
Tekken 8 Ping Test
READY TO PROBE REGIONS
Thresholds: 10ms - 30ms (Pro) | 30ms - 60ms (Playable)
| REGION / LOCATION | DATACENTRE HUB | MIN PING | AVG PING | JITTER | PACKET LOSS | VERDICT |
|---|---|---|---|---|---|---|
|
India (Mumbai)
Mumbai · ap-south-1
|
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|
Singapore (SEA)
Singapore · ap-southeast-1
|
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|
Indonesia (Jakarta)
Jakarta · ap-southeast-3
|
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|
Hong Kong (East Asia)
Hong Kong · ap-east-1
|
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|
Japan (Tokyo)
Tokyo · ap-northeast-1
|
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|
South Korea (Seoul)
Seoul · ap-northeast-2
|
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|
UAE (Dubai)
Dubai · me-central-1
|
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|
South Africa (Cape Town)
Cape Town · af-south-1
|
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|
Germany (Frankfurt)
Frankfurt · eu-central-1
|
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|
United Kingdom (London)
London · eu-west-2
|
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|
France (Paris)
Paris · eu-west-3
|
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|
Ireland (Dublin)
Dublin · eu-west-1
|
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|
Sweden (Stockholm)
Stockholm · eu-north-1
|
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|
Italy (Milan)
Milan · eu-south-1
|
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|
Spain (Madrid)
Madrid · eu-south-2
|
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|
US East (Virginia)
Ashburn · us-east-1
|
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|
US East (Ohio)
Columbus · us-east-2
|
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|
US West (California)
San Jose · us-west-1
|
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|
US West (Oregon)
Portland · us-west-2
|
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|
Brazil (São Paulo)
São Paulo · sa-east-1
|
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|
Australia (Sydney)
Sydney · ap-southeast-2
|
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About Tekken 8 Server Infrastructure & Latency
Tekken 8 operates on a 60 FPS frame-strict physics model. With rollback netcode, having sub-30ms ping and zero jitter is vital for 10-frame punishes, low parries, and flawless electric wind god fist (EWGF) inputs without visual rollback warping.
Optimal Ping Thresholds for Tekken 8
Because Tekken 8 operates on Rollback Netcode & Frame-Sync, network latency directly affects client-server reconciliation:
PRO / COMPETITIVE
10ms - 30ms
Instant hit registration, zero peeker's advantage, perfect for ranked competitive play.
PLAYABLE
30ms - 60ms
Normal casual gameplay. You may feel minor delays against sub-20ms opponents.
UNFAVORABLE LAG
> 75ms
Severe disadvantage. Desync, ghost hits, rubberbanding, and delayed damage notifications.
Frequently Asked Questions (Tekken 8 Latency)
What ping is acceptable for Tekken 8 ranked play?
Under 35ms provides an authentic offline-like feel. Between 35ms and 65ms is competitive. Above 80ms, rollback netcode will cause noticeable frame teleporting during counter-hit setups.