Tekken 5: Dark Resurrection/Mechanics: Difference between revisions

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== Note: This is all information from the old T5DR page. This will be reformatted and redistributed among other pages as the wiki gets reworked. ==
== Movement ==
=== Basic Movement ===
* Walk: {{Icon-TK|bp}} or {{Icon-TK|fp}}
* Dash: {{Icon-TK|b}}{{Icon-TK|bp}} or {{Icon-TK|f}}{{Icon-TK|fp}}
* Sidestep: {{Icon-TK|u}}{{Icon-TK|N}} or {{Icon-TK|d}}{{Icon-TK|N}}
* Sidewalk: {{Icon-TK|u}}{{Icon-TK|up}} or {{Icon-TK|d}}{{Icon-TK|dp}}
* Crouch: {{Icon-TK|dbp}} or {{Icon-TK|dp}} or {{Icon-TK|dfp}}
* Jump: {{Icon-TK|ubp}} or {{Icon-TK|up}} or {{Icon-TK|ufp}}


=== Introduction ===
=== Movement Concepts ===
As a base rule, all forms of grounded movement in Tekken can be cancelled into any other action, including attacks, crouching, jumping and critically, all other forms of grounded movement. This allows movement to be very safe and open-ended. The most common types of movement cancels are '''sidestep cancels''' and '''backdash cancels'''.
* Sidestep cancels are often used to make lateral movement more safe by interrupting with either blocking (SS~{{Icon-TK|bp}}) or ducking (SS~{{Icon-TK|dp}}), which are relatively common defensive option selects at higher levels of play.
* Backdash cancels are primarily used to chain backdashes together, as backdashes cannot be cancelled into themselves the way forward dashes can.
**The most well-known backdash cancel method is the "Korean Backdash", performed with {{Icon-TK|b}}{{Icon-TK|b}}{{Icon-TK|db}}{{Icon-TK|N}}{{Icon-TK|b}} and then repeating the sequence of {{Icon-TK|b}}{{Icon-TK|db}}{{Icon-TK|N}}{{Icon-TK|b}}.
**Other methods include repeatedly cancelling backdashes with sidesteps and vice-versa ({{Icon-TK|b}}{{Icon-TK|b}}{{Icon-TK|N}}{{Icon-TK|d}}) or by using quarter-circle motions ({{Icon-TK|d}}{{Icon-TK|db}}{{Icon-TK|b}}{{Icon-TK|N}}{{Icon-TK|b}}), but this third method cannot be used by characters with backsway stances.


This strategy guide section includes all strategy for previous iterations of the Tekken 5 series. Differences will be mentioned in detail in the relevant character pages, Including all differences that are noticed between the various ports of the game.
=== Lateral Movement and Evasion ===
Sidesteps and sidewalks are vital movement options for positioning and for evading certain attacks. While both options seem superficially similar, there are differences between the two:
* Sidesteps move a fixed distance, but cover that distance faster than sidewalks
* Sidewalks can move continually, but move at a slower rate than sidesteps


=== Game Versions ===
This distinction generally means that sidesteps are more effective for evading faster moves, while sidewalks are more effective for evading slower moves and strings. In addition, you cannot block immediately after initiating a sidestep, but you can block at any point during a sidewalk.


* Tekken 5
Note that evasion on sidesteps and sidewalks is not universal or static - the effectiveness of any given lateral movement option's evasiveness is dependent on the character, the attack being evaded and even the situation in which the evasion is attempted.
** ''Arcade''
** ''Playstation 2''


* Tekken 5: Dark Resurrection
Also note that it is impossible to sidestep or sidewalk into the foreground from a crouching state. This is especially relevant in situations where an attack has forced a character into a crouching state.
** ''Arcade''
** ''Playstation Portable''
** ''Playstation 3''


=== Running ===
At further distances from the opponent, initiating a forward dash will result in a run. Running can be cancelled into attacks and movement options the same as a forward dash. While running, special running attack options become available. Note that not all running attacks are available to every character, or that certain characters may have unique running attacks which replace the generic ones.


