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! style="width:200px;background-color:#D9D9D9;" |  
! style="width:200px;background-color:#D9D9D9;" |  
|-
|-
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | FC
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | full crouch animation
|-
| style="background-color:#F9F9F9;" | WS
| style="background-color:#F9F9F9;" | while standing up
|-
| style="background-color:#F9F9F9;" | WR
| style="background-color:#F9F9F9;" | while running
|-
| style="background-color:#F9F9F9;" | N
| style="background-color:#F9F9F9;" | joystick in neutral
|-
| style="background-color:#F9F9F9;" | SS
| style="background-color:#F9F9F9;" | side step either way
|-
| style="background-color:#F9F9F9;" | SSL
| style="background-color:#F9F9F9;" | side step to left
|-
| style="background-color:#F9F9F9;" | SSR
| style="background-color:#F9F9F9;" | side step to right
|-
| style="background-color:#F9F9F9;" | [ ]
| style="background-color:#F9F9F9;" | optional command
|-
| style="background-color:#F9F9F9;" | ,
| style="background-color:#F9F9F9;" | followed by
|-
| style="background-color:#F9F9F9;" | ~
| style="background-color:#F9F9F9;" | immediately after
|-
| style="background-color:#F9F9F9;" | +
| style="background-color:#F9F9F9;" | at the same time
|-
| style="background-color:#F9F9F9;" | ( _ )
| style="background-color:#F9F9F9;" | or
|-
| style="background-color:#F9F9F9;" | <
| style="background-color:#F9F9F9;" | delayed input
|-
| style="background-color:#F9F9F9;" | =
| style="background-color:#F9F9F9;" | next in sequence
|-
| style="background-color:#F9F9F9;" | °
| style="background-color:#F9F9F9;" | push and hold button
|-
| style="background-color:#F9F9F9;" | :
| style="background-color:#F9F9F9;" | requires just frame input
|-
! style="width:200px;background-color:#D9D9D9;" | Grounded Postions
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | PLD
FUFA
| style="background-color:#F9F9F9;" | play dead position
face up & feet away 
|-
| style="background-color:#F9F9F9;" | KND
FUFT
| style="background-color:#F9F9F9;" | knockdown position
face up & feet towards
|-
| style="background-color:#F9F9F9;" | SLD
FDFA
| style="background-color:#F9F9F9;" | slide position
face down & feet away
|-
| style="background-color:#F9F9F9;" | FCD
FDFT
| style="background-color:#F9F9F9;" | face down position
face down & feet towards
|-
! style="width:200px;background-color:#D9D9D9;" | Move Properties
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | BT
| style="background-color:#F9F9F9;" | your back turned to the opponent
|-
| style="background-color:#F9F9F9;" | FF
| style="background-color:#F9F9F9;" | face forward towards opponent
|-
| style="background-color:#F9F9F9;" | OB
| style="background-color:#F9F9F9;" | forces opponent's back to face you
|-
| style="background-color:#F9F9F9;" | OC
| style="background-color:#F9F9F9;" | forces opponent into crouch
|-
| style="background-color:#F9F9F9;" | OS
| style="background-color:#F9F9F9;" | forces opponent's side to face you
|-
| style="background-color:#F9F9F9;" | JG
| style="background-color:#F9F9F9;" | juggle starter
|-
| style="background-color:#F9F9F9;" | BN
| style="background-color:#F9F9F9;" | bounce juggle starter
|-
| style="background-color:#F9F9F9;" | RC
| style="background-color:#F9F9F9;" | recover crouching after a move
|-
|-
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | RCj
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | joystick modifier, need to hold D during the move to RC
|-
|-
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | CH
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | requires a counter hit
|-
|-
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | DS
| style="background-color:#F9F9F9;" |  
| style="background-color:#F9F9F9;" | double over stun  
 
 
 
 
|}
 
 
 
