Tekken 8 patch notes: Version 1.01.04 brings bug fixes, frame changes cover image

Tekken 8 patch notes: Version 1.01.04 brings bug fixes, frame changes

Looking for the newest Tekken 8 patch notes? Click here to get everything, including what’s new in version 1.01.04.

Looking for the newest Tekken 8 patch notes? Allow esports.gg to lead you into the ring and prepare one and all for changes coming to the King of Iron Fist Tournament! Being that this is the first major patch of the game's lifecycle, don't expect too many major tweaks.

This time around, Tekken 8 version 1.01.04 brings a number of bugs and interaction changes and... Well, Bandai Namco just formatted the thing terribly. All of the changes are in an image document and not placed as text, so let's just all do the best we can, huh?

Update Contents

Keep in mind that many of these changes are corrective and not necessarily seen as a buff or nerf. A majority of the tweaks involve the changing of frame data that doesn't fully change the operation of the move itself, and is more about making the move connect "correctly".

Systems changes

  • Common, Special Style, Behavior: During Special Style, fixed the issue where the startup of certain moves would be delayed by 1 frame when buffering an attack input while still in recovery.
  • Common, Balcony Break, Behavior: Due to an issue where using a specific move caused the Balcony Break to occur and the characters went outside the battle area, adjustments were made to the pushback collision detection.


  • Alisa, During Destructive Form, Other: In Practice Mode, corrected the issue where frame advantage was not shown accurately. Originally, it was displaying "+8F" on block, but the correct value is "+5F." Changed the damage distribution from "10,20" to "7,14," reduced the forward movement of the first hit to shorten its reach.

Jin (Devil)

  • Devil Jin, Wind God Stop, on hit, Balance: Corrected an issue where the distance between the character and the opponent increased only when also inputting the second hit.
  • Devil Jin, During Mourning Crow, Balance: These adjustments take into account the fact that despite offensive capabilities after being blocked were exceptionally strong, it was also strong against sidestepping.


  • Dragunov, Sneak+4, Behavior: The recovery frames have been increased by "2F." (Guard: "-6F" -> "-8F"; Hit: "+8F" -> "+6F")
  • Dragunov, During Sneak, Balance: The character now turns towards the opponent upon hitting. This change makes follow-up attacks more stable when hitting in an off-axis state.

Jack 8

  • Jack-8, B+1-2, Behavior: Fixed an issue where the opponent couldn't perform a backwards ukemi after an aerial hit.


  • Jun, UF+1, Balance: Increased the recovery time by "5F." Increased the opponent's recovery time when blocked by "5F."


  • Leo, During Lightning Glare, Balance: Reduced the recovery time inflicted on the opponent by 3 frames only when the move is blocked, resulting in a change from a frame advantage of "+9F" to "+12F" on block.


  • Leroy, B+3+4, Balance: Reduced the knockback distance when the attack is blocked, making it easier for the opponent's counterattacks to connect.


  • Lili, U+3+4, Behavior: The collision detection against the opponent has been extended downwards to make it more difficult to slip under a floating opponent.


  • Raven, DB+2-1-1, Behavior: The recovery frames after crouching guard against the doppelganger attack have been adjusted to match the standing block, fixing the inconsistency.


  • Reina, Wind God Step, Behavior: The issue where transitioning from a running state to Wind God Step was sometimes not possible has been fixed.
  • Reina, Wind God Step combo, Balance: Reduced the knockback distance when the attack is blocked. Removed the crouching status during the first half of the attack animation.


  • Nina, F+4, Behavior: Adjusted the timing for the opponent to be able to block by 2 frames when hit from the front and side.


  • Steve, 1+2, Behavior: Changed the reaction upon hit.


  • Yoshimitsu, Manji Dragonfly, Behavior: Corrected an issue where, upon transitioning to "Muto no Kiwami," the airborne state persisted longer than intended, leading to opponents' punish attacks hitting while still airborne.

Did your favorite fighter in Tekken 8 receive any noticeable changes? It's not likely, but don't fret just yet. The first DLC release with Eddie Gordo is most likely where we'll see actual changes and balance updates. Until then? Just keep grinding away and you'll become a Tekken King in no time!

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