== Notation ==
{{AttackData-T3 | chara = all
| cat = Normal
| name = Running Slash Kick
| input = wr+3
| icons = WR{{Icon-TK|3}}
| stance =
| damage = 30
| hitlevel = m
| impact = -
| recovery =
| blockadv = +17g
| hitadv = KND
| chadv =  KND
| notes = Available after running two steps. A small number of characters will recover knocked down after performing this move.
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Running Slide
| input = wr+4
| icons = WR{{Icon-TK|4}}
| stance =
| damage = 17
| hitlevel = L
| impact = -
| recovery =
| blockadv = -
| hitadv = KND
| chadv =  KND
| notes = Available after running three steps.
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Running Cross Chop
| input = wr+1+2
| icons = WR{{Icon-TK|1}}+{{Icon-TK|2}}
| stance =
| damage = 30
| hitlevel = m
| impact = -
| recovery =
| blockadv = 0(?)
| hitadv = KND
| chadv =  KND
| notes = Available after running three steps.
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Running Tackle
| input = wr+N
| icons = WR{{Icon-TK|N}}
| stance =
| damage = 5
| hitlevel = m (throw)
| impact = -
| recovery =
| blockadv = KND
| hitadv = KND
| chadv =  KND
| notes = Available after running three steps. Transitions into generic mount, broken with 1+2.
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Running Shoulder Tackle
| input = wr+N
| icons = WR{{Icon-TK|N}}
| stance =
| damage = 30
| hitlevel = m!
| impact =
| recovery =
| blockadv = KND
| hitadv = KND
| chadv =  KND
| notes = Available after running four steps.
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Trample
| input = wr+N
| icons = WR{{Icon-TK|N}}
| stance =
| damage = 14
| hitlevel = L
| impact = -
| recovery =
| blockadv = ?
| hitadv = KND
| chadv =  KND
| notes = Available after running three steps. Only activates against opponents who are knocked down.
}}


=== Joystick Notation ===
===== Instant While Running (iWR) =====
A number of running attacks can be performed without having to first enter a true running state, allowing them to be performed while close to the opponent. For example, Dragunov's Russian Assault - normally performed as WR{{Icon-TK|2}} can be performed up close by inputting the move as {{Icon-TK|f}}{{Icon-TK|f}}{{Icon-TK|f}}{{Icon-TK|2}}, resulting in what is called an "Instant While Running Attack" (noted as iWR). The timing for this input becomes stricter the closer you are to the opponent, but for characters with strong running moves, being able to perform iWR attacks can be integral to their gameplan.


*F - Forward - Tilt stick forward/towards the opponent. (X-axis)
=== Crouching ===
*B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
Crouching is achieved by inputting {{Icon-TK|dbp}}, {{Icon-TK|dp}} or {{Icon-TK|dfp}}. Crouching will make your character effectively immune to all high attacks as soon as the crouch input is received.
*U - Up - Tilt stick upwards. (Y-axis)
*D - Down - Tilt stick downwards. (Y-axis)


X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
==== Full Crouch (FC) and While Standing (WS) ====
Characters have a set of attacks available only while crouching, but these attacks do not become available immediately after crouching. Instead, most crouching attacks rely on a character entering the Full Crouch state (noted as FC), which occurs approximately 11 frames after inputting a crouch, or when holding {{Icon-TK|dp}} during any instance where your character recovers in crouch.


=== Four Button Notation ===
Additionally, characters have access to a set of attacks which become available during the transition from crouching to standing. The state in which these attacks are available is called While Standing (noted as WS), and is achieved with a {{Icon-TK|N}} input after entering FC. The WS state lasts for approximately 6 frames after releasing {{Icon-TK|d}}.


*1 - Left punch 
==== Crouch Cancel ====
*2 - Right punch
Although it normally takes time for a character to transition from crouching to standing state, it is possible to circumvent this transition time by performing a '''Crouch Cancel'''. Crouch cancels are performed primarily by either sidestepping into the background or by dashing. Generally speaking, sidestep is the faster of the two crouch cancel options, making it somewhat more reliable in relevant situations.
*3 - Left kick
*4 - Right kick


=== Descriptors ===
== Defense ==
==== Connectors ====
=== Neutral Guard vs Input Guard ===
There are two primary ways to block attacks in Tekken:
* Neutral guard (no input)
* Input guard (hold {{Icon-TK|bp}} or {{Icon-TK|dbp}})


*[  ] - Optional command
It is almost always preferable to use input guard over neutral guard. While neutral guard technically results in less pushback on block than input guard, the pushback difference is negligible, and many attacks have the ability to break through a neutral guard, making them only possible to block via an input guard.
''e.g. 1, 1, [1], EWGF''
*, - Followed by
''e.g. 2, 3''
*~ - Immediately after
''e.g. 1, 2, 3 - EWGF''
*  - At the same time
''e.g. 1  2''
*(  _  ) - Or
''e.g. 1, 2, (3_4)''
*< - Delayed input
''e.g. 1, 1, < 1''
*= - Next in sequence
''e.g. 1 = 2''
*° - Push and hold button
''e.g. 1°, 2, 3''
*: - Requires just frame input
''e.g. 2, D  3, DEWGF:''


==== State Modifiers ====
Additionally, neutral guard can only guard against high and mid attacks. Holding {{Icon-TK|dp}} can be used to guard low attacks, but it does not result in any pushback changes, and it still can be broken through by certain attacks that would otherwise be blocked by an input guard.