 
Notations
FC full crouch animation WS while standing up
N joystick in neutral WR while running
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 play dead position face up & feet away
KND knockdown position face up & feet towards
SLD slide position face down & feet away
FCD 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
tap f to escape in most cases, you can usually launch opponent
FS fall back stun
|-
| style="background-color:#F9F9F9;" | FS
| style="background-color:#F9F9F9;" | fall back stun  
tap f to escape in most cases, you can usually launch opponent
tap f to escape in most cases, you can usually launch opponent
MS minor stun
|-
| style="background-color:#F9F9F9;" | MS
| style="background-color:#F9F9F9;" | minor stun  
various animations, in most cases doesn't lead to guaranteed hits
various animations, in most cases doesn't lead to guaranteed hits
KS kneel stun
|-
| style="background-color:#F9F9F9;" | KS
| style="background-color:#F9F9F9;" | kneel stun  
opponent is forced onto one knee, usually does not act as a combo starter
opponent is forced onto one knee, usually does not act as a combo starter
CS crumple stun
|-
| style="background-color:#F9F9F9;" | CS
| style="background-color:#F9F9F9;" | crumple stun  
opponent crumples to the ground in front of you right away, usually acts as a combo starter
opponent crumples to the ground in front of you right away, usually acts as a combo starter
CF crumple fall
|-
| style="background-color:#F9F9F9;" | CF
| style="background-color:#F9F9F9;" | crumple fall
opponent stay briefly upright before slumping to the ground, usually acts a combo starter
opponent stay briefly upright before slumping to the ground, usually acts a combo starter
CFS crumple fall stun
|-
| style="background-color:#F9F9F9;" | CFS  
| style="background-color:#F9F9F9;" | crumple fall stun  
opponent is pushed away while crumping to the ground, can be a combo starter
opponent is pushed away while crumping to the ground, can be a combo starter
BS block stun (to attacking character, ex. Law d/b+4)
|-
SH stagger hit
| style="background-color:#F9F9F9;" | BS
GB guard break
| style="background-color:#F9F9F9;" | block stun  
|-
| style="background-color:#F9F9F9;" | SH
| style="background-color:#F9F9F9;" | stagger hit
|-
| style="background-color:#F9F9F9;" | GB  
| style="background-color:#F9F9F9;" | guard break  
opponent is immobalized briefly, the opponent usually has the offensive advantage
opponent is immobalized briefly, the opponent usually has the offensive advantage
GB guard break (for move list prior to tekken 6)
|-
| style="background-color:#F9F9F9;" | GB
| style="background-color:#F9F9F9;" | guard break (for move list prior to tekken 6)  
indicates visual guard disturbance, but does not mean the opponent can't punish
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
| style="background-color:#F9F9F9;" | TT
| style="background-color:#F9F9F9;" | throw transition (results in throw on hit)
|-
| style="background-color:#F9F9F9;" | TC
| style="background-color:#F9F9F9;" | technically crouching state  
crouch status during this move cruches high attacks
crouch status during this move cruches high attacks
TJ technically jumping state
|-
| style="background-color:#F9F9F9;" | TJ
| style="background-color:#F9F9F9;" | technically jumping state  
jump status during this move crushes low attacks
jump status during this move crushes low attacks
B! this move cause bound state
|-
| style="background-color:#F9F9F9;" | B!
| style="background-color:#F9F9F9;" | this move cause bound state  
bound moves usually also cause floor destuction
bound moves usually also cause floor destuction
F! this move cause floor destruction
|-
| style="background-color:#F9F9F9;" | F!
| style="background-color:#F9F9F9;" | this move cause floor destruction  
mostly for throws that don't cause a bound state but break floors
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)
| style="background-color:#F9F9F9;" | #
b Block modifier (eg. OCb opponent crouch on block)
| style="background-color:#F9F9F9;" | see corresponding footnote
c CH modifier (eg. JGc is a juggle starter on counter hit)
|-
co crouching opponent modifier (eg. KSco)
| style="background-color:#F9F9F9;" | [2]
cco CH on crouching opponent modifier (eg. FScco)
| style="background-color:#F9F9F9;" | hit modifier (eg RC[2] property applies to 2nd hit)
Hit Ranges
|-
l hits low (block d/b)
| style="background-color:#F9F9F9;" | b
m hits mid (block b)
| style="background-color:#F9F9F9;" | Block modifier (eg. OCb opponent crouch on block)
s hits special mid (block d/b or b)
|-
h hits high (block b or duck)
| style="background-color:#F9F9F9;" | c
L hits low and grounded opponents (block d/b)
| style="background-color:#F9F9F9;" | CH modifier (eg. JGc is a juggle starter on counter hit)
M hits mid and grounded opponents (block b)
|-
S hits special mid and grounded opponents(block d/b or b)
| style="background-color:#F9F9F9;" | co
H hits high and grounded opponents (block b or duck)
| style="background-color:#F9F9F9;" | crouching opponent modifier (eg. KSco)
! unblockable hit
|-
(!) unblockable hit which can be ducked
| style="background-color:#F9F9F9;" | cco
[!] unblockable hits grounded opponents
| style="background-color:#F9F9F9;" | CH on crouching opponent modifier (eg. FScco)
" indicates block point in string hits
|-
Extra Combo Conventions
