LEGENDE
Commands | |
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1 | left punch |
2 | right punch |
3 | left kick |
4 | right kick |
5 | tag button |
f | tab forward |
d | tab down |
b | tab back |
u | tab up |
d/f | tab down forward |
d/b | tab down back |
u/f | tab up forward |
u/b | tab up back |
F | hold forward |
D | hold down |
B | hold back |
U | hold up |
D/F | hold down forward |
D/B | hold down back |
U/F | hold up forward |
U/B | hold up back |
qcf | quarter circle forward |
qcb | quarter circle back |
hcf | half circle forward |
hcb | half circle back |
Notations | |
FC | full crouch animation |
WS | while standing up |
WR | while running |
N | joystick in neutral |
SS | side step either way |
SSL | side step to left |
SSR | side step to right |
[ ] | optional command |
, | followed by |
~ | immediately after |
+ | at the same time |
( _ ) | or |
< | delayed input |
= | next in sequence |
° | push and hold button |
: | requires just frame input |
Grounded Postions | |
PLD
FUFA |
play dead position
face up & feet away |
KND
FUFT |
knockdown position
face up & feet towards |
SLD
FDFA |
slide position
face down & feet away |
FCD
FDFT |
face down position
face down & feet towards |
Move Properties | |
BT | your back turned to the opponent |
FF | face forward towards opponent |
OB | forces opponent's back to face you |
OC | forces opponent into crouch |
OS | forces opponent's side to face you |
JG | juggle starter |
BN | bounce juggle starter |
RC | recover crouching after a move |
RCj | joystick modifier, need to hold D during the move to RC |
CH | requires a counter hit |
DS | double over stun
tap f to escape in most cases, you can usually launch opponent |
FS | fall back stun
tap f to escape in most cases, you can usually launch opponent |
MS | minor stun
various animations, in most cases doesn't lead to guaranteed hits |
KS | kneel stun
opponent is forced onto one knee, usually does not act as a combo starter |
CS | crumple stun
opponent crumples to the ground in front of you right away, usually acts as a combo starter |
CF | crumple fall
opponent stay briefly upright before slumping to the ground, usually acts a combo starter |
CFS | crumple fall stun
opponent is pushed away while crumping to the ground, can be a combo starter |
BS | block stun |
SH | stagger hit |
GB | guard break
opponent is immobalized briefly, the opponent usually has the offensive advantage |
GB | guard break (for move list prior to tekken 6)
indicates visual guard disturbance, but does not mean the opponent can't punish |
TT | throw transition (results in throw on hit) |
TC | technically crouching state
crouch status during this move cruches high attacks |
TJ | technically jumping state
jump status during this move crushes low attacks |
B! | this move cause bound state
bound moves usually also cause floor destuction |
F! | this move cause floor destruction
mostly for throws that don't cause a bound state but break floors |
# | see corresponding footnote |
[2] | hit modifier (eg RC[2] property applies to 2nd hit) |
b | Block modifier (eg. OCb opponent crouch on block) |
c | CH modifier (eg. JGc is a juggle starter on counter hit) |
co | crouching opponent modifier (eg. KSco) |
cco | CH on crouching opponent modifier (eg. FScco) |
Hit Ranges | |
l | hits low (block d/b) |
m | hits mid (block b) |
sm | hits special mid (block d/b or b) |
h | hits high (block b or duck) |
L | hits low and grounded opponents (block d/b) |
M | hits mid and grounded opponents (block b) |
Sm | hits special mid and grounded opponents(block d/b or b) |
H | hits high and grounded opponents (block b or duck) |
! | unblockable hit |
(!) | unblockable hit which can be ducked |
[!] | unblockable hits grounded opponents |
" | indicates block point in string hits |
Extra Combo Conventions | |
cc | crouch cancel
tap u or f,f while crouching |
cd | crouch dash
f,N,d,d/f (usually) |
iWS | instant while standing
d,d/b,N_d,d/f,N (usually) |
wgf | wind godfist
f,N,d,d/f,2,_+2 (mishimas) |
ewgf | electric wind godfist
f,N,d~d/f+2 (mishimas) |
tgf | thunder godfist
f,N,d,d/f+1 (heihachi) |
big | big character combo
only works on big bodyframe (hitbox) characters |
( ) | missing hit is required for the next hit |
Character Specific Conventions | |
HSP | handstand position (Eddy Gordo) |
RLX | relaxed position (Eddy Gordo) |
AOP | art of phoenix (Ling Xiaoyu - Lei Wulong) |
RDS | rain dance stance (Ling Xiaoyu) |
LFF | left foot forward (Hwoarang) |
RFF | right foot forward (Hwoarang) |
LFS | left flamingo stance (Hwoarang) |
RFS | right flamingo stance (Hwoarang) |
VTS | vale tudo stance (Craig Marduk) |
DSS | dragon sign stance (Marshall Law) |
DFS | dragon fake step (Marshall Law) |
HMS | hit man stance (Lee Chaolan - Violet) |
HBS | hunting bear stance (Kuma - Panda) |
ROL | prowling grizzly roll (Kuma - Panda) |
CRA | art of crane (Lei Wulong) |
SNA | art of snake (Lei Wulong) |
TGR | art of tiger (Lei Wulong) |
PAN | art of panther (Lei Wulong) |
DGN | art of dragon (Lei Wulong) |
DRU | drunken master (Lei Wulong) |
INS | ndian sit (Yoshimitsu) |
FLE | flea stance (Yoshimitsu) |
DGF | dragonfly stance (Yoshimitsu) |
MED | meditation (Yoshimitsu) |
KIN | kinchou stance (Yoshimitsu) |
NSS | no sword stance (Yoshimitsu) |
FLA | flamingo stance (Baek Doo San) |
CES | clockwise evasive spin (Julia Chang) |
KNP | kenpo step (Feng Wei) |
STC | shifting clouds (Feng Wei) |
SDW | shadow stance (Raven) |
HAZ | haze stance (Raven) |
CDS | crouching demon stance (Jin Kazama) |
ALB | albatross spin (Steve Fox) |
DCK | ducking (Steve Fox) |
PKB | peekaboo (Steve Fox) |
SWY | sway (Steve Fox, Paul Phoenix) |
LWV | left weave (Steve Fox) |
RWV | right weave (Steve Fox) |
FLK | flicker (Steve Fox) |
SIT | sit down (Ganryu - Kuma - Panda) |
CJM | chaos judgment (Anna) |
HPF | haze palm fist (Asuka) |
LCT | leg cutter (Asuka) |
