tekken

The Heat System (ヒートシステム?) is a mechanic introduced in Tekken 8. It is represented by a blue bar directly under the player's Health bar. When Heat (ヒート?) is activated, the character will have a light blue aura and the Heat bar will turn purple.

The Heat Bar is refreshed after every round.

Benefits

When active, the player's character will be able to perform Heat Dashes (ヒートダッシュ?) and a Heat Smash (ヒートスマッシュ?) for a high amount of damage or to press their opponents with mix-ups. Certain character-specific attacks will also be enhanced during Heat. Prior to Season 2, Heat also had the added effect of increasing chip damage dealt by attacks without heat by 10%.

While Heat is active for a minimum of 10 seconds, the Heat bar will not deplete when the opponent is either hit or grounded, though portions of Heat can be used when performing some of the attacks that are buffed in its duration.

See also: Heat Attacks

Activating Heat

To activate Heat, the player must use either a Heat Burst, which is a Bound-like single hit that can be manually activated and consumes a portion of the heat gauge, or a Heat Engager, which can cause a high amount of pushback and causes the player character to automatically run towards the opponent. Prior to patch

Heat Burst

Tekken 8 Heat Burst being demonstrated

Tekken 8 Heat Burst being demonstrated

Heat Burst (ヒートバースト?) activates Heat while performing a smashing attack. It gives a slight advantage on hit and on guard over the opponent. The Heat duration is 10 seconds.[1] It is possible to use a Heat Burst mid-combo to place an opponent in a Bound-like state. All Heat Bursts function as a Power Crush though they only deal recoverable damage on hit. Despite the effect of spiking the opponent downwards Heat Bursts do not activate floor stage effects.

As of Patch 1.05.00, Heat Burst damage will not be fatal, can be stepped, and will lose to Attack Reversals, Parries, and other Power Crushes. Prior to this, the only way to stop a Heat Burst was through a Reversal Breaks like a Rage Art, or by being hit by a low or a grab.

If the player does not want to initiate Heat with an attack it is also possible to cancel the Heat Burst by pressing b,b before the startup animation is complete. The character enters Heat then perform a short animation before resuming their neutral stance instead of executing the Heat Burst attack.


Command: 2+3

Heat Engager

Tekken 8 Heat Engager being demonstrated

Tekken 8 Heat Engager being demonstrated

Heat Engager is the term for an attack that can activate Heat while hitting an opponent. Each character has a unique set of Heat Engagers. After the hit, the character rushes towards the opponent and gains a significant advantage, as well as healing a portion of recoverable health. If the opponent is close enough to the wall, some Heat Engagers will actually cause a wallsplat, leading to a further combo.[1] The attack must connect against a standing opponent for it to function as a Heat Engager, and the transition to Heat is automatic. Heat Engager attacks are denoted by the aura that is visible on the character's limb when they perform the strike that will begin Heat. Starting in Season 2, holding d during a successful Heat Engager automatically transitions the player to crouch when the animation ends. Additionally, doing this will result in the player using a different running animation from normal.

If the attack trades with the opponent's attack then Heat will not activate.

See also: List of Heat Engager Moves

During Heat

During Heat, all attacks that did not do Chip Damage will now deal Chip Damage for 30% of their damage rounded up. Additionally, character move properties and strategies are enhanced. Commands during Heat vary from character to character. Being hit by the opponent, including during combos, will reduce the player's Heat. If the player enters a Heat-related stance or transition, then Heat will only expire after they exit or after they attack from that scenario. (e.g: If Heat depletes from Kuma II using Forward Roll, Kuma can still use the Heat-enhanced Bear Shove and Heat will expire only after the attack)

Initially, if Heat provided a powered-up state for a character (e.g: Asuka's Naniwa Gusto), then the character would still have that buff when Heat expired. As of version 3.00, however, this was removed.

Heat Dash

Tekken 8 Heat Dash being performed

Tekken 8 Heat Dash being performed

A Heat Dash is a special movement that can be done once Heat has been activated. When performed, the player is able to make a quick cancel into a dash for the opponent with the possibility of throwing mix-ups similar to Akuma's EX Focus Cancel and Geese Howard's Max Mode Cancel or to extend a combo after a move with a long wall carry. Unlike the Heat Engager, a Heat Dash can be initiated even if an opponent is airborne. If the startup attack is blocked, a Heat Dash can be used to gain an advantage during the opponent's recovery. In normal gameplay, all remaining Heat is consumed by the Heat Dash[1], while only a sixth is consumed by a Heat Dash in Tekken 8's Story Mode. If a Heat Dash is used in the same combo as a Heat Burst, the opponent will instead be thrown towards the ground. Notably, the chip damage caused from blocking a Heat Dash will still deal full chip against an opponent in Rage.

A Heat Dash will occur when inputting f after any non-throw Heat Engager.

Heat Smash

Tekken 8 Heat Smash being performed

Tekken 8 Heat Smash being performed

At any point during Heat, the player can consume the remainder of their Heat bar to perform a Heat Smash, which enhances an attack and functions similarly to the removed Rage Drive. Performing a Heat Smash deals a large amount of damage and will end the Heat state.[1]

All characters' Heat Smashes will trigger either a Floor-related or a Wall-related stage effect. Additionally, their Heat Smashes can trigger a Hard Floor/Wall Break in a single hit as opposed to two. Patch 3.00.02 notably removed the clean wall splat from all Heat Smashes unless the first attack whiffs. Additionally, Heat Smashes originally had significantly stronger tracking until most were made more linear in Patch 2.02.

All Heat Smashes are initiated with the same command (Heat 2+3), however some Heat Smashes come with additional properties or variations that require further input.

Some characters have Heat Smashes that can be performed from a stance (e.g. Jun's Yomotsu Mihashira from Genjitsu). However, this is removed starting from Season 2, making stance-exclusive Heat Smashes a Heat-exclusive attack that can consume a portion of the Heat gauge. To reflect this change, the inputs from those Heat Smashes are also changed (e.g. Yomotsu Mihashira is now GEN 1, 1+2 instead of GEN 2+3).

Heat Gauge Regeneration

Exclusive to Scenario Campaign-based Tekken Force Mode segments of Chapter 10, Heat gauge can be refilled automatically after it reaches to 0, in order to become reusable after the gauge bar is fully charged.[2]

Prior to Patch 3.00.03, certain characters were able to regain a small portion of Heat when performing certain actions or using certain attacks. These included Lars regaining Heat when entering one of his stances, Lee when successfully performing a Just Frame without requiring the Heat enhancement, and Xiaoyu performing Hypnotist. All forms of Heat Regeneration were subsequently removed.

List of Heat State Boosts

Video

Trivia

External Links

References