Tekken 6/Bound

From SuperCombo Wiki

Overview

The Bound system enables characters to "slam" their opponent into the ground during a combo, causing them to bounce and become vulnerable to follow-up attacks. This mechanic was designed to increase combo depth and variety, giving players more options for damage and creativity in their offensive game.

How It Works

  • A combo typically starts with a launcher (e.g., an uppercut or sweep).
  • After several hits in the air, a specific move can trigger a Bound state.
  • The opponent will be slammed into the ground and bounce up in a crumpled state.
  • Players can then continue the combo, usually for a limited number of hits.

Bound Moves

Bound moves vary by character and can include:

  • Certain special mids or lows (e.g., Hwoarang's ``f+3,4``)
  • Specific enders that "slam" the opponent down
  • Wall splat or floor break transitions in stages (where applicable)

Rules and Limitations

  • Each combo can only include **one Bound**.
  • Wall combos can incorporate Bound but are subject to scaling.
  • Not all moves that appear to "slam" the opponent are considered Bound starters.
  • Bound cannot be re-triggered once it's already used within the same combo.

Strategy

Bound is essential for maximizing combo potential:

  • Use Bound to extend juggle combos for additional damage.
  • Choose Bound starters that allow for optimal positioning near walls.
  • Some characters have faster or safer Bound options, affecting their pressure and combo style.

Notable Characters with with Strong Bound

  • Bryan Fury – Scary Bound at the Wall paired with already strong wall game.
  • Hwoarang – Has multiple stance transitions into Bound options.
  • Lars Alexandersson – Excellent combo variety post-Bound.
  • Lee Chaolan – Can set up Bound off many of his staple launchers.

External Links

See Also

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