! style="width:200px;background-color:#D9D9D9;" | Hit Ranges
cc crouch cancel tap u or f,f while crouching
! style="width:200px;background-color:#D9D9D9;" |
cd crouch dash f,N,d,d/f (usually)
|-
iWS instant while standing d,d/b,N_d,d/f,N (usually)
| style="background-color:#F9F9F9;" | l
wgf wind godfist f,N,d,d/f+2
| style="background-color:#F9F9F9;" | hits low (block d/b)
ewgf electric wind godfist f,N,d~d/f+2
|-
tgf thunder godfist f,N,d,d/f+1
| style="background-color:#F9F9F9;" | m
big big character combo only works on big characters
| style="background-color:#F9F9F9;" | hits mid (block b)
(  ) missing hit is required for the next hit
|-
Character Specific Conventions
| style="background-color:#F9F9F9;" | sm
BDS bad stomach Dr. Bosconovitch
| style="background-color:#F9F9F9;" | hits special mid (block d/b or b)
FB fall back Dr. Bosconovitch
|-
EFB electric fall back Dr. Bosconovitch
| style="background-color:#F9F9F9;" | h
EFF electric fall fake Dr. Bosconovitch
| style="background-color:#F9F9F9;" | hits high (block b or duck)
HSP handstand position Eddy Gordo
|-
RLX relaxed position Eddy Gordo
| style="background-color:#F9F9F9;" | L
AOP art of phoenix Ling Xiaoyu - Lei Wulong
| style="background-color:#F9F9F9;" | hits low and grounded opponents (block d/b)
RDS rain dance stance Ling Xiaoyu
|-
LFF left foot forward Hwoarang
| style="background-color:#F9F9F9;" | M
RFF right foot forward Hwoarang
| style="background-color:#F9F9F9;" | hits mid and grounded opponents (block b)
LFS left flamingo stance Hwoarang
|-
RFS right flamingo stance Hwoarang
| style="background-color:#F9F9F9;" | Sm
VTS vale tudo stance Craig Marduk
| style="background-color:#F9F9F9;" | hits special mid and grounded opponents(block d/b or b)
DSS dragon sign stance Marshall Law
|-
DFS dragon fake step Marshall Law
| style="background-color:#F9F9F9;" | H
HMS hit man stance Lee Chaolan - Violet
| style="background-color:#F9F9F9;" | hits high and grounded opponents (block b or duck)
HBS hunting bear stance Kuma - Panda
|-
ROL prowling grizzly roll Kuma - Panda
| style="background-color:#F9F9F9;" | !
CRA art of crane Lei Wulong
| style="background-color:#F9F9F9;" | unblockable hit
SNA art of snake Lei Wulong
|-
TGR art of tiger Lei Wulong
| style="background-color:#F9F9F9;" | (!)
DGN art of dragon Lei Wulong
| style="background-color:#F9F9F9;" | unblockable hit which can be ducked
PAN art of panther Lei Wulong
|-
DRU drunken master Lei Wulong
| style="background-color:#F9F9F9;" | [!]
INS indian sit Yoshimitsu
| style="background-color:#F9F9F9;" | unblockable hits grounded opponents
FLE flea stance Yoshimitsu
|-
DGF dragonfly stance Yoshimitsu
| style="background-color:#F9F9F9;" | "
MED meditation Yoshimitsu
| style="background-color:#F9F9F9;" | indicates block point in string hits
KIN kinchou stance Yoshimitsu
|-
NSS no sword stance Yoshimitsu
! style="width:200px;background-color:#D9D9D9;" | Extra Combo Conventions
FLA flamingo stance Baek Doo San
! style="width:200px;background-color:#D9D9D9;" |
CES clockwise evasive spin Julia Chang
|-
KNP kenpo step Feng Wei
| style="background-color:#F9F9F9;" | cc  
STC shifting clouds Feng Wei
| style="background-color:#F9F9F9;" | crouch cancel  
SDW shadow stance Raven
tap u or f,f while crouching
HAZ haze stance Raven
|-
CDS crouching demon stance Jin Kazama
| style="background-color:#F9F9F9;" | cd
ALB albatross spin Steve Fox
| style="background-color:#F9F9F9;" | crouch dash  
DCK ducking Steve Fox
f,N,d,d/f (usually)
PKB peekaboo Steve Fox
|-
SWY sway Steve Fox, Paul Phoenix
| style="background-color:#F9F9F9;" | iWS
LWV left weave Steve Fox
| style="background-color:#F9F9F9;" | instant while standing  
RWV right weave Steve Fox
d,d/b,N_d,d/f,N (usually)
FLK flicker Steve Fox
|-
SIT sit down Ganryu - Kuma - Panda
| style="background-color:#F9F9F9;" | wgf
CJM chaos judgment Anna
| style="background-color:#F9F9F9;" | wind godfist
HPF haze palm fist Asuka
f,N,d,d/f,2,_+2 (mishimas)
LCT leg cutter Asuka
|-
DES destroy form Alisa Bosconovitch
| style="background-color:#F9F9F9;" | ewgf
SEN silent entry Lars Alexandersson
| style="background-color:#F9F9F9;" | electric wind godfist
DEN dynamic entry Lars Alexandersson
f,N,d~d/f+2 (mishimas)
SAV savage stance Miguel Caballero Rojo
|-
TRT tarantula stance Zafina
| style="background-color:#F9F9F9;" | tgf
MNT Mantis Stance Zafina
| style="background-color:#F9F9F9;" | thunder godfist
SCR scarecrow stance Zafina
f,N,d,d/f+1 (heihachi)
MTS muay thai stance Bruce Irvin
|-
ROC rocket stance Roger Jr.
| style="background-color:#F9F9F9;" | big
| style="background-color:#F9F9F9;" | big character combo  
only works on big bodyframe (hitbox) characters
|-
| style="background-color:#F9F9F9;" | (  )
| style="background-color:#F9F9F9;" | missing hit is required for the next hit
|-
! style="width:200px;background-color:#D9D9D9;" | Character Specific Conventions
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | HSP
| style="background-color:#F9F9F9;" | handstand position (Eddy Gordo)
|-
| style="background-color:#F9F9F9;" | RLX
| style="background-color:#F9F9F9;" | relaxed position     (Eddy Gordo)
|-
| style="background-color:#F9F9F9;" | AOP
| style="background-color:#F9F9F9;" | art of phoenix (Ling Xiaoyu - Lei Wulong)
|-
| style="background-color:#F9F9F9;" | RDS
| style="background-color:#F9F9F9;" | rain dance stance (Ling Xiaoyu)
|-
| style="background-color:#F9F9F9;" | LFF
