< Tekken 6
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.