*PLD - Play dead position
==== Guard Breaks and Guardable Recovery ====
*KND - Knockdown position
Tekken has a number of situations where a defender will be placed at a large disadvantage, but will still be able to block attacks. This occurs during a large number of wakeup options or when certain attacks make contact on hit or block. For example, the Running Slash Kick provides a frame advantage of +17g, meaning that it creates 17 frames of advantage for the attacker, but the defender is still capable of blocking during these frames.
*SLD - Slide position
*FCD - Face down position


=== Miscellaneous Notation===
=== Low Parry ===
*BT  your back turned to the opponent
By pressing and holding {{Icon-TK|dfp}}, characters may perform a '''Low Parry''', automatically countering all low attacks and generic crouching punches for either 20 frames or until {{Icon-TK|dfp}} is released. A successful low parry will push the opponent to the side, leaving them crouching and slightly off-axis at -18 frames. Note that while many characters are capable of launching off a low parry, not all characters have a move which can launch crouching opponents, so the reward from low parry can differ per character.
*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 (ex. Kazuya WS 2 counter hit)
tap f to escape in most cases, you can usually launch opponent
*FS fall back stun (ex. Kazuya WS 2)
tap f to escape in most cases, you can usually launch opponent
*MS minor stun (ex. Kazuya d/f 1, Paul SS 3)
in most cases doesn't lead to guaranteed hits
*KS kneel stun (ex. Kuma d/f 1 2, Kazuya f 4)
in some cases you get a free launcher
*CS crumple stun (ex. Bryan b 2,1, Kazuya b 4)
animations vary, a jab will usually start a combo
*CF crumple fall (ex. Craig u/f 1 2, Yoshimitsu b 1 4)
opponent slowly falls to KND position
*CFS crumple fall stun (ex. Kazuya f 1 2, Law f 2~1)
slow crumple stun to the ground, combo possible at time
*BS block stun (to attacking character, ex. Law d/b 4)
*SH stagger hit (ex. Devil d/f 2)
*GB guard break (usually one or two hands go up in the air)
*TS throw shift (moves to throw animation on hit)
*TC technically crouching during the move
*TJ technically jumping during the move
*# 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 Section ====
=== Throws and Throw Breaks ===
Every character is capable of performing throws with {{Icon-TK|1+3}} (left throw or "1 throw") or {{Icon-TK|2+4}} (right throw or "2 throw"). Basic throws universally impact on frame 12, but character-specific command throws can have slight variances in impact time.


*l hits low (block d/b)
To break a throw, press {{Icon-TK|1}} to break left throws, {{Icon-TK|2}} to break right throws, and {{Icon-TK|1+2}} to break two-handed throws. Each throw has a distinct startup animation which can be used to identify the correct throw break: left throws lead with the left arm, right throws lead with the right arm, and double-handed throws extend both arms equally. The throw break window in DR is approximately 15 frames, so it is possible to break throws on reaction, but this requires significant familiarity with throws and a strong presence of mind in-game.
*m hits mid (block 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)
*H hits high and grounded opponents (block b or duck)
*Sm hits special mid (block d/b or b)
*! unblockable hit
*(!) unblockable hit which can be ducked
*[!] unblockable hits grounded opponents
*T throw
*" indicates block point in string hits


==== Combo Conventions ====
=== Knockdowns ===
==== Knockdown Positions ====
When knocked down by an attack, your character can be placed into one of three different positions:
* '''FUFT''' - ''Face Up, Feet Towards''
* '''FUFA''' - ''Face Up, Feet Away''
* '''FDFT''' - ''Face Down, Feet Towards''
* '''FDFA''' - ''Face Down, Feet Away''


cc crouch cancel tap u or f,f while crouching
Each knockdown position has specific wakeup options available to them, as well as a set of universal ones.
cd crouch dash f,N,d,d/f (usually)
 
iWS instant while standing d,d/b,N_d,d/f,N (usually)
==== Tech Rolls ====
wgf wind godfist f,N,d,d/f 2
Most knockdowns in Tekken are soft knockdowns, which allow the use of a '''tech roll''' upon hitting the ground. To tech roll, press {{Icon-TK|1}} or {{Icon-TK|2}} just as you hit the ground to tech roll into the background, or press {{Icon-TK|3}} or {{Icon-TK|4}} to tech roll into the foreground. All tech rolls recover crouching, and have a brief period of time where the character is vulnerable but still able to guard, meaning that while they are often a safe way to get up, they do leave you more susceptible to mixups as you are waking up.
ewgf electric wind godfist f,N,d~d/f 2
 