| style="background-color:#F9F9F9;" | left foot forward (Hwoarang)
|-
| style="background-color:#F9F9F9;" | RFF
| style="background-color:#F9F9F9;" | right foot forward (Hwoarang)
|-
| style="background-color:#F9F9F9;" | LFS
| style="background-color:#F9F9F9;" | left flamingo stance (Hwoarang)
|-
| style="background-color:#F9F9F9;" | RFS
| style="background-color:#F9F9F9;" | right flamingo stance (Hwoarang)
|-
| style="background-color:#F9F9F9;" | VTS
| style="background-color:#F9F9F9;" | vale tudo stance (Craig Marduk)
|-
| style="background-color:#F9F9F9;" | DSS
| style="background-color:#F9F9F9;" | dragon sign stance (Marshall Law)
|-
| style="background-color:#F9F9F9;" | DFS
| style="background-color:#F9F9F9;" | dragon fake step (Marshall Law)
|-
| style="background-color:#F9F9F9;" | HMS  
| style="background-color:#F9F9F9;" | hit man stance (Lee Chaolan - Violet)
|-
| style="background-color:#F9F9F9;" | HBS
| style="background-color:#F9F9F9;" | hunting bear stance (Kuma - Panda)
|-
| style="background-color:#F9F9F9;" | ROL
| style="background-color:#F9F9F9;" | prowling grizzly roll (Kuma - Panda)
|-
| style="background-color:#F9F9F9;" | CRA
| style="background-color:#F9F9F9;" | art of crane (Lei Wulong)
|-
| style="background-color:#F9F9F9;" | SNA
| style="background-color:#F9F9F9;" | art of snake (Lei Wulong)
|-
| style="background-color:#F9F9F9;" | TGR
| style="background-color:#F9F9F9;" | art of tiger (Lei Wulong)
|-
| style="background-color:#F9F9F9;" | PAN
| style="background-color:#F9F9F9;" | art of panther (Lei Wulong)
|-
| style="background-color:#F9F9F9;" | DGN
| style="background-color:#F9F9F9;" | art of dragon (Lei Wulong)
|-
| style="background-color:#F9F9F9;" | DRU
| style="background-color:#F9F9F9;" | drunken master (Lei Wulong)
|-
| style="background-color:#F9F9F9;" | INS
| style="background-color:#F9F9F9;" | ndian sit (Yoshimitsu)
|-
| style="background-color:#F9F9F9;" | FLE
| style="background-color:#F9F9F9;" | flea stance (Yoshimitsu)
|-
| style="background-color:#F9F9F9;" | DGF
| style="background-color:#F9F9F9;" | dragonfly stance (Yoshimitsu)
|-
| style="background-color:#F9F9F9;" | MED
| style="background-color:#F9F9F9;" | meditation (Yoshimitsu)
|-
| style="background-color:#F9F9F9;" | KIN
| style="background-color:#F9F9F9;" | kinchou stance (Yoshimitsu)
|-
| style="background-color:#F9F9F9;" | NSS
| style="background-color:#F9F9F9;" | no sword stance (Yoshimitsu)
|-
| style="background-color:#F9F9F9;" | FLA
| style="background-color:#F9F9F9;" | flamingo stance (Baek Doo San)
|-
| style="background-color:#F9F9F9;" | CES
| style="background-color:#F9F9F9;" | clockwise evasive spin (Julia Chang)
|-
| style="background-color:#F9F9F9;" | KNP
| style="background-color:#F9F9F9;" | kenpo step (Feng Wei)
|-
| style="background-color:#F9F9F9;" | STC
| style="background-color:#F9F9F9;" | shifting clouds (Feng Wei)
|-
| style="background-color:#F9F9F9;" | SDW
| style="background-color:#F9F9F9;" | shadow stance (Raven)
|-
| style="background-color:#F9F9F9;" | HAZ
| style="background-color:#F9F9F9;" | haze stance (Raven)
|-
| style="background-color:#F9F9F9;" | CDS
| style="background-color:#F9F9F9;" | crouching demon stance (Jin Kazama)
|-
| style="background-color:#F9F9F9;" | ALB
| style="background-color:#F9F9F9;" | albatross spin (Steve Fox)
|-
| style="background-color:#F9F9F9;" | DCK
| style="background-color:#F9F9F9;" | ducking (Steve Fox)
|-
| style="background-color:#F9F9F9;" | PKB
| style="background-color:#F9F9F9;" | peekaboo (Steve Fox)
|-
| style="background-color:#F9F9F9;" | SWY
| style="background-color:#F9F9F9;" | sway (Steve Fox, Paul Phoenix)
|-
| style="background-color:#F9F9F9;" | LWV
| style="background-color:#F9F9F9;" | left weave (Steve Fox)
|-
| style="background-color:#F9F9F9;" | RWV
| style="background-color:#F9F9F9;" | right weave (Steve Fox)
|-
| style="background-color:#F9F9F9;" | FLK
| style="background-color:#F9F9F9;" | flicker (Steve Fox)
|-
| style="background-color:#F9F9F9;" | SIT
| style="background-color:#F9F9F9;" | sit down (Ganryu - Kuma - Panda)
|-
| style="background-color:#F9F9F9;" | CJM
| style="background-color:#F9F9F9;" | chaos judgment (Anna)
|-
| style="background-color:#F9F9F9;" | HPF
| style="background-color:#F9F9F9;" | haze palm fist (Asuka)
|-
| style="background-color:#F9F9F9;" | LCT
| style="background-color:#F9F9F9;" | leg cutter (Asuka)
|-
| style="background-color:#F9F9F9;" | DES
| style="background-color:#F9F9F9;" | destroy form (Alisa Bosconovitch)
|-
| style="background-color:#F9F9F9;" | SEN  
| style="background-color:#F9F9F9;" | silent entry (Lars Alexandersson)
|-
| style="background-color:#F9F9F9;" | DEN
| style="background-color:#F9F9F9;" | dynamic entry (Lars Alexandersson)
|-
| style="background-color:#F9F9F9;" | SAV
| style="background-color:#F9F9F9;" | savage stance (Miguel Caballero Rojo)
|-
| style="background-color:#F9F9F9;" | TRT
| style="background-color:#F9F9F9;" | tarantula stance (Zafina)
|-
| style="background-color:#F9F9F9;" | MNT
| style="background-color:#F9F9F9;" | Mantis Stance (Zafina)
|-
| style="background-color:#F9F9F9;" | SCR
| style="background-color:#F9F9F9;" | scarecrow stance (Zafina)
|-
| style="background-color:#F9F9F9;" | MTS
| style="background-color:#F9F9F9;" | muay thai stance (Bruce Irvin)
|-
| style="background-color:#F9F9F9;" | ROC
| style="background-color:#F9F9F9;" | rocket stance (Roger Jr.)
|}
 
