Tekken 8
Cheat Codes:
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Submitted by: David K.
Training Tips for Newbies:
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This tips is aimed at people that actually want to get good at
the game, not those who just play for a week and then move on
to the next game.
* A big mistake many players make is that they don’t actually
practice basic execution.
* And with basic I mean really really basic.
* Punishes for example. They just know a move is, say for example,
-15 on block and they know they can launch punish -15 moves, but
they never actually practiced blocking it and then launch punishing
it. So even though they know, in an actual match they will miss
the chance for a full combo every time.
* People practice perfect electrics and taunt jet uppers and all
the really difficult stuff for hours and hours, but they completely
neglect also practicing the most fundamental of executions.
* The same is true for moves or strings you can duck or sidestep.
* Or slow moves like snage edges you can actually react to.
* Knowledge alone isn’t enough, you need to get it into your muscle
memory so you can get your reward in the real match.
* Tekken 8 unlike Tekken 7 is really making the use of practice mode
alot more comfortable, so do yourself a favor and don’t neglect the
basic stuff for the flashy hard stuff.
* Just a few minutes a day of practicing your block/string punishment
and your rank will be skyrocketing.
-=Bonus tip=-
Don’t hesitate to try out other characters, even ones you have no
intention of playing at all, just to see their movelist and what they
are capable of so you know when they are open for counters/launchers etc…
Easy Staple Kazuya Combos:
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Written by GEORGIOSMGEORGIADIS4
Some reliable combos with stable and fairly doable routes for my fellow Kazuya
players, even beginners!
-=On Normal Hit=-
* (E)WGF, (E)WGF(, f1), df1df2, dash, 31 df3
* ff3, ss3, b22, df1df2, dash, 31 df3
* Twin pistons, (12)43, b221+2
* ws2, ws1+2, b22, df1df2, dash, 31 df3
(as D Kaz) ss2, u1+2, dash, b22, df1df2, dash, 31 df3
-=On Counter Hit=-
* ss3, cd1, b31, db2, ff4
* cd1+2, dash, 314, df321, dash, b221+2
* ff4, df321, ff, df14
* df2, 314, df1df2, dash, hellsweep to left hook
* d1+2, ws1+2, b22, df1df2, dash, 31 df3
-=Quick Remark=-
Most combo fillers and enders are obviously interchangeable, depending on what
one wants. For example, we end combos with:
* 31 df3 (if we’re looking for damage)
* df14 (if we’re close to the wall and want a sweet wall splat) or even b24
* 221+2 (for something in between since this ender does 13 damage instead of 15
and 9 and wall splats decently sometimes and especially if we screw/bound our
opponents afar from us).
-=Main Wall Combos=-
* df3+412 (most damaging)
* b24, df2 (best if dashing in from afar)
* df14, 1+2 (at point blank)
* (E)WGF, 1+2 (for the swag)
* df321 (best for wall or balcony break).
-=Alternatively, One Can Do=-
* b241 (for wall or balcony break)
* b31, df2 (if you feel stylish).
Lastly, don’t forget that after (on normal hit):
* While crouching df3+4
* ss1+2
* ff1+2
And
* f4 (on counter hit)
* db2 (on ch),
* ws1+2 (on ch),
* ff4 is always guaranteed if one is fast enough!
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