The Heat System is a mechanic introduced in Tekken 8. It is represented by a blue bar directly under the player's Health bar. When Heat 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 and a Heat Smash for a high amount of damage or to press their opponents with mix-ups. Additionally, all of the player's attacks will inflict chip damage, though all chip damage converts to recoverable health. Certain character-specific attacks will also be enhanced during Heat.
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 and will also heal some of their recoverable health.
Heat Burst

Heat Burst 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

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.
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 will now deal Chip Damage for 30% of their damage rounded up. Moves that already inflict chip damage will now inflict 10% more chip damage. 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)
If Heat provides a buff for a character (e.g: Asuka's Naniwa Gusto), then the character will still have that buff when Heat expires.
Heat Dash

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

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.
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.
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]
List of Heat State Boosts
- Alisa Bosconovitch: Increased chip damage on block for chainsaw attacks; and grants access to Emergency Dual Boot and Emergency Destructive Form.
- Anna Williams: Powers up certain projectile moves; and increases extentions from Lovely Tom.
- Asuka Kazama: Can use Naniwa Gusto-based moves anytime without costing its deactivation.
- Azucena Ortiz: Allows use of Libertador Revolución and Nuevo Libertador (the latter is used from certain attack sequences only); enhances Libertador (grants access to One Drip Cielo, automatically counters High and Low attacks, and partially restores Heat when successful); can restore Heat with certain commands (Shuffle Recital, Shuffle Jamboree, Shuffle Carnival, Azucena Admission, and Milagros Show); and powers up Coffee Break.
- Bryan Fury: Can use Snake Eyes-based moves anytime without costing its deactivation.
- Claudio Serafino: Can use Starburst-based moves anytime without costing its deactivation.
- Clive Rosfield: Can use fiery Ifrit abilities; and Torgal's attack rush is powered up.
- Devil Jin: Can use Annihilation Beam from certain attack sequences; can use Electric Wind God Fist without needing Just Frame method; and grants access to Spinning Demon Leviathan and Inner Purgatory.
- Eddy Gordo: Grants access to Guerreiro Explosivo and Rabo de Arraia Liberado.
- Feng Wei: Grants access to Essense of Iron Palm, Essence of Nian Zhang Mie Ba, Jiaolong Sea Splitter, and Gulfing Sea Splitter.
- Heihachi Mishima: Can use Electric Wind God Fist and Electric Thunder God Fist without needing Just Frame method, allows use of formidable lightning-infused techniques (Thunderous Battering Ram, Rending Battering Ram, Soaring Anvil Smasher, Shadow Step, and Firestarter), gives Wind God's Kamae attack reversal effect against high and mid attacks, and adds 1 Ultimate charge upon Heat activation (maximum of 3; allows one-time activation of Mishima-Style Ultimate Technique: Warrior Instinct once 3 charges are reached).
- Hwoarang: Enhances kick attacks during Right Flamingo (increases chip damage, and enhances properties of certain moves).
- Jack-8: Can use Gamma Charge-related moves while it is active; and partially restores remaining Heat state timer when both entering and absorbing attacks during Gamma Howl.
- Jin Kazama: Grants access to Awakened Power Stance and Awakened Black Wing; and can use both Electric Thrusting Uppercut and Electric Wind Hook Fist without needing Just Frame method.
- Jun Kazama: Kazama's Power-related moves cost less health; enhances Inner Peace (gives it a parry effect); and grants access to Yomotsu Mihashira.
- Kazuya Mishima: Grants additional Devil Transformation-exclusive moves; and can use Electric Wind God Fist without needing Just Frame method.
- King: Enhances Jaguar Sprint (gains Power Crush property) and all follow-up moves; and restores remaining Heat state timer during certain throws.
- Kuma: Certain holdable attacks take less time to reach maximum power; enhances Bear Roll (becomes a special mid, and powers up Bear Shove); and grants access to Wind Bear Fist and Fresh Wind Bear Fist.
- Lars Alexandersson: Enhances Limited Entry attacks (also changes Blasting Smack to Blue Jet); and grants access to Rebellion.