tgf thunder godfist f,N,d,d/f 1
==== Standard Wakeup Rolls ====
( ) missing hit is required for the next hit
There are four broad wakeup roll options in Tekken:
* Quick Stand - press {{Icon-TK|u}} or {{Icon-TK|db}} to stand up in place
* Side Roll - press {{Icon-TK|1}} to roll into the background, or {{Icon-TK|d}}+{{Icon-TK|1}} to roll into the foreground
* Back Roll - press {{Icon-TK|b}} to roll backwards
* Front Roll - press {{Icon-TK|f}} to roll forwards
 
Of the wakeup options, the safest are Quick Stand and Side Roll, as they have the shortest periods of vulnerability. All wakeup options have a vulnerable period which allows them to be punished with a proper read or setup, but Back Roll and Front Roll have the largest vulnerable windows as well as the largest hurtboxes, making them very susceptible to setups designed to punish them.
 
==== Wakeup Attacks ====
Basic getup kicks can be performed by pressing {{Icon-TK|3}} or {{Icon-TK|4}} while on the ground - {{Icon-TK|3}} will perform a low getup kick, while {{Icon-TK|4}} will perform a mid getup kick. Each of the getup kicks has a different variant for each knockdown position.
 
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Low Kick (FUFT)
| input = FUFT 3
| icons = FUFT{{Icon-TK|3}}
| stance =
| damage = 7
| hitlevel = L
| impact =
| recovery =
| blockadv = -19 RC
| hitadv = -7 RC
| chadv =  KND RC
| notes =
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Mid Kick (FUFT)
| input = FUFT 4
| icons = FUFT {{Icon-TK|3}}
| stance =
| damage = 12
| hitlevel = m
| impact =
| recovery =
| blockadv = -18
| hitadv = -9 RC
| chadv =  KND
| notes =
}}
 
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Low Kick (FUFA)
| input = FUFA 3
| icons = FUFA {{Icon-TK|3}}
| stance =
| damage = 7
| hitlevel = L
| impact =
| recovery =
| blockadv = -15 RC
| hitadv = KND RC
| chadv =  KND
| notes =
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Mid Kick (FUFA)
| input = FUFA 4
| icons = FUFA {{Icon-TK|4}}
| stance =
| damage = 10
| hitlevel = m
| impact =
| recovery =
| blockadv = -14
| hitadv = KND
| chadv =  KND
| notes =
}}
 
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Low Kick (FDFT)
| input = FDFT 3
| icons = FDFT {{Icon-TK|3}}
| stance =
| damage = 7
| hitlevel = L
| impact =
| recovery =
| blockadv = -17 RC
| hitadv = +4 RC
| chadv =  KND
| notes =
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Mid Kick (FDFT)
| input = FDFT 4
| icons = FDFT {{Icon-TK|4}}
| stance =
| damage = 10
| hitlevel = m
| impact =
| recovery =
| blockadv = -14
| hitadv = -5
| chadv =  KND
| notes =
}}
 
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Low Kick (FDFA)
| input = FDFA 3
| icons = FDFA {{Icon-TK|3}}
| stance =
| damage = 7
| hitlevel = L
| impact =
| recovery =
| blockadv = -19 RC
| hitadv = -8 RC
| chadv =  KND RC
| notes =
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Low Kick (FDFA)
| input = FDFA 4
| icons = FDFA {{Icon-TK|4}}
| stance =
| damage = 7
| hitlevel = m
| impact =
| recovery =
| blockadv = -19
| hitadv = -10 (KND)
| chadv =  KND
| notes =
}}
 
Additionally, FUFT also has access to Getup Toe Kicks performed with {{Icon-TK|d}}+{{Icon-TK|3}} or {{Icon-TK|4}}.
 
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Toe Kick
| input = FUFT d+3_d+4
| icons = FUFT {{Icon-TK|d}}{{Icon-TK|3}}_{{Icon-TK|d}}{{Icon-TK|4}}
| stance =
| damage = 3~7
| hitlevel = l
| impact =
| recovery =
| blockadv = -22 RC
| hitadv = -11 RC
| chadv =  -11 RC
| notes =
}}
 
Characters also have access to special Spring Kick and Cross Chop options from FUFT.
 
