Tekken 8's Input Buffer is NOT Broken

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there's been an outcry from veteran Tekken players on Tekken 8's impa buffer many believe that the game doesn't feel quite right at least compared to Tekken 7 but are these complaints valid is there really something going on to figure that out let's start by looking a Tekken 8's imput [Music] buffer the fighting game glossery defines the imput buffer has a period of time where a fighting game will accept the input for an attack and will wait and apply it on the first possible frame in other words when you're stuck doing something else your next input can be a bit early and it will still come out as soon as possible in Tekken 8 attacks have an 8f frame input buffer giving the player A 9f Frame Window to input the first possible attack this also includes any attacks with a special motion assuming it can be buffered side steps have a 15 frame input buffer so there's a very generous window to input up or down and a s step will occur right after general movement options such as Dash or sidewalk cannot be fully buffered however the first Direction can be buffered allowing you to dash your sidewalk immediately by precisely timing the second input after recovery Advanced movement states such as the Crouch Dash cannot be buffered in any way these Advanced movement options are programmed to be unbuffered requiring the player to fully recover before they can be accessed this is why techniques such as a perfect electric wind godfest require frame perfect timing so how is Tekken 7 different it isn't attacks have an eight frame input buffer side steps have a 15 frame input buffer and other movement options all have the same buffer rules as Tekken 8 nothing is different so does this mean veteran Tekken players are wrong is it all in their heads well not quite while looking into this I discovered that character animations have been slightly modified across the board in an effort to promote whiff punishing many attacks have received extra recovery frames some attacks even gain extra recovery only on whiff to demonstrate let's compare some of Fang's attacks between Tekken 7 and Tekken 8 jab has identical Frame data on hit but has two extra frames of recovery on whiff one two has two extra frames of recovery despite still being plus eight on hit 1 plus two has one extra frame of recovery even though it's still plus eight on hit down three has three extra frames of recovery even though it's still minus 17 on block back one has two extra frames of recovery only on whiff back turn down four has nine extra frames of recovery a universal nerve to the universal back turn low now a difference of a few frames may seem inconsequential but to the established muscle memory of Veteran Tekken players Minor Adjustments can be extremely offputting revisiting the original tweet we can recreate the player inputs exactly and in Tekken 7 Fang successfully buffers his shoulder after his jab but fails to do so in Tekken 8 adding just two frames of recovery to fangs one two caused the player to miss a timing he was very familiar with also keep in mind that these tiny changes to recovery also affects the player on defense fangs one2 used to apply 37 frames of hit stun but now applies 40 frames of his stun so now veteran Tekken players have to relearn timings on defense on offense and when their attacks whiff this is why the input buffer feels wrong players can't rely on the timings they've spent years mastering and have to start all over again on the bright side the impa buffer itself is perfectly intact and now it's just time for us to adapt
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Channel: Gelatin
Views: 43,250
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Id: vnEHvw7PpnI
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Length: 4min 13sec (253 seconds)
Published: Thu Feb 15 2024
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