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ewgf electric 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 | tgf thunder godfist f,N,d,d/f 1 | ||
( ) missing hit is required for the next hit | ( ) 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 22:44, 20 April 2025
Note: This is all information from the old T5DR page. This will be reformatted and redistributed among other pages as the wiki gets reworked.
Introduction
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.
Game Versions
- Tekken 5
- Arcade
- Playstation 2
- Tekken 5: Dark Resurrection
- Arcade
- Playstation Portable
- Playstation 3
Notation
Joystick Notation
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- 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.
Four Button Notation
- 1 - Left punch
- 2 - Right punch
- 3 - Left kick
- 4 - Right kick
Descriptors
Connectors
- [ ] - Optional command
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
- ÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂð - Push and hold button
e.g. 1ÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂð, 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