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Cross Chop
| input = FUFT f+1+2
| icons = FUFT {{Icon-TK|f}}{{Icon-TK|1+2}}
| stance =
| damage = 15
| hitlevel = m
| impact =
| recovery =
| blockadv = +2
| hitadv = KND
| chadv =  KND
| notes = Can also be performed with a backwards roll by inputting {{Icon-TK|b}}{{Icon-TK|1+2}}.
}}
 
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Spring Kick
| input = FUFT b+3+4
| icons = FUFT {{Icon-TK|b}}{{Icon-TK|3+4}}
| stance =
| damage = 20
| hitlevel = m
| impact =
| recovery =
| blockadv = -22
| hitadv = KND
| chadv =  KND
| notes =
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Spring to Dive
| input = FUFT b+3+4
| icons = FUFT {{Icon-TK|b}}{{Icon-TK|3+4}}
| stance =
| damage = 20
| hitlevel = m
| impact =
| recovery =
| blockadv = +10
| hitadv = KND
| chadv =  KND
| notes = Only available to Paul, Yoshimitsu, Steve and Marduk. The +10 is a true guard break, guaranteeing follow-ups of i10 or faster.
}}
{{AttackData-T3 | chara = all
| cat = Normal
| name = Getup Spiral Spring Kick
| input = FUFT b+3+4
| icons = FUFT {{Icon-TK|b}}{{Icon-TK|3+4}}
| stance =
| damage = 20
| hitlevel = m
| impact =
| recovery =
| blockadv = -29 BT
| hitadv = KND BT
| chadv =  KND BT
| notes = Only available to King, Roger Jr., Christie, Eddy and Armor King. Ends in backturn.
}}
 
== Offense ==
=== Attacks and Lateral Tracking ===
Attacks in Tekken have varying levels of effectiveness in their ability to hit an opponent's lateral movement, referred to as the move's "tracking". There are two primary factors which determine how well a move tracks sidestep: its hitbox and its tracking time on startup.
 
Hitboxes (techincally closer to hit-spheres) on attacks in Tekken can extend in some directions more than others. For example, an attack such as the Mishima Electric Wind God Fist has a hitbox which extends out further to the character's right side than their left side, contributing to its ability to track an opponent sidestepping to their right.
 
Additionally, every attack in Tekken has a period of time during its startup frames where it will continually reorient towards the opponent's lateral position. The extent of this tracking time is determined on a per-move basis, and is not a solely determinative factor in an attack's ability to track sidestep. However, it is a contributing factor to why sidestepping some attacks becomes more difficult when at some larger frame disadvantages.
 
Note that unlike future Tekken games, T5DR does not feature any attacks with an explicit "homing" property.
 
=== Combo Systems ===
==== Damage Scaling ====
Damage scaling works on a fairly simple basis in T5DR:
* All attacks against standing and knocked down opponents deal 100% damage
* Counter hits gain a damage bonus, dealing between 112% and 120% damage to standing opponents (depending on the move)
* Attacks with a clean hit property deal 150% damage when clean hit conditions are met
* During juggle combos, the first airborne hit will deal 70% damage, and all subsequent hits will deal 50% damage
 
==== Juggle Knockback Growth ====
Knockback growth causes consecutive hits during juggle combos to continually knock the opponent further away, making subsequent follow-up hits more difficult to land. This serves to prevent infinite juggle combos, and while it limits juggle routes overall, it can be used to help optimise some combos for wall carry.
 
==== under construction ====


{{Navbox-T5DR}}
{{Navbox-T5DR}}
 
[[Category:Tekken 5: Dark Resurrection]]
[[Category: Tekken 5: Dark Resurrection]]

Latest revision as of 07:59, 4 May 2025

Movement

Basic Movement

  • Walk: Tk bp.png or Tk fp.png
  • Dash: Tk b.pngTk bp.png or Tk f.pngTk fp.png
  • Sidestep: Tk u.pngTk n.png or Tk d.pngTk n.png
  • Sidewalk: Tk u.pngTk up.png or Tk d.pngTk dp.png
  • Crouch: Tk dbp.png or Tk dp.png or Tk dfp.png
  • Jump: Tk ubp.png or Tk up.png or Tk ufp.png

Movement Concepts

As a base rule, all forms of grounded movement in Tekken can be cancelled into any other action, including attacks, crouching, jumping and critically, all other forms of grounded movement. This allows movement to be very safe and open-ended. The most common types of movement cancels are sidestep cancels and backdash cancels.

