Tekken 8 Feature Wishlist for Systems Outside of Matches

This is a full Tekken 8 feature wishlist. It focuses on improvements that would make Tekken 8 easier to practise and more engaging outside of matches. There is no discussion of balance or character predictions, only features that would meaningfully improve the user experience across Training Mode, matchmaking, and more.

Practical Features of my Tekken 8 Feature Wishlist

Training Mode Recording Slots

Recording options for defensive training need to be increased to at least thirty-five or forty. The current limit of eight slots is not enough. Block punishment alone can use more than that. Adding side step drills, duck and launch situations or throw breaks means the slots run out before anything useful is built.

Tekken 8 feature wishlist training mode recording slots

This limitation prevents proper scenario-based practice and makes serious training tedious.

Saving and Loading Drills

Each set of recordings should be saved as a named drill. These drills should be loadable instantly without having to recreate them every time the game launches or a different character is selected.



Drill Sharing System

Saved drills should be sharable. Players should be able to upload drills for others to download. A search system with filters for character, difficulty and drill type would make them accessible. Players should be able to rate them so the best ones surface easily. This would work similarly to combo challenges in Guilty Gear Strive.

Training Mode Access

Training Mode should be accessible instantly from anywhere in the game. Currently, even with the option to skip character and stage select, players still have to wait through the versus screen. The time spent getting into Training Mode should be on par with Street Fighter, quick and direct.

Matchmaking from Any Menu

Matchmaking should be available regardless of location in the menu. Whether in Training Mode, the main menu, watching replays or checking leaderboards, queueing should remain open. The current system restricts players unnecessarily.

Tekken 8 feature wishlist matchmaking from anywhere

The leaderboard itself is underused anyway. Unless a player is ranked within the top thousand (or something like that), no rank is even displayed. Its functionality is limited, Which is kind of boring… but either way, if I were to go there I would at least want matchmaking to still run.

Nice-to-Have Features

Costume Randomisation

Next up in my Tekken 8 Feature Wishlist, with so many customisation options, a costume randomiser should exist. It should draw from a defined pool of selected outfits, not everything by default. Players may want only serious outfits on rotation and avoid joke costumes depending on context. This would be most relevant for Ranked and Quick Match, where characters aren’t picked before every match.

Character Randomisation

Similar to costume randomisation, players should be able to create a pool of characters for random selection. This should not be like Mokujin or Combot, though Mokujin’s return would still be welcome. Granblue Fantasy Versus Rising uses a similar system via Lunalu, although she randomises characters each match, even mid-set, which is not ideal.


The rank of each character in the pool should determine matchmaking, so if an opponent is found in purple ranks, the purple-ranked character from the pool is used. This could introduce technical challenges, but it could also broaden matchmaking possibilities and improve queue times.

Simultaneous Ranked and Quick Match Queueing

Being able to queue for Ranked and Quick Match at the same time would be a major improvement. For example, learning Alisa in Ranked and maintaining Reina in Quick Match becomes seamless. This prevents wasted time and keeps players engaged instead of waiting or switching manually.

Compatibility Between Randomisation Systems

Character and costume randomisation should not conflict. Both systems should run together without issue.

DLC Character Access in Training

DLC characters should be available in Training Mode for defensive training purposes, even if the player has not purchased them. They should not be controllable or playable, but practising against them should be possible. This is a topic that is actually kind of high up in my Tekken 8 Feature Wishlist.

Learning how to fight a character should not require purchase. If a player keeps losing to a DLC character and the only solution is to spend money to study them, that creates frustration, not an incentive. This often leads to players quitting rather than buying.

Tekken 8 feature wishlist DLC characters

With no transparency around which characters are included in future passes, pre-ordering those passes has no practical value. For example, if the pass includes Anna, Marduk, a generic new character and a mascot, there may be no interest in purchasing. (Unless Tony the Tiger is involved. In that case, main status is guaranteed.)



Early Access Restrictions

Early access systems that block new characters for three days should be removed. If that’s not possible, at minimum, players should be able to use those characters as training mode opponents on day one.

Features for Sanity stuff in my Tekken 8 Feature Wishlist

WiFi Filtering

Players using Ethernet should be allowed to filter out WiFi opponents. These matches are often rejected anyway, so removing them from the pool saves time on both ends. This seems to be a part of a Tekken 8 Feature Wishlist for many people, not just myself. WiFi users can retain access to both or limit themselves as they see fit.

Disconnect and Cheater Filters

Players with a disconnect ratio above 2% should be filterable. With thousands of matches played, even small percentages indicate patterns. One example showed a player with an 18% disconnect rate, that’s one in five matches.

Disconnecting should carry serious consequences. The suggestion is a penalty of five times the points that would normally be lost, and a 10% gain for the opponent. The reward is minor, the punishment is the point. A three-disconnect grace per thousand matches could be allowed. After that, the penalty always applies, regardless of intent or connection stability.

Geo-Filtering

Current matchmaking displays console language, which is irrelevant. A better option would be a map or distance-based slider to filter opponents by geography. If matches with players from western Spain are known to be unstable, they should be avoidable by blocking that region.

Replay Filtering

Replay filters should allow multiple parameters: player, rank, characters, game mode, and follow status. Filters should stack without overriding each other. For example, searching a player’s Ranked matches and applying an additional filter should not reset the user selection.

Final Thoughts



The most important features on this list are expanded recording slots and the ability to save drills. Without these, training becomes a repeated setup chore that deters serious practice. All other suggestions enhance the overall experience, but those two would immediately increase engagement and long-term retention.

In the current state, launching Training Mode, seeing the lack of slots, and knowing that everything must be recreated again can be enough to close the game and launch another instead, like Street Fighter or Clair Obscur: Expedition 33. (Pronunciation risk acknowledged.)

These changes may not be enough to fix Season 2 or restore competitive integrity to Tekken 8, but as long as it plays like a party game, the features should at least support long-term usability and lay the groundwork for a better future season.

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