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== | == 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}} | |||
=== | === 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. | |||
=== 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. | |||
{{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. | |||
}} | |||
== | ==== 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. | |||
=== | === 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. | |||
==== 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. | |||
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}}. | |||
=== | ==== 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 {{Icon-TK|bp}} or {{Icon-TK|dbp}} | |||
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 ==== | |||
==== | |||
{{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
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~
) or ducking (SS~
), 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
and then repeating the sequence of
.
- Other methods include repeatedly cancelling backdashes with sidesteps and vice-versa (
) or by using quarter-circle motions (
), but this third method cannot be used by characters with backsway stances.
- The most well-known backdash cancel method is the "Korean Backdash", performed with
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 Slide WR ![]() Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
- | - | KND | KND | - | |
Available after running three steps. |
Running Cross Chop WR ![]() ![]() Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
- | - | KND | KND | 0(?) | |
Available after running three steps. |
Running Shoulder Tackle WR ![]() Normal
| |||||
---|---|---|---|---|---|
Impact | Recovery | Total | Hit | Counter | Block |
- | KND | KND | KND | ||
Available after running four steps. |
Trample WR ![]() 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+ can be performed up close by inputting the move as
+
, 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 ,
or
. 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 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 input after entering FC. The WS state lasts for approximately 6 frames after releasing
.
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:
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.