  • Sidestep cancels are often used to make lateral movement more safe by interrupting with either blocking (SS~Tk bp.png) or ducking (SS~Tk dp.png), which are relatively common defensive option selects at higher levels of play.
  • Backdash cancels are primarily used to chain backdashes together, as backdashes cannot be cancelled into themselves the way forward dashes can.
    • The most well-known backdash cancel method is the "Korean Backdash", performed with Tk b.pngTk b.pngTk db.pngTk n.pngTk b.png and then repeating the sequence of Tk b.pngTk db.pngTk n.pngTk b.png.
    • Other methods include repeatedly cancelling backdashes with sidesteps and vice-versa (Tk b.pngTk b.pngTk n.pngTk d.png) or by using quarter-circle motions (Tk d.pngTk db.pngTk b.pngTk n.pngTk b.png), but this third method cannot be used by characters with backsway stances.

Lateral Movement and Evasion

Sidesteps and sidewalks are vital movement options for positioning and for evading certain attacks. While both options seem superficially similar, there are differences between the two:

  • Sidesteps move a fixed distance, but cover that distance faster than sidewalks
  • Sidewalks can move continually, but move at a slower rate than sidesteps

This distinction generally means that sidesteps are more effective for evading faster moves, while sidewalks are more effective for evading slower moves and strings. In addition, you cannot block immediately after initiating a sidestep, but you can block at any point during a sidewalk.

Note that evasion on sidesteps and sidewalks is not universal or static - the effectiveness of any given lateral movement option's evasiveness is dependent on the character, the attack being evaded and even the situation in which the evasion is attempted.

Also note that it is impossible to sidestep or sidewalk into the foreground from a crouching state. This is especially relevant in situations where an attack has forced a character into a crouching state.

Running

At further distances from the opponent, initiating a forward dash will result in a run. Running can be cancelled into attacks and movement options the same as a forward dash. While running, special running attack options become available. Note that not all running attacks are available to every character, or that certain characters may have unique running attacks which replace the generic ones.


Running Slash Kick
WRTk 3.png / wr+3 - Hit Level: m - 30 DMG
Normal
Impact Recovery Total Hit Counter Block
- - KND KND +17g
Available after running two steps. A small number of characters will recover knocked down after performing this move.
Running Slide
WRTk 4.png / wr+4 - Hit Level: L - 17 DMG
Normal
Impact Recovery Total Hit Counter Block
- - KND KND -
Available after running three steps.
Running Cross Chop
WRTk 1.png+Tk 2.png / wr+1+2 - Hit Level: m - 30 DMG
Normal
Impact Recovery Total Hit Counter Block
- - KND KND 0(?)
Available after running three steps.
Running Tackle
WRTk n.png / wr+N - Hit Level: m (throw) - 5 DMG
Normal
Impact Recovery Total Hit Counter Block
- - KND KND KND
Available after running three steps. Transitions into generic mount, broken with 1+2.
Running Shoulder Tackle
WRTk n.png / wr+N - Hit Level: m! - 30 DMG
Normal
Impact Recovery Total Hit Counter Block
- KND KND KND
Available after running four steps.
Trample
WRTk n.png / wr+N - Hit Level: L - 14 DMG
Normal
Impact Recovery Total Hit Counter Block
- - KND KND ?
Available after running three steps. Only activates against opponents who are knocked down.
Instant While Running (iWR)

A number of running attacks can be performed without having to first enter a true running state, allowing them to be performed while close to the opponent. For example, Dragunov's Russian Assault - normally performed as WRTk 2.png can be performed up close by inputting the move as Tk f.pngTk f.pngTk f.pngTk 2.png, resulting in what is called an "Instant While Running Attack" (noted as iWR). The timing for this input becomes stricter the closer you are to the opponent, but for characters with strong running moves, being able to perform iWR attacks can be integral to their gameplan.

Crouching

Crouching is achieved by inputting Tk dbp.png, Tk dp.png or Tk dfp.png. Crouching will make your character effectively immune to all high attacks as soon as the crouch input is received.

Full Crouch (FC) and While Standing (WS)

Characters have a set of attacks available only while crouching, but these attacks do not become available immediately after crouching. Instead, most crouching attacks rely on a character entering the Full Crouch state (noted as FC), which occurs approximately 11 frames after inputting a crouch, or when holding Tk dp.png during any instance where your character recovers in crouch.

Additionally, characters have access to a set of attacks which become available during the transition from crouching to standing. The state in which these attacks are available is called While Standing (noted as WS), and is achieved with a Tk n.png input after entering FC. The WS state lasts for approximately 6 frames after releasing Tk d.png.

Crouch Cancel

Although it normally takes time for a character to transition from crouching to standing state, it is possible to circumvent this transition time by performing a Crouch Cancel. Crouch cancels are performed primarily by either sidestepping into the background or by dashing. Generally speaking, sidestep is the faster of the two crouch cancel options, making it somewhat more reliable in relevant situations.

