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=== BT (Back Turned) === | === BT (Back Turned) === | ||
A stance where your character’s back is facing the opponent. You usually cannot block in this stance. | A stance where your character’s back is facing the opponent. You usually cannot block in this stance.<br> | ||
== C == | == C == | ||
=== CD (Crouch Dash) === | === CD (Crouch Dash) === | ||
A fast, low-profile movement often used by Mishima-style characters. | A fast, low-profile movement often used by Mishima-style characters.<br> | ||
=== CH (Counter Hit) === | === CH (Counter Hit) === | ||
Hitting an opponent during their attack, often granting extra properties. | Hitting an opponent during their attack, often granting extra properties.<br> | ||
== F == | == F == | ||
=== FC (Full Crouch) === | === FC (Full Crouch) === | ||
A stance entered by holding down. | A stance entered by holding down.<br> | ||
=== Frame Trap === | === Frame Trap === | ||
A setup that creates a window where the opponent can press a button but gets hit. | A setup that creates a window where the opponent can press a button but gets hit.<br> | ||
== J == | == J == | ||
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== M == | == M == | ||
=== Mix-Up === | === Mix-Up === | ||
Presenting multiple options to confuse and hopefully open up the opponent. | Presenting multiple options to confuse and hopefully open up the opponent.<br> | ||
== N == | == N == | ||
=== Notation === | === Notation === | ||
The number system (1=left punch, 2=right punch, 3=left kick, 4=right kick). | The number system (1=left punch, 2=right punch, 3=left kick, 4=right kick).<br> | ||
== O == | == O == | ||
=== Okizeme (Oki) === | === Okizeme (Oki) === | ||
The pressure or mix-ups applied to a grounded or rising opponent. | The pressure or mix-ups applied to a grounded or rising opponent.<br> | ||
== Q == | == Q == | ||
=== qcf / qcb === | === qcf / qcb === | ||
Quarter-circle forward/backward motion (like in Street Fighter). | Quarter-circle forward/backward motion (like in Street Fighter).<br> | ||
== S == | == S == | ||
=== SS (Side Step) === | === SS (Side Step) === | ||
A movement input to dodge vertically. | A movement input to dodge vertically.<br> | ||
=== Stance === | === Stance === | ||
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== T == | == T == | ||
=== Tech Roll === | === Tech Roll === | ||
A way to recover from the ground to avoid follow-up attacks. | A way to recover from the ground to avoid follow-up attacks.<br> | ||
== W == | == W == | ||
=== Wall Carry === | === Wall Carry === | ||
The act of pushing an opponent toward the wall during a combo. | The act of pushing an opponent toward the wall during a combo.<br> | ||
=== Wall Splat === | === Wall Splat === | ||
A state where a character hits the wall and becomes vulnerable. | A state where a character hits the wall and becomes vulnerable.<br> | ||
=== Whiff === | === Whiff === | ||
An attack that does not make contact. | An attack that does not make contact.<br> | ||
=== Whiff Punish === | === Whiff Punish === | ||
Punishing an opponent's missed move. | Punishing an opponent's missed move.<br> | ||
=== WR (While Running) === | === WR (While Running) === | ||
An attack performed while the character is running, typically by inputting forward three times. | An attack performed while the character is running, typically by inputting forward three times.<br> | ||
=== WS (While Standing === | === WS (While Standing === | ||
Moves that activate while pressed during the process of standing up from crouch. | Moves that activate while pressed during the process of standing up from crouch.<br> | ||
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[[Category: Tekken]] | |||
[[Category: Tekken 6]] |
Latest revision as of 06:58, 2 May 2025
Character Specific Terms are not included here.
B
Bound
A mechanic in Tekken 6 allowing players to extend combos by slamming the opponent into the ground.
BT (Back Turned)
A stance where your character’s back is facing the opponent. You usually cannot block in this stance.
C
CD (Crouch Dash)
A fast, low-profile movement often used by Mishima-style characters.
CH (Counter Hit)
Hitting an opponent during their attack, often granting extra properties.
F
FC (Full Crouch)
A stance entered by holding down.
Frame Trap
A setup that creates a window where the opponent can press a button but gets hit.
J
Juggle
A combo performed while the opponent is airborne.
L
Launcher
A move that knocks the opponent into the air for a juggle.
M
Mix-Up
Presenting multiple options to confuse and hopefully open up the opponent.
N
Notation
The number system (1=left punch, 2=right punch, 3=left kick, 4=right kick).
O
Okizeme (Oki)
The pressure or mix-ups applied to a grounded or rising opponent.
Q
qcf / qcb
Quarter-circle forward/backward motion (like in Street Fighter).
S
SS (Side Step)
A movement input to dodge vertically.
Stance
T
Tech Roll
A way to recover from the ground to avoid follow-up attacks.
W
Wall Carry
The act of pushing an opponent toward the wall during a combo.
Wall Splat
A state where a character hits the wall and becomes vulnerable.
Whiff
An attack that does not make contact.
Whiff Punish
Punishing an opponent's missed move.
WR (While Running)
An attack performed while the character is running, typically by inputting forward three times.
WS (While Standing
Moves that activate while pressed during the process of standing up from crouch.