- Update v3.00.00:
- â–¼ "TEKKEN SHOP"
- â–¡ Added "TEKKEN FIGHT PASS -ROUND 9-"
- - Complete missions within the period to level up and obtain various items.
- - You can obtain more items in "PREMIUM" than in "FREE".
- - You can obtain up to 100 "TEKKEN COINS" in "FREE". -
- In addition to the 100 in "FREE", you can obtain up to an additional 600 in "PREMIUM", for a total of 700 "TEKKEN COINS".
- â–¡ Added "Leo Arrangement 01"
- The following "Leo"å¤åˆ» costume will be added:
- ・Leo Arrangement 01
- â–¡ Added "Brian Arrangement 01 Set"
- Added a "Brian"å¤åˆ» costume set that includes the following customization items:
- • Brian Arrangement 01 (Overdrive A)
- • Brian Arrangement 01 (Overdrive B)
- â–¡ We are holding a "TEKKEN SPECIAL DEAL."
- During the event period, you can purchase eligible items at special prices
- . For details, please check this article:
- ⇒ https://www.tekken-official.jp/tekken_news/?p=2395
- â–¼ "RANKED MATCH"
- - To create a fairer competitive environment, we will be changing the specifications of the rank reset and rank point increase/decrease systems.
- - We will also be reviewing the matchmaking specifications to speed up matchmaking times.
- â–¡ Rank Reset will be implemented
- . Your rank at the start of Season 3 will be determined based on the highest rank you achieved at the end of Season 2.
-  - For main characters, a reset of up to 4 ranks will be performed, with "Hungry Wolf (6th Dan)" as the lower limit.
-  - For sub-characters, the rank will be determined individually for each character (they will not all start at the same rank).
- ・In conjunction with the rank reset, two types of special title plates will be presented.
-  - A title plate with your highest rank achieved in Season 2 attached as a title
-  - Season 2 Memorial Plate
- â–¡ Changes to the rank point increase/decrease system
- : The amount of rank points required for rank promotion and demotion will be changed.
- - The amount of rank points gained or lost in a single match will be changed.
- - The rank points (promotion bonus) awarded upon promotion will now be earned every time you are promoted.
-  - The promotion bonus applies to ranks below God of Destruction.
- - The amount of rank points (winning streak bonus) awarded for consecutive wins will be changed.
-  - The winning streak bonus will be applied to ranks below Warlord.
- - We will change the system so that if you win a rematch after losing a match, you will receive additional rank points (revenge bonus).
- - 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.
-  - 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.
-  - If you suffer another loss in that state, your rank points will decrease and you will be demoted.
- - 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.
- â–¡ Changes to the sub-character rank advancement system
- : To mitigate matchmaking with significant skill differences, the timing of sub-character rank advancements and the target rank will be changed.
- â–¡ Changes to ranked match matchmaking specifications
- : Matchmaking will now be based on "the rank of the character being used."
-  - Matchmaking based on "the highest rank of the character being used" will be discontinued.
- - 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.
-  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)."
- - Change the default cursor position for the matching search filter from "Rank Restriction" to "Confirm".
- â–¡ Change the default value for the search condition "Rank Limit"
- - Change the default value for "Rank Limit" to "±2".
- â–¡ Visualize details of rank point increases and decreases
- : The results screen at the end of a ranked match will now display details of the increase or decrease in rank points.
- â–¼ "QUICK MATCH"
- â–¡ Changes to Quick Match matching specifications
- : ・The default cursor position for the matching search filter will be changed from "Rank Restriction" to "Confirm".
- ・Other minor fixes will be made to speed up matchmaking.
- â–¼ All Online Matches
- The time it takes for the menu to become accessible on the results screen after an online match has ended has been reduced.
- â–¼ "PRACTICE"
- - You can now restart with the character's position swapped by pressing [Touchpad/View button/V] + [↓].
- - Reduces the time it takes to open and close the practice menu.
- â–¼ 10 slots will be added to "CHARACTER CUSTOMIZE"
- and "SHARED CUSTOMIZE SLOT". A total of 30 slots will be available.
- â–¼ "AVATAR CUSTOMIZE"
- - Adds a "Swap" function to the slot operations.
- â–¼ "PLAYER CUSTOMIZE"
- - Multiple customizations can now be saved to slots.
- - Saved "PLAYER CUSTOMIZE" can be switched using character select or quick select.
- â–¼ In "REPLAY"
- and "Spectate" modes, the health gauge will now be displayed according to each player's custom settings.
-  - You can turn this off from "OPTIONS > Player Settings".
- â–¼ Online ranking data for "LEADERBOARDS"
- Season 3 will be compiled and made available for viewing.
- â–¼ "PLAY DATA"
- - Season 3 match results will be compiled and made available for viewing.
- â–¼ Other
- - Added "Sound Settings" to the Practice menu and the waiting menu for Online Ghost Battles.
- - Changed the BGM for "Character Select". The BGM can be changed from JUKEBOX.
- â–¼ "Playable Characters"
- â–¡ Correction of character move behavior and performance adjustments
- [Version 3.00.00 Adjustment Policy]
- Based on the gameplay of Tekken 8 and the "Refined Balance" policy, the following adjustments will be made.
- â‘ While respecting the character's concept, strengths, and weaknesses, adjustments have been made to prevent excessive performance differences between characters
- . In Ver. 3.00.00, the "strengths," "weaknesses," and "unique strengths" of all characters have been reviewed again.
- 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.
- â‘¡ Review of risk/reward including common systems and unique elements
- : In Season 2, we made gradual revisions to large advantage frames and excessive rewards. We will
- 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").
- (1) Review of the relationship between unique enhancement states and the heat system
- : When the heat state ends, the character's unique enhancement state will also be deactivated at the same time.
- This will mitigate situations where it was possible to maintain an enhancement state for a long time starting from the heat state.
- (2) Review of wall stun properties caused by Heat Smash
- - 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".
- - This will mitigate situations where the situation after Heat Smash tends to be excessively advantageous.
- â‘¢ Improvements to air combos
- - 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.
- - We will abolish the specification that previously reduced the amount of knockback and adjust it to behave the same as a normal air combo.
- - 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.