Tekken’s combo system has always been one of its defining features — intricate, high-reward, flashy, and, at times, brutally punishing. But over the years, especially inTekken 7andTekken 8, the length of combos has stretched to frustrating extremes – not because they reward skill, but because they often rob agency from the defending player for several seconds at a time. Therefore, the solution forTekken 9isn’t to lower combo damage, which would actually just undermine the reward structure that competitiveTekkenthrives., but to to shorten combo sequences while retaining full damage output.
By keeping the damage high but reducing the number of hits,Tekken 9could resolve one of the series’ core design flaws. It would keep the threat of punishment intact, while making neutral gaps and calculated pauses feel more deliberate and impactful. This would also help eliminate the boredom and helplessness that long combos cause.
Why Shorter Combos Would Actually Make Tekken Harder and Better
Tekkenis at its best when microdecisions matter; player display their prowess by sidestepping, punishing whiffs, and baiting counter-hits. But right now, many matches hinge on memorized 8–12 hit strings that leave both players disengaged: one passive, one following a rigid execution path. Shorter,high-damage combos inTekkenwould demand cleaner execution and smarter optimization. IfTekken 9goes down that road, it would compel players to maximize damage with fewer moves and optimize their routing instead of relying on extended juggles to cover mistakes and amputate the opponent, regardless of either player’s other skills.
In many ways, this would raise the execution ceiling forcompetitive dynamic ofTekken, not lower it. Right now, many matches hinge on a few big moments, and the game is often about luck and timing. One combo can lead to a 60% life loss with no way to escape once a combo is in motion. In a system with shorter combos, the flow would favor more exchanges: smaller but still lethal opportunities to press advantages without removing control from the defender for absurd stretches.
Tekken’s Future Needs Engagement, Not Just Spectacle
Tekken 9must recognize that the visual spectacle of long combos is not worth the gameplay cost. Spectators might marvel at long strings once or twice, but real excitement comes from rapid shifts in momentum, not extended autopilot sequences.Tekken’s short, brutal combos, ones that end quickly but hit just as hard, would lead to faster resets, more scrambles, and a faster pace to matches overall. Players would be encouraged to stay sharp every second instead of checking out mentally once launched.
What’s equally important is that it helps new players, too. Learning effective combos should feel less like memorizing a playbook of input strings. It should instead be about who can figure out the best combination of perhaps a four-hit play, a grab, a block, and a surprise signature move of the fighter they’re playing with. That encourages mastery and doesn’t burdennewcomers inTekkenwith bloated, impractical combo trees.
Reducing Tekken’s Combo Length Could Give Importance to Defense Once Again
IfTekken 9adopts shorter combos and the same damage philosophy, it would redefine howTekkenfeels at every level of play. Defense would matter more, just as it initially did back inTekken 3; neutral moments would be richer, and the real-time mind gamesTekkenwas built on would return to the forefront.WinningTekkenroundswould be about reading the opponent better and striking faster instead of memorizing a 15-second juggle path.
Tekken’s strength has always been its pick-up-and-play appealwith infinite mastery potential. Overlong combos threaten that balance by making large parts of matches passive and non-interactive. Correcting that inTekken 9would restore the core experience that made the series legendary.