 
 
== Movement ==
 
 
'''Basic movement'''
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Commands
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIRH_F.PNG]]_[[Bild:DIRH_B.PNG]]
| style="background-color:#F9F9F9;" | Walking
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]][[Bild:DIR_F.PNG]]_[[Bild:DIR_B.PNG]][[Bild:DIR_B.PNG]]
| style="background-color:#F9F9F9;" | Dashing
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]][[Bild:DIR_F.PNG]][[Bild:DIRH_F.PNG]]
| style="background-color:#F9F9F9;" | Running (WR)
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_U.PNG]]~n _ [[Bild:DIR_D.PNG]]~n
| style="background-color:#F9F9F9;" | Sidestep (SS)
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_U.PNG]]~[[Bild:DIRH_U.PNG]] _ [[Bild:DIR_D.PNG]]~[[Bild:DIRH_D.PNG]]
| style="background-color:#F9F9F9;" | Sidewalk (SW)
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIRH_DB.PNG]]_[[Bild:DIRH_DF.PNG]]
| style="background-color:#F9F9F9;" | Crouch walk
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_U.PNG]]_[[Bild:DIR_UF.PNG]]_[[Bild:DIR_UB.PNG]]
[[Bild:DIRH_U.PNG]]_[[Bild:DIRH_UF.PNG]]_[[Bild:DIRH_UB.PNG]]
| style="background-color:#F9F9F9;" | Jumping
|}
insert bla here
 
'''Intermediate manoeuvres'''
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Commands
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_D.PNG]][[Bild:DIR_DF.PNG]][[Bild:DIR_F.PNG]]
| style="background-color:#F9F9F9;" | Roll dash
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_D.PNG]][[Bild:DIR_DB.PNG]][[Bild:DIR_B.PNG]]
| style="background-color:#F9F9F9;" | Sway
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]] N [[Bild:DIR_D.PNG]][[Bild:DIR_DF.PNG]]
| style="background-color:#F9F9F9;" | Crouch dash
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_U.PNG]] ~ [[Bild:DIR_UB.PNG]]
| style="background-color:#F9F9F9;" | Back flip
|}
insert bla here
 