Defense

Neutral Guard vs Input Guard

There are two primary ways to block attacks in Tekken:

  • Neutral guard (no input)
  • Input guard (hold Tk bp.png or Tk dbp.png)

It is almost always preferable to use input guard over neutral guard. While neutral guard technically results in less pushback on block than input guard, the pushback difference is negligible, and many attacks have the ability to break through a neutral guard, making them only possible to block via an input guard.

Additionally, neutral guard can only guard against high and mid attacks. Holding Tk dp.png can be used to guard low attacks, but it does not result in any pushback changes, and it still can be broken through by certain attacks that would otherwise be blocked by an input guard.

Guard Breaks and Guardable Recovery

Tekken has a number of situations where a defender will be placed at a large disadvantage, but will still be able to block attacks. This occurs during a large number of wakeup options or when certain attacks make contact on hit or block. For example, the Running Slash Kick provides a frame advantage of +17g, meaning that it creates 17 frames of advantage for the attacker, but the defender is still capable of blocking during these frames.

Low Parry

By pressing and holding Tk dfp.png, characters may perform a Low Parry, automatically countering all low attacks and generic crouching punches for either 20 frames or until Tk dfp.png is released. A successful low parry will push the opponent to the side, leaving them crouching and slightly off-axis at -18 frames. Note that while many characters are capable of launching off a low parry, not all characters have a move which can launch crouching opponents, so the reward from low parry can differ per character.

Throws and Throw Breaks

Every character is capable of performing throws with Tk 1+3.png (left throw or "1 throw") or Tk 2+4.png (right throw or "2 throw"). Basic throws universally impact on frame 12, but character-specific command throws can have slight variances in impact time.

To break a throw, press Tk 1.png to break left throws, Tk 2.png to break right throws, and Tk 1+2.png to break two-handed throws. Each throw has a distinct startup animation which can be used to identify the correct throw break: left throws lead with the left arm, right throws lead with the right arm, and double-handed throws extend both arms equally. The throw break window in DR is approximately 15 frames, so it is possible to break throws on reaction, but this requires significant familiarity with throws and a strong presence of mind in-game.

Knockdowns

Knockdown Positions

When knocked down by an attack, your character can be placed into one of three different positions:

  • FUFT - Face Up, Feet Towards
  • FUFA - Face Up, Feet Away
  • FDFT - Face Down, Feet Towards
  • FDFA - Face Down, Feet Away

Each knockdown position has specific wakeup options available to them, as well as a set of universal ones.

Tech Rolls

Most knockdowns in Tekken are soft knockdowns, which allow the use of a tech roll upon hitting the ground. To tech roll, press Tk 1.png or Tk 2.png just as you hit the ground to tech roll into the background, or press Tk 3.png or Tk 4.png to tech roll into the foreground. All tech rolls recover crouching, and have a brief period of time where the character is vulnerable but still able to guard, meaning that while they are often a safe way to get up, they do leave you more susceptible to mixups as you are waking up.

Standard Wakeup Rolls

There are four broad wakeup roll options in Tekken:

  • Quick Stand - press Tk u.png or Tk db.png to stand up in place
  • Side Roll - press Tk 1.png to roll into the background, or Tk d.png+Tk 1.png to roll into the foreground
  • Back Roll - press Tk b.png to roll backwards
  • Front Roll - press Tk f.png to roll forwards

Of the wakeup options, the safest are Quick Stand and Side Roll, as they have the shortest periods of vulnerability. All wakeup options have a vulnerable period which allows them to be punished with a proper read or setup, but Back Roll and Front Roll have the largest vulnerable windows as well as the largest hurtboxes, making them very susceptible to setups designed to punish them.

Wakeup Attacks

Basic getup kicks can be performed by pressing Tk 3.png or Tk 4.png while on the ground - Tk 3.png will perform a low getup kick, while Tk 4.png will perform a mid getup kick. Each of the getup kicks has a different variant for each knockdown position.


