1. Update v3.00.00:
  2. â–¼ "TEKKEN SHOP"
  3.  
  4. â–¡ Added "TEKKEN FIGHT PASS -ROUND 9-"
  5. - Complete missions within the period to level up and obtain various items.
  6. - You can obtain more items in "PREMIUM" than in "FREE".
  7. - You can obtain up to 100 "TEKKEN COINS" in "FREE". -
  8. In addition to the 100 in "FREE", you can obtain up to an additional 600 in "PREMIUM", for a total of 700 "TEKKEN COINS".
  9.  
  10. â–¡ Added "Leo Arrangement 01"
  11. The following "Leo"复刻 costume will be added:
  12. ・Leo Arrangement 01
  13.  
  14. â–¡ Added "Brian Arrangement 01 Set"
  15. Added a "Brian"复刻 costume set that includes the following customization items:
  16. • Brian Arrangement 01 (Overdrive A)
  17. • Brian Arrangement 01 (Overdrive B)
  18.  
  19. â–¡ We are holding a "TEKKEN SPECIAL DEAL."
  20. During the event period, you can purchase eligible items at special prices
  21. . For details, please check this article:
  22. ⇒ https://www.tekken-official.jp/tekken_news/?p=2395
  23.  
  24. â–¼ "RANKED MATCH"
  25. - To create a fairer competitive environment, we will be changing the specifications of the rank reset and rank point increase/decrease systems.
  26. - We will also be reviewing the matchmaking specifications to speed up matchmaking times.
  27.  
  28. â–¡ Rank Reset will be implemented
  29. . Your rank at the start of Season 3 will be determined based on the highest rank you achieved at the end of Season 2.
  30.  - For main characters, a reset of up to 4 ranks will be performed, with "Hungry Wolf (6th Dan)" as the lower limit.
  31.  - For sub-characters, the rank will be determined individually for each character (they will not all start at the same rank).
  32.  
  33. ・In conjunction with the rank reset, two types of special title plates will be presented.
  34.  - A title plate with your highest rank achieved in Season 2 attached as a title
  35.  - Season 2 Memorial Plate
  36.  
  37. â–¡ Changes to the rank point increase/decrease system
  38. : The amount of rank points required for rank promotion and demotion will be changed.
  39.  
  40. - The amount of rank points gained or lost in a single match will be changed.
  41.  
  42. - The rank points (promotion bonus) awarded upon promotion will now be earned every time you are promoted.
  43.  - The promotion bonus applies to ranks below God of Destruction.
  44.  
  45. - The amount of rank points (winning streak bonus) awarded for consecutive wins will be changed.
  46.  - The winning streak bonus will be applied to ranks below Warlord.
  47.  
  48. - We will change the system so that if you win a rematch after losing a match, you will receive additional rank points (revenge bonus).
  49.  
  50. - The system will be changed so that even if your rank points are close to being demoted, you will not be demoted unless you suffer two consecutive losses.
  51.  - If the rank points decrease due to a loss would meet the demotion conditions, your rank points will remain at the lower limit of that rank and you will not be demoted.
  52.  - If you suffer another loss in that state, your rank points will decrease and you will be demoted.
  53.  
  54. - The mechanism that changed the amount of rank points gained or lost under certain conditions during rematches immediately after a rank change (a feature that was modified in Ver. 2.02.00) will be removed.
  55.  
  56. â–¡ Changes to the sub-character rank advancement system
  57. : To mitigate matchmaking with significant skill differences, the timing of sub-character rank advancements and the target rank will be changed.
  58.  
  59. â–¡ Changes to ranked match matchmaking specifications
  60. : Matchmaking will now be based on "the rank of the character being used."
  61.  - Matchmaking based on "the highest rank of the character being used" will be discontinued.
  62.  
  63. - When matching with characters of "God of Destruction (100th Dan)" or higher, players with a rank difference of ±1 will be treated as being of the same rank, and the search for opponents will be conducted within a wider range.
  64.  For example, if you use "God of Destruction I (101st Dan)" and set the rank restriction to "same rank," you will be matched with "God of Destruction (100th Dan)," "God of Destruction I (101st Dan)," and "God of Destruction II (102nd Dan)."
  65.  