'''Advanced manoeuvres'''
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Commands
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]][[Bild:DIR_F.PNG]][[Bild:DIR_DF.PNG]] _ [[Bild:DIR_B.PNG]][[Bild:DIR_B.PNG]][[Bild:DIR_DB.PNG]]
| style="background-color:#F9F9F9;" | Dash / Back dash cancel
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | SS[[Bild:DIR_U.PNG]]  [[Bild:DIR_D.PNG]][[Bild:DIR_DB.PNG]][[Bild:DIR_B.PNG]] repeated
| style="background-color:#F9F9F9;" | Hayashida Step
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]] N [[Bild:DIR_D.PNG]][[Bild:DIR_DF.PNG]] N  repeated
| style="background-color:#F9F9F9;" | Wave dash
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]] N [[Bild:DIR_D.PNG]][[Bild:DIR_DF.PNG]]N  SS [[Bild:DIR_U.PNG]] repeated
| style="background-color:#F9F9F9;" | Snake dash (crouch dash version)
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | SS [[Bild:DIR_U.PNG]]  [[Bild:DIR_D.PNG]][[Bild:DIR_DF.PNG]][[Bild:DIR_F.PNG]] repeated
| style="background-color:#F9F9F9;" | Snake dash (roll dash version)
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]] N [[Bild:DIR_D.PNG]][[Bild:DIR_DF.PNG]]N then ( :[[Bild:DIR_F.PNG]]:[[Bild:DIR_DF.PNG]]:N ) repeated
| style="background-color:#F9F9F9;" | King-type wave dash
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_D.PNG]][[Bild:DIR_DB.PNG]] N +(attack button)
| style="background-color:#F9F9F9;" | iWS
|-
|}
insert bla here
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_B.PNG]][[Bild:DIRH_B.PNG]]([[Bild:DIR_DB.PNG]] N [[Bild:DIRH_B.PNG]]) repeated
| style="background-color:#F9F9F9;" | KBD´c korean back dash cancel
|-
|}
insert bla here
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]][[Bild:DIRH_F.PNG]]([[Bild:DIR_DF.PNG]] N [[Bild:DIRH_F.PNG]] ) repeated
| style="background-color:#F9F9F9;" | Front dash cancel
|-
|}
insert bla here
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]][[Bild:DIR_F.PNG]] SS[[Bild:DIR_U.PNG]] _ SS[[Bild:DIR_D.PNG]] repeated
| style="background-color:#F9F9F9;" | Stair steps offensively-minded
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_B.PNG]][[Bild:DIR_B.PNG]] SS[[Bild:DIR_U.PNG]] _ SS[[Bild:DIR_D.PNG]] repeated
| style="background-color:#F9F9F9;" | Stair steps defensively-minded
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_B.PNG]][[Bild:DIR_DB.PNG]][[Bild:DIR_D.PNG]] _ [[Bild:DIR_B.PNG]][[Bild:DIR_UB.PNG]][[Bild:DIR_U.PNG]] repeated
| style="background-color:#F9F9F9;" | Electric sidestep
|-
|}
insert bla here
 
== Attacking ==
 
 
'''Basic attacks'''
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Jabs
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | 1
| style="background-color:#F9F9F9;" | Left Punch
|-
| style="background-color:#F9F9F9;" | 2
| style="background-color:#F9F9F9;" | Right Punch
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Kicks
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | 3
| style="background-color:#F9F9F9;" | Left Kick
|-
| style="background-color:#F9F9F9;" | 4
| style="background-color:#F9F9F9;" | Right Kick
|-
|}
insert bla here
 
'''Advanced attacks'''
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Running attacks
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | WR 3
| style="background-color:#F9F9F9;" | Flying kick
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | WR 4
| style="background-color:#F9F9F9;" | Running slide
|-
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | WR 1+2
| style="background-color:#F9F9F9;" | Flying dive
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | WR
| style="background-color:#F9F9F9;" | Running tackle
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | WR
| style="background-color:#F9F9F9;" | Shoulder charge
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" |
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | WR
| style="background-color:#F9F9F9;" | Running Stomp
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Dashing moves
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]][[Bild:DIR_F.PNG]] any button
| style="background-color:#F9F9F9;" |
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | SS moves
|-
| style="background-color:#F9F9F9;" | SS any button
| style="background-color:#F9F9F9;" |
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Auto-sidestep moves
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | The Supercharger
|-
| style="background-color:#F9F9F9;" | 1+2+3+4 (all buttons)
| style="background-color:#F9F9F9;" |
|}
insert bla here
 
 
== 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'''
 
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Basic Throws
|-
| style="background-color:#F9F9F9;" | 1+3_2+4
|}
insert bla here
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Advancing Throws
|-
| style="background-color:#F9F9F9;" | [[Bild:DIR_F.PNG]]+1+3 _ [[Bild:DIR_F.PNG]]+2+4
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Side/Back Throws
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Command Throws
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Crouch Throws
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Multi-part Throws
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Air Throws
|}
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{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Ground Throws
|}
insert bla here
 
 
 
'''Tackles'''
 
Tackles sind ähnlich wie Würfe und treffen mid.
Die schwäche der Tackles sind das man sie leicht Sidesteppen oder Sidewalken kann. (SS_SW)
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Ultimate tackle
|}
 
-'''Attacking from the ultimate tackle'''
 
Jeder Charakter verfügt über ein Ultimate Tackle das durch rennen zum Gegner, in einer kurzen Distanz ausgeführt wird.
Einige Charaktere haben eine Eingabe für das Ultimate Tackel durch drücken von: [[Bild:DIR_D.PNG]]+1+2 _ [[Bild:DIR_DB.PNG]]+1+2
 
Nach einem erfolgreichen ultimate Tackle sitzt der Charakter in einer Mount stellung auf dem Gegner.
Dadurch hat man ein Punch-mixup. ( Ausnahmen sind Yoshimitsu und Craig Marduk. Yoshimitsu hat ein unblockable Sword Stab und Marduk ein spezielles Tackel/Mount Mixup game.)
 