Getup Low Kick (FUFT)
FUFTTk 3.png / FUFT 3 - Hit Level: L - 7 DMG
Normal
Impact Recovery Total Hit Counter Block
- -7 RC KND RC -19 RC
Getup Mid Kick (FUFT)
FUFT Tk 3.png / FUFT 4 - Hit Level: m - 12 DMG
Normal
Impact Recovery Total Hit Counter Block
- -9 RC KND -18


Getup Low Kick (FUFA)
FUFA Tk 3.png / FUFA 3 - Hit Level: L - 7 DMG
Normal
Impact Recovery Total Hit Counter Block
- KND RC KND -15 RC
Getup Mid Kick (FUFA)
FUFA Tk 4.png / FUFA 4 - Hit Level: m - 10 DMG
Normal
Impact Recovery Total Hit Counter Block
- KND KND -14


Getup Low Kick (FDFT)
FDFT Tk 3.png / FDFT 3 - Hit Level: L - 7 DMG
Normal
Impact Recovery Total Hit Counter Block
- +4 RC KND -17 RC
Getup Mid Kick (FDFT)
FDFT Tk 4.png / FDFT 4 - Hit Level: m - 10 DMG
Normal
Impact Recovery Total Hit Counter Block
- -5 KND -14


Getup Low Kick (FDFA)
FDFA Tk 3.png / FDFA 3 - Hit Level: L - 7 DMG
Normal
Impact Recovery Total Hit Counter Block
- -8 RC KND RC -19 RC
Getup Low Kick (FDFA)
FDFA Tk 4.png / FDFA 4 - Hit Level: m - 7 DMG
Normal
Impact Recovery Total Hit Counter Block
- -10 (KND) KND -19

Additionally, FUFT also has access to Getup Toe Kicks performed with Tk d.png+Tk 3.png or Tk 4.png.


Getup Toe Kick
FUFT Tk d.pngTk 3.png_Tk d.pngTk 4.png / FUFT d+3_d+4 - Hit Level: l - 3~7 DMG
Normal
Impact Recovery Total Hit Counter Block
- -11 RC -11 RC -22 RC

Characters also have access to special Spring Kick and Cross Chop options from FUFT.


Getup Cross Chop
FUFT Tk f.pngTk 1+2.png / FUFT f+1+2 - Hit Level: m - 15 DMG
Normal
Impact Recovery Total Hit Counter Block
- KND KND +2
Can also be performed with a backwards roll by inputting Tk b.pngTk 1+2.png.


Getup Spring Kick
FUFT Tk b.pngTk 3+4.png / FUFT b+3+4 - Hit Level: m - 20 DMG
Normal
Impact Recovery Total Hit Counter Block
- KND KND -22
Getup Spring to Dive
FUFT Tk b.pngTk 3+4.png / FUFT b+3+4 - Hit Level: m - 20 DMG
Normal
Impact Recovery Total Hit Counter Block
- KND KND +10
Only available to Paul, Yoshimitsu, Steve and Marduk. The +10 is a true guard break, guaranteeing follow-ups of i10 or faster.
Getup Spiral Spring Kick
FUFT Tk b.pngTk 3+4.png / FUFT b+3+4 - Hit Level: m - 20 DMG
Normal
Impact Recovery Total Hit Counter Block
- KND BT KND BT -29 BT
Only available to King, Roger Jr., Christie, Eddy and Armor King. Ends in backturn.

Offense

Attacks and Lateral Tracking

Attacks in Tekken have varying levels of effectiveness in their ability to hit an opponent's lateral movement, referred to as the move's "tracking". There are two primary factors which determine how well a move tracks sidestep: its hitbox and its tracking time on startup.

Hitboxes (techincally closer to hit-spheres) on attacks in Tekken can extend in some directions more than others. For example, an attack such as the Mishima Electric Wind God Fist has a hitbox which extends out further to the character's right side than their left side, contributing to its ability to track an opponent sidestepping to their right.

Additionally, every attack in Tekken has a period of time during its startup frames where it will continually reorient towards the opponent's lateral position. The extent of this tracking time is determined on a per-move basis, and is not a solely determinative factor in an attack's ability to track sidestep. However, it is a contributing factor to why sidestepping some attacks becomes more difficult when at some larger frame disadvantages.

Note that unlike future Tekken games, T5DR does not feature any attacks with an explicit "homing" property.

Combo Systems

Damage Scaling

Damage scaling works on a fairly simple basis in T5DR:

  • All attacks against standing and knocked down opponents deal 100% damage
  • Counter hits gain a damage bonus, dealing between 112% and 120% damage to standing opponents (depending on the move)
  • Attacks with a clean hit property deal 150% damage when clean hit conditions are met
  • During juggle combos, the first airborne hit will deal 70% damage, and all subsequent hits will deal 50% damage

Juggle Knockback Growth

Knockback growth causes consecutive hits during juggle combos to continually knock the opponent further away, making subsequent follow-up hits more difficult to land. This serves to prevent infinite juggle combos, and while it limits juggle routes overall, it can be used to help optimise some combos for wall carry.

under construction

T5DR Navigation

General
Characters