TEKKEN 8

TEKKEN 8

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Ghastper Sep 29, 2024 @ 4:18am
getting hit while holding back / blocking
idk how common this issue is but it feels like when im holding back or tapping back i get hit anyway. Is this a skill issue or is this common
Im not negative literally just tapping block button after getting hit and i get launched
Last edited by Ghastper; Sep 29, 2024 @ 4:30am
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Showing 16-29 of 29 comments
=\[P]/= Nov 24, 2024 @ 5:40pm 
Originally posted by SEATEK The_LEFTY:
It seems, at least in my experiences, that the issue also occurs after blocking heat dash , heat smashes or once the opponent lands a heat engager on you.

If you simply hold back or down/back quickly after eating or blocking anything above it doesn't seem to consistently or reliably "register" that you are still blocking.

I did some testing and it seems that the back input or db input is "lost" during these exchanges.

Try it next time you are playing and let me know if it improves anything for you.

Because that seems like a pretty big bug imho.
yeah, its like sometime the game doesn't buffer the back input for you
Cheez3™ Nov 24, 2024 @ 7:58pm 
isnt the backdash a move with meaty frames?
like those when u can get hit and all
CyberDNIWE Nov 25, 2024 @ 9:50am 
I often get this problem too, ya'll are not alone on this one. Try checking your replay and see what the game "thought" you pressed. For me it usually shows that either the input didnt come out at all (which is not true, I can hear my switches activate on my stick lol) or it shows it arriving 5-10 frames late (my opponents are usually 100ms+ ping so yeah...). Same thing with grabs: I often have to break grabs BEFORE they land so that the break registers.

On top of that many interactions that take control away from you seem to give it back non-consistently. Almost as if the buffer gets cleared when it happends... sometimes. Similar thing happens occasionally when techrolling into db block. Character rolls, sits but a low attack still somehow lands through low block. THING IS ALL OVER THE PLACE!

I'm starting to believe that the game has crappy version of rollback netcode instead of GGPO or similar, which while technically being rollback doesnt seem to actually help with online play like a "real" rollback should.

But Harada wouldn't lie to us on that now, would he? ;)
Sirlion (Banned) Nov 25, 2024 @ 12:39pm 
Maybe its just placebo on my part but from recent tests it gets worse if using "Prioritize response" in the rollback options, with "Prioritize fluidity" it seems to be less present.
hughw Nov 25, 2024 @ 3:35pm 
I think that SEATEK is on to something that the cut scenes clear the buffer and won't register input. For example on Lidia after Heat Engager I do fff3. I have to WAIT quite a long time after the engager otherwise it eats the inputs. The trouble is that it is not obvious when the "cut scene" part is over.

Now if the attacker has to WAIT, then it follows that if you press block at some point during the cut-scene as the defender it will also eat your input. Thus it's probably better to wait a moment before pressing block. One of the problems with the game are all these inconsistencies, you have to lab and remember a lot of crap.

As for neutral block that is known to not kick in for several frames after recovery. I kept getting hop kicked by AI on my "safe" -8-9 moves. Another issue is with being stun locked in jabs unless you press back and down. Other fighting games allow you to duck a jab hit, but in TK8, you need to force a block, then down to duck - it won't allow a duck until block is activated - neutral block never kicks in. Another quirk that TK players take as axiomatic.
Cheez3™ Nov 25, 2024 @ 5:58pm 
Originally posted by Sirlion:
Maybe its just placebo on my part but from recent tests it gets worse if using "Prioritize response" in the rollback options, with "Prioritize fluidity" it seems to be less present.
i use it in the default option, it is horrible if u change the option while playing with someone from far away
Shadow78 Nov 26, 2024 @ 4:40am 
Originally posted by CyberDNIWE:
I often get this problem too, ya'll are not alone on this one. Try checking your replay and see what the game "thought" you pressed. For me it usually shows that either the input didnt come out at all (which is not true, I can hear my switches activate on my stick lol) or it shows it arriving 5-10 frames late (my opponents are usually 100ms+ ping so yeah...). Same thing with grabs: I often have to break grabs BEFORE they land so that the break registers.

On top of that many interactions that take control away from you seem to give it back non-consistently. Almost as if the buffer gets cleared when it happends... sometimes. Similar thing happens occasionally when techrolling into db block. Character rolls, sits but a low attack still somehow lands through low block. THING IS ALL OVER THE PLACE!

I'm starting to believe that the game has crappy version of rollback netcode instead of GGPO or similar, which while technically being rollback doesnt seem to actually help with online play like a "real" rollback should.

But Harada wouldn't lie to us on that now, would he? ;)
Harada hates rollback teleportation and with fixed delay, so he prefers the opposite rollback netcode which is ♥♥♥♥♥♥.

Like let the delay kick in and fix the rollback there's too much lag.
Last edited by Shadow78; Nov 26, 2024 @ 4:41am
Brainssss Nov 28, 2024 @ 3:58am 
Yeah, happened lots of time to me. Literally holding back and getting hit by mid. Good thing imbecile Harada can't browse internet and see that P2P connection heavily punishes the _better_ connection player, vice versa of server connection, which punishes the lagger. Which is why the latter is applied in any online game nowadays besides Harada's.
Cheez3™ Nov 28, 2024 @ 4:02am 
Originally posted by Brainssss:
Yeah, happened lots of time to me. Literally holding back and getting hit by mid. Good thing imbecile Harada can't browse internet and see that P2P connection heavily punishes the _better_ connection player, vice versa of server connection, which punishes the lagger. Which is why the latter is applied in any online game nowadays besides Harada's.
nothing like the classic law matchup on wifi
Brainssss Nov 28, 2024 @ 4:04am 
Originally posted by Cheez3:
Originally posted by Brainssss:
Yeah, happened lots of time to me. Literally holding back and getting hit by mid. Good thing imbecile Harada can't browse internet and see that P2P connection heavily punishes the _better_ connection player, vice versa of server connection, which punishes the lagger. Which is why the latter is applied in any online game nowadays besides Harada's.
nothing like the classic law matchup on wifi
You don't tell me man. I mean, I just don't get why I can't disconnect from any wifi idiot on purpose. I mean, I'm in disadvantage already as soon as he starts pinging red connection. W T F
CyberDNIWE Nov 28, 2024 @ 4:15am 
Originally posted by Brainssss:
I'm in disadvantage already as soon as he starts pinging red connection. W T F

be me. accepting 5 bars. loading takes 2 minutes. 180ms 5-5frames 2 bars. Red indicators every two seconds. stutter. hold start to deem no cotest. doesnt work. lose.
=\[P]/= Nov 28, 2024 @ 4:18am 
Originally posted by Brainssss:
Yeah, happened lots of time to me. Literally holding back and getting hit by mid. Good thing imbecile Harada can't browse internet and see that P2P connection heavily punishes the _better_ connection player, vice versa of server connection, which punishes the lagger. Which is why the latter is applied in any online game nowadays besides Harada's.
yeah, and those wifi warrior always said the lag is on both side, which is not true
that on purpose

You dont have to block, just mash like Murray want
LonesomeSparrow Dec 1, 2024 @ 11:03am 
I'm having this problem a lot lately with Asuka's 1+2 (-9 on block). Instantly hold back when I see it's blocked and Mishima's can still 10 frame punish me afterwards.
it's not even funny how often this happens
Last edited by LonesomeSparrow; Dec 1, 2024 @ 11:05am
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Date Posted: Sep 29, 2024 @ 4:18am
Posts: 29