Die maximale Anzahl der Schläge sind fünf und kommen in 2 Schüben.
Die ersten drei schläge sind 1,2,1 oder 2,1,2...
Die nachfolgende Schläge sind 1,2 oder 2,1...
Der Unterschied zwischen den zwei arten wird im "Escaping the ultimate Tackel" darunter erklärt.
 
Bestimmte Charaktere können dem Gegner ein Armbar ( 1+2 ) oder Leglock ( 3+4 ) Mixup zusätzlich zu dem Punchmixup einfügen.
Das Mixup kann nach dem Tackle oder nach dem ersten Punching-set ausgeführt werden.Folgende Charaktere haben Armbars:
Devil Jin, Jin, King, Nina, Paul.
Leglock: King, Nina.
 
-'''Escaping the ultimate tackle'''
 
Es gibt viele Wege das Ultimate Tackle zu escapen.
 
-Erster Escape: Während des Tackles die 2 drücken um den Gegner zur seite zu drücken.
-Zweiter Escape: Kurz nach dem Tackle beim aufprallen auf den Boden 1+2 drücken um den gegner zu reversal´en und das Spielchen umzudrehen und ihr über Ihm sitzt. TIP: Beim ersten Escape kann man auch gerne 1+2 drücken da es mitgebuffert wird!
 
Nachdem man keins der zwei Escape chancen erfolgreich nutzen konnte hat man folgende optionen.
 
-Der Gegner kann zum Armbar oder zum Leglock ansetzt.
-Der Gegner kann zu der Punchserie ansetzten. ( fünf punches)
-Der Gegner kann zu der ersten Punchserie ansetzten und danach zum Armbar oder Leglock ansetzten. (ersten 3 punches)
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Punch series
! style="width:200px;background-color:#D9D9D9;" | 1st hit escape
! style="width:200px;background-color:#D9D9D9;" | 4th hit escape
|-
| style="background-color:#F9F9F9;" | 1,2,1,2,1
| style="background-color:#F9F9F9;" | 1
| style="background-color:#F9F9F9;" | 2
|-
| style="background-color:#F9F9F9;" | 1,2,1,1,2
| style="background-color:#F9F9F9;" | 1
| style="background-color:#F9F9F9;" | 1
|-
| style="background-color:#F9F9F9;" | 2,1,2,1,2
| style="background-color:#F9F9F9;" | 2
| style="background-color:#F9F9F9;" | 1
|-
| style="background-color:#F9F9F9;" | 2,1,2,2,1
| style="background-color:#F9F9F9;" | 2
| style="background-color:#F9F9F9;" | 2
|-
|}
 
Es ist mit jedem Charakter möglich Armbar´s und Leglock´s zu escapen.
Es ist aber auch möglich Armbar´s und Leglock´s zu Reversalen.
Reversaln können nur die Ckaraktere die jeweils diesen move auch besitzen!!!
Armbars: Devil Jin, Jin, King, Nina, Paul.
Leglocks:King, Nina.
Reversals machen etwas Schaden!!!
 
 
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Armbar
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | Escape
| style="background-color:#F9F9F9;" | 1+2,2,2,2
|-
| style="background-color:#F9F9F9;" | Reversal
| style="background-color:#F9F9F9;" | 1+2,2,2,2,2
|-
|}
 
{| cellspacing="1" style="text-align: left; color:black;"
! style="width:200px;background-color:#D9D9D9;" | Leglock
! style="width:200px;background-color:#D9D9D9;" |
|-
| style="background-color:#F9F9F9;" | Escape
| style="background-color:#F9F9F9;" | 1+2,1,1,1
|-
| style="background-color:#F9F9F9;" | Reversal
| style="background-color:#F9F9F9;" | 1+2,1,1,1,1
|-
|}
 
== Buffering techniques ==
 
'''Button buffering'''
 
insert bla here
 
'''Input buffering'''
 
insert bla here

Aktuelle Version vom 28. Oktober 2009, 06:04 Uhr


LEGENDE

Commands
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
DIRH F.PNG_DIRH B.PNG Walking

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DIR F.PNGDIR F.PNG_DIR B.PNGDIR B.PNG Dashing

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DIR F.PNGDIR F.PNGDIRH F.PNG Running (WR)

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DIR U.PNG~n _ DIR D.PNG~n Sidestep (SS)

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DIR U.PNG~DIRH U.PNG _ DIR D.PNG~DIRH D.PNG Sidewalk (SW)

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DIRH DB.PNG_DIRH DF.PNG Crouch walk

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DIR U.PNG_DIR UF.PNG_DIR UB.PNG

DIRH U.PNG_DIRH UF.PNG_DIRH UB.PNG

Jumping

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Intermediate manoeuvres

Commands
DIR D.PNGDIR DF.PNGDIR F.PNG Roll dash

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DIR D.PNGDIR DB.PNGDIR B.PNG Sway

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DIR F.PNG N DIR D.PNGDIR DF.PNG Crouch dash

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DIR U.PNG ~ DIR UB.PNG Back flip

