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 movement in Tekken can be cancelled into attacks and, critically, all other forms of movement, including crouching or jumping. This allows movement to be very safe and open-ended, allowing for a variety of mindgames regarding how players approach, create space and conduct both offense and defense. The most common of these 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. 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.


* Tekken 5
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 2''


* Tekken 5: Dark Resurrection
=== Running ===
** ''Arcade''
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.
** ''Playstation Portable''
** ''Playstation 3''


{{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 = L
| 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.
}}


== 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.


=== Joystick Notation ===
=== Crouching ===
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.


*F - Forward - Tilt stick forward/towards the opponent. (X-axis)
==== Full Crouch (FC) and While Standing (WS) ====
*B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
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.
*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.
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}}.


=== Four Button Notation ===
==== 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 somehwat more reliable in relevant situations.


*1 - Left punch 
=== Blocking ===
*2 - Right punch
There are two primary ways to block attacks in Tekken:
*3 - Left kick
* Neutral guard (no input)
*4 - Right kick
* Input guard (hold {{Icon-TK|bp}} or {{Icon-TK|dbp}}


=== Descriptors ===
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.
==== Connectors ====


*[  ] - Optional command
==== under construction ====
''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 ====
 
*PLD - Play dead position
*KND - Knockdown position
*SLD - Slide position
*FCD - Face down position
 
=== Miscellaneous Notation===
*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 (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 ====
 
*l hits low (block d/b)
*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 ====
 
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
ewgf electric wind godfist f,N,d~d/f 2
tgf thunder godfist f,N,d,d/f 1
(  ) missing hit is required for the next hit


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

Revision as of 09:12, 23 April 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 movement in Tekken can be cancelled into attacks and, critically, all other forms of movement, including crouching or jumping. This allows movement to be very safe and open-ended, allowing for a variety of mindgames regarding how players approach, create space and conduct both offense and defense. The most common of these 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. 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: L - 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 WR+Tk 2.png can be performed up close by inputting the move as Tk f.pngTk f.pngTk f.png+Tk 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 somehwat more reliable in relevant situations.

Blocking

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.

under construction

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