  66. - Change the default cursor position for the matching search filter from "Rank Restriction" to "Confirm".
  67.  
  68. â–¡ Change the default value for the search condition "Rank Limit"
  69. - Change the default value for "Rank Limit" to "±2".
  70.  
  71. â–¡ Visualize details of rank point increases and decreases
  72. : The results screen at the end of a ranked match will now display details of the increase or decrease in rank points.
  73.  
  74. â–¼ "QUICK MATCH"
  75.  
  76. â–¡ Changes to Quick Match matching specifications
  77. : ・The default cursor position for the matching search filter will be changed from "Rank Restriction" to "Confirm".
  78. ・Other minor fixes will be made to speed up matchmaking.
  79.  
  80. â–¼ All Online Matches
  81. The time it takes for the menu to become accessible on the results screen after an online match has ended has been reduced.
  82.  
  83. â–¼ "PRACTICE"
  84. - You can now restart with the character's position swapped by pressing [Touchpad/View button/V] + [↓].
  85. - Reduces the time it takes to open and close the practice menu.
  86.  
  87. â–¼ 10 slots will be added to "CHARACTER CUSTOMIZE"
  88. and "SHARED CUSTOMIZE SLOT". A total of 30 slots will be available.
  89.  
  90. â–¼ "AVATAR CUSTOMIZE"
  91. - Adds a "Swap" function to the slot operations.
  92.  
  93. â–¼ "PLAYER CUSTOMIZE"
  94. - Multiple customizations can now be saved to slots.
  95. - Saved "PLAYER CUSTOMIZE" can be switched using character select or quick select.
  96.  
  97. â–¼ In "REPLAY"
  98. and "Spectate" modes, the health gauge will now be displayed according to each player's custom settings.
  99.  - You can turn this off from "OPTIONS > Player Settings".
  100.  
  101. â–¼ Online ranking data for "LEADERBOARDS"
  102. Season 3 will be compiled and made available for viewing.
  103.  
  104. â–¼ "PLAY DATA"
  105. - Season 3 match results will be compiled and made available for viewing.
  106.  
  107. â–¼ Other
  108. - Added "Sound Settings" to the Practice menu and the waiting menu for Online Ghost Battles.
  109. - Changed the BGM for "Character Select". The BGM can be changed from JUKEBOX.
  110.  
  111. â–¼ "Playable Characters"
  112. â–¡ Correction of character move behavior and performance adjustments
  113.  
  114. [Version 3.00.00 Adjustment Policy]
  115. Based on the gameplay of Tekken 8 and the "Refined Balance" policy, the following adjustments will be made.
  116.  
  117. â‘  While respecting the character's concept, strengths, and weaknesses, adjustments have been made to prevent excessive performance differences between characters
  118. . In Ver. 3.00.00, the "strengths," "weaknesses," and "unique strengths" of all characters have been reviewed again.
  119. Various adjustments have been made to create a battle experience where each character's individuality can be felt more strongly in their movements and tactics.
  120.  
  121. â‘¡ Review of risk/reward including common systems and unique elements
  122. : In Season 2, we made gradual revisions to large advantage frames and excessive rewards. We will
  123. continue this direction in Ver. 3.00.00, and will make adjustments focusing particularly on the heat system and character-specific enhancement states (such as Claudio's "Starburst").
  124.  
  125. (1) Review of the relationship between unique enhancement states and the heat system
  126. : When the heat state ends, the character's unique enhancement state will also be deactivated at the same time.
  127. This will mitigate situations where it was possible to maintain an enhancement state for a long time starting from the heat state.
  128.  
  129. (2) Review of wall stun properties caused by Heat Smash
  130. - For characters that previously caused a "strong wall stun" with Heat Smash, the specification will be standardized so that it no longer causes a "strong wall stun".
  131. - This will mitigate situations where the situation after Heat Smash tends to be excessively advantageous.
  132.  
  133. â‘¢ Improvements to air combos
  134. - We will review the situation where air combos become excessively long when a Heat Activation move hits on the ground and transitions to a Heat Dash.
  135. - We will abolish the specification that previously reduced the amount of knockback and adjust it to behave the same as a normal air combo.
  136. - In addition, we will change the damage correction under this condition from the conventional "60%" to "70%" to adjust the balance between combo length and return.