- Lee Chaolan: Can use Just Frame versions of moves without perfect timing; can replenish remaining Heat state timer when performing Just Frame moves successfully; and grants access to Crimson Howl and Phantom Rose.
- Leo Kliesen: Can use Lightning Glare-based moves anytime without costing its deactivation.
- Leroy Smith: Increase chip damage on block for fast multi-hit attacks (such as Chain Punch; also restores remaining Heat state timer when successfully landing); powers up Go Sugar (becomes a launcher); and restores remaining Heat state timer with a successful parry or attack reversal.
- Lidia Sobieska: Grants access to Heaven and Earth stance and allows the powered up version of the Seikenzuki.
- Lili: Enhances Feisty Rabbit and Piercing Thorn-related moves; can partially restore remaining Heat state timer with the former's Deuxième variant; and grants access to White Swan Mezzo Piano.
- Ling Xiaoyu: Enhances Hypnotist-related moves; can partially restore remaining Heat state timer during Hypnotist (after 3 steps); and grants access to Bang Yang Yan Di Po and Bang Lian Yan Di Po.
- Marshall Law: Enhances nunchaku moves; and can parry punches with Dragon Charge (restores remaining Heat state timer when successful).
- Nina Williams: Enhances handgun-based moves (increased damage); and grants access to Kiss Shot Penetrator.
- Panda: (Shares Kuma's 1st and 2nd Heat boosts); grants access to Panda Shooting Star.
- Paul Phoenix: Enhances Phoenix Smasher-related moves; and enhances moves with charge input follow-ups.
- Raven: Follows up with an additional attack when an attack using a doppelganger is blocked; restores remaining Heat when an attack using a doppelganger hits; and grants access to Typhon Fang Phantom.
- Reina: Grants access to Lethal Fury during certain attack sequences; can use Electric Wind God Fist and Electric War God Kick without needing Just Frame method; can partially restore remaining Heat state timer during Unsoku stance; can partially restore remaining Heat state timer with sucessful use of Tatenashi; and allows Heaven's Wrath to parry high and mid attacks.
- Sergei Dragunov: Feint & Catch and Ambush Tackle are impossible to throw escape; grants the use of Ambush Tackle during some attack sequences, including Heat Smash (albeit against guard only); and can shift to the throw follow-up of Inertia Kick on block without needing Perfect Input.
- Shaheen: Restores remaining Heat state timer with certain knifehand commands; and grants access to Rumh al-Sarie and Al-Ghul Master.
- Steve Fox: Grants access to Five Fox Fury, Ducking In Direct, and Two-Faced; and can parry high or mid attacks during Lion Heart.
- Victor Chevalier: Grants access to Monsieur Samurai; enhances Caliburnus and Rhongomyniad; and restores remaining Heat state timer when landing certain sword attacks.
- Yoshimitsu: Allows the use of powered-up sword techniques without going into Mutou no Kiwami stance; and enhances certain Manji Dragonfly-related moves.
- Zafina: Azazel's Power-related moves no longer cost health; and can use Anathema-based moves anytime without costing its deactivation.
Video
Trivia
- As evident by Kazuya Mishima's transformation into his devil form in his character gameplay trailer, entering Heat state is similar to Soul Charge and Soul Attack systems from Soulcalibur VI.[3]
- In the original incarnation, using a Heat Burst did not consume any Heat on activation.[4] Additionally, using a Heat Engager actually knocked the opponent down and forced them to roll back up as the character charges in rather pushing them back whilst keeping them on their feet.
- Originally, the Heat Dash used a counter system with a Heat Burst only giving one charge and a Heat Engager giving two charges. These charges did not consume any Heat and were represented with a chain shaped like the number 8.[5].
- Additionally, during the first Closed Beta Test, using a Heat Dash in the same combo as a Heat Burst left an opponent in a bound-like state, where they could hit them in the air. This was changed in the Closed Network Test, where the opponent is instead thrown near the ground, effectively keeping players from pushing their opponent to a wall splat.
- Originally, the Heat Gauge will not deplete when an opponent blocks the player's attacks. This was changed shortly before the Closed Network Test on October 2023.
- Triggering a Heat Engager did not originally heal recoverable health. This feature was only added after the Closed Network Test.
External Links
References
- ^ a b c d https://en.bandainamcoent.eu/tekken/news/how-start-tekken-8-cnt-guide Bandai Namco Tekken 8 CNT Guide
- ^ Tekken 8 Chapter 10
- ^ https://www.youtube.com/watch?v=9h7GAjgpXvk
- ^ https://youtu.be/DhZhopodc18?t=37
- ^ https://youtu.be/DhZhopodc18?t=37