct time and have identifed that the next attack will be stepped i should now counter attack. this isnt true, you also need to verify that the attack has whiffed, so punishing after stepping is extremely advanced. newer players should opt to use a safe ten frame punish after confirming you've sidestepped the move, otherwise your not going to have enough time to notice the whiff and wait for the attack to end.
People complain about the tracking... I complain about whiff punishess not going the right direction. I'm right, give me my damage dammit
Opponent's coming at me. I predict they're gonna do a linear move and step it, then do an attack to catch them early in the whiff. My prediction was correct, they did a linear move. However, because I attacked while their attack was still coming out, the game gives their move perfect tracking and I eat a counterhit (good example of that at 2:01 with Claudio and Jin). Why did they program it like that?
get PTSD from watching this ngl
02:14 i believe this happens with every heat smash that has multiple hits, you can be literally on the back and will still track.
Strings shouldn't realign on whiff. On hit it's necessary due to wall fuckery.
If someones steps and you keep pressing, you should keep going forward. If you wanna turn towards your opponent, you should stop attacking and press a directional button.
The only moves that I could understand realigning you on whiff would be homing moves.
1:07 To be fair, that Kick probably would only hit backturned anyway.
On my experience, drag's fff2 is sidestepped better on right side for some reason, idk if it's legacy or visually makes sense but not mechanically
As it is currently, side stepping isn’t really satisfying. As even when I’m consciously choosing to do it, I accept that there’s a chance it won’t work just because the collisions say so (this is for those funky situations or weirdly tracking moves. If I guess wrong, I accept that).
Improved hit and hurtboxss (as well as tracking) would still be in line with their aggressive philosophy. Since the idea of defence in this game is quick and constant reaction and answers to situations.
Like if side step was more useful (side stepping is better, it’s just other things are making worse), it would probably lead to more actions instead of standing to still to block situations.
1 Year on and namco still haven't got a fucking clue 🤣👍
The Furi OST smacks and the tracking is an abomination indeed.
Me as a Bryan player whiffing my sidestep 2-1 because I side step something
King of the iron whiff
SOMEONE SEND THIS TO PHIDX
Git tekkened - Harada
i think the system refused to created a whiff
Nice Leona cosplay ~
definitely gaming chair diff
that thing with Lars in the last clip is tech that I do
Tracking 8
Yeah I remember when my sparring partner lands a tornado kick when i am behind him 🙃
“Just don’t enlarge your hitbox bro”
The fun never stops.