DES | destroy form (Alisa Bosconovitch) |
SEN | silent entry (Lars Alexandersson) |
DEN | dynamic entry (Lars Alexandersson) |
SAV | savage stance (Miguel Caballero Rojo) |
TRT | tarantula stance (Zafina) |
MNT | Mantis Stance (Zafina) |
SCR | scarecrow stance (Zafina) |
MTS | muay thai stance (Bruce Irvin) |
ROC | rocket stance (Roger Jr.) |
Movement
Basic movement
Commands | |
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_ | Walking |
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_ | Dashing |
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Running (WR) |
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~n _ ~n | Sidestep (SS) |
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~ _ ~ | Sidewalk (SW) |
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_ | Crouch walk |
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_ _ | Jumping |
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Intermediate manoeuvres
Commands | |
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Roll dash |
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Sway |
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N | Crouch dash |
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~ | Back flip |
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Advanced manoeuvres
Commands | |
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_ | Dash / Back dash cancel |
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SS repeated | Hayashida Step |
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N N repeated | Wave dash |
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N N SS repeated | Snake dash (crouch dash version) |
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SS repeated | Snake dash (roll dash version) |
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N N then ( : : :N ) repeated | King-type wave dash |
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N +(attack button) | iWS |
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( N ) repeated | KBD´c korean back dash cancel |
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( N ) repeated | Front dash cancel |
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SS _ SS repeated | Stair steps offensively-minded |
SS _ SS repeated | Stair steps defensively-minded |
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_ repeated | Electric sidestep |
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Attacking
Basic attacks
Jabs | |
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1 | Left Punch |
2 | Right Punch |
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Kicks | |
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3 | Left Kick |
4 | Right Kick |
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Advanced attacks
Running attacks | |
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WR 3 | Flying kick |
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WR 4 | Running slide |
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WR 1+2 | Flying dive |
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WR | Running tackle |
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WR | Shoulder charge |
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WR | Running Stomp |
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Dashing moves | |
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any button |
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SS moves | |
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SS any button |
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Auto-sidestep moves |
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The Supercharger | |
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1+2+3+4 (all buttons) |
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Throws and Tackles
Throws
Würfe in Tekken sind sehr wichtig. Sie bringen den Gegner in den Knockdown Status woraus sich viele mixup situationen ergeben, oftmals auch garantierten Schaden oder andere Setups! Während einem ausgeführtem Wurf ist man auch nicht Counter hit (CH) gefährdet falls der Gegner den Wurf mit einer Attacke unterbricht!
Die Schwächen der Würfe sind:
1. Sie Treffen high und können somit geduckt werden.Man kann sie auch Highcrushen.
2. Sie können gesidesteppt werden.
3. Sie können mit 1_2_1+2 aufgelöst werden ohne dabei Schaden zu nehmen.
Throw Breaking
Würfe auflösen in Tekken gehört zu den schwersten basics im Spiel. Hierbei ist es sehr wichtig auf die Arme des Gegners zu achten, da man sie auf Reaktion auflösen muss. Es gibt 3 möglichkeiten:
1. Wirft der Gegner und der linke Arm ist vorne. Lautet der Throwescape 1
2. Wirft der Gegner und der rechte Arm ist vorne. Lautet der Throwescape 2
3. Wirft der Gegner und beide Arme sind vorne. Lautet der Throwescape 1+2
Basic Throws |
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1+3_2+4 |
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Advancing Throws |
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+1+3 _ +2+4 |
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Side/Back Throws |
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Command Throws |
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Crouch Throws |
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Multi-part Throws |
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Air Throws |
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Ground Throws |
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Tackles
Tackles sind ähnlich wie Würfe und treffen mid. die schwäche der Tackles sind das man sie leicht Sidesteppen oder Sidewalken kann. (SS_SW)
Ultimate tackle |
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Buffering techniques
Button buffering
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Input buffering
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