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Advanced manoeuvres

Commands
DIR F.PNGDIR F.PNGDIR DF.PNG _ DIR B.PNGDIR B.PNGDIR DB.PNG Dash / Back dash cancel

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SSDIR U.PNG DIR D.PNGDIR DB.PNGDIR B.PNG repeated Hayashida Step

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DIR F.PNG N DIR D.PNGDIR DF.PNG N repeated Wave dash

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DIR F.PNG N DIR D.PNGDIR DF.PNGN SS DIR U.PNG repeated Snake dash (crouch dash version)

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SS DIR U.PNG DIR D.PNGDIR DF.PNGDIR F.PNG repeated Snake dash (roll dash version)

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DIR F.PNG N DIR D.PNGDIR DF.PNGN then ( :DIR F.PNG:DIR DF.PNG:N ) repeated King-type wave dash

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DIR D.PNGDIR DB.PNG N +(attack button) iWS

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DIR B.PNGDIRH B.PNG(DIR DB.PNG N DIRH B.PNG) repeated KBD´c korean back dash cancel

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DIR F.PNGDIRH F.PNG(DIR DF.PNG N DIRH F.PNG ) repeated Front dash cancel

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DIR F.PNGDIR F.PNG SSDIR U.PNG _ SSDIR D.PNG repeated Stair steps offensively-minded
DIR B.PNGDIR B.PNG SSDIR U.PNG _ SSDIR D.PNG repeated Stair steps defensively-minded

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DIR B.PNGDIR DB.PNGDIR D.PNG _ DIR B.PNGDIR UB.PNGDIR U.PNG repeated Electric sidestep

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Attacking

Basic attacks

Jabs
1 Left Punch
2 Right Punch

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Kicks
3 Left Kick
4 Right Kick

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Advanced attacks

Running attacks
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
DIR F.PNGDIR F.PNG any button

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SS moves
SS any button

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Auto-sidestep moves

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The Supercharger
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
1+3_2+4

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Advancing Throws
DIR F.PNG+1+3 _ DIR F.PNG+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

-Attacking from the ultimate tackle

Jeder Charakter verfügt über ein Ultimate Tackle das durch rennen zum Gegner, in einer kurzen Distanz ausgeführt wird. Einige Charaktere haben eine Eingabe für das Ultimate Tackel durch drücken von: DIR D.PNG+1+2 _ DIR DB.PNG+1+2

Nach einem erfolgreichen ultimate Tackle sitzt der Charakter in einer Mount stellung auf dem Gegner. Dadurch hat man ein Punch-mixup. ( Ausnahmen sind Yoshimitsu und Craig Marduk. Yoshimitsu hat ein unblockable Sword Stab und Marduk ein spezielles Tackel/Mount Mixup game.)

Die maximale Anzahl der Schläge sind fünf und kommen in 2 Schüben. Die ersten drei schläge sind 1,2,1 oder 2,1,2... Die nachfolgende Schläge sind 1,2 oder 2,1... Der Unterschied zwischen den zwei arten wird im "Escaping the ultimate Tackel" darunter erklärt.

Bestimmte Charaktere können dem Gegner ein Armbar ( 1+2 ) oder Leglock ( 3+4 ) Mixup zusätzlich zu dem Punchmixup einfügen. Das Mixup kann nach dem Tackle oder nach dem ersten Punching-set ausgeführt werden.Folgende Charaktere haben Armbars: Devil Jin, Jin, King, Nina, Paul. Leglock: King, Nina.

-Escaping the ultimate tackle

Es gibt viele Wege das Ultimate Tackle zu escapen.

-Erster Escape: Während des Tackles die 2 drücken um den Gegner zur seite zu drücken. -Zweiter Escape: Kurz nach dem Tackle beim aufprallen auf den Boden 1+2 drücken um den gegner zu reversal´en und das Spielchen umzudrehen und ihr über Ihm sitzt. TIP: Beim ersten Escape kann man auch gerne 1+2 drücken da es mitgebuffert wird!

Nachdem man keins der zwei Escape chancen erfolgreich nutzen konnte hat man folgende optionen.

-Der Gegner kann zum Armbar oder zum Leglock ansetzt. -Der Gegner kann zu der Punchserie ansetzten. ( fünf punches) -Der Gegner kann zu der ersten Punchserie ansetzten und danach zum Armbar oder Leglock ansetzten. (ersten 3 punches)

Punch series 1st hit escape 4th hit escape
1,2,1,2,1 1 2
1,2,1,1,2 1 1
2,1,2,1,2 2 1
2,1,2,2,1 2 2

Es ist mit jedem Charakter möglich Armbar´s und Leglock´s zu escapen. Es ist aber auch möglich Armbar´s und Leglock´s zu Reversalen. Reversaln können nur die Ckaraktere die jeweils diesen move auch besitzen!!! Armbars: Devil Jin, Jin, King, Nina, Paul. Leglocks:King, Nina. Reversals machen etwas Schaden!!!


Armbar
Escape 1+2,2,2,2
Reversal 1+2,2,2,2,2
Leglock
Escape 1+2,1,1,1
Reversal 1+2,1,1,1,1

Buffering techniques

Button buffering

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Input buffering

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