Tekken 5 Game System & General Moves Version 2.03 --------- ------- | / | / ------- |\ | 5 | | | / | / | | \ | | |--- |/ |/ |--- | \ | | | |\ |\ | | \ | | | | \ | \ | | \ | | ------- | \ | \ ------- | \| Written by: Drake the Demon (drake122@seznam.cz) Formatted and maintained by: Wild Man X (tekkenomics@hotmail.com) Written on: June 21, 2009 This FAQ version will be available at: Tekkenomics (http://www.tekkenomics.tk) GameFAQs (http://www.gamefaqs.com) Neoseeker (http://www.neoseeker.com) IGN (http://faqs.ign.com) Tekken Zaibatsu (http://www.tekkenzaibatsu.com) SuperCheats (http://www.supercheats.com) Games Radar / Cheat Planet (http://www.gamesradar.com) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ ~ ~ Table of Contents ~ ~ ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ i. Version Updates ii. FAQ Description iii. Legend iv. Game System & General Moves 1. TACKLE ATTACKS & ESCAPES 1a. TACKLE ATTACKS 1b. CRAIG'S MOUNT POSITION 2. CRUSH SYSTEM BASICS 3. SUPERCHARGER (1+2+3+4) 3a. Special Supercharger Attacks 3b. Special Power Ups 4. ATTACK REVERSAL: (b+1+3 or b+2+4) 4a. Special Reversals 5. PARRY 5a. SPECIAL PARRIES 5b. AUTO PARRY / REVERSAL 6. KING'S THROW ESCPES 7. MORE GENERAL TERMS v. Other Stuff vi. Special Thanks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ ~ ~ i. Version Updates ~ ~ ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.00 - (07-21-05) First release 1.10 - (06-01-06) Added "Table of Contents", added "Other Stuff" section 2.00 - (05-15-09) First release outside of TZ and Tekkenomics website, format changes, various other changes Game System & General Moves - Added "MORE GENERAL TERMS" - Fixed a few typos - Changed some of the formatting Other Stuff - Moved "MORE GENERAL TERMS" to "Game System & General Moves" Other - Added "FAQ Description", "Legend" and "Special Thanks" sections 2.01 - (05-18-09) Added Drake's e-mail address 2.02 - (06-04-09) Added link to Games Radar / Cheat Planet 2.03 - (06-21-09) (See below...) SUPERCHARGER - Organized fighters in alphabetical order ATTACK REVERSAL - Organized fighters in alphabetical order PARRY - Organized fighters in alphabetical order Other - Format changes and typo fixes FAQ Update Legend ----------------- New content that has been added. Content that has been changed, corrected, or modified in any other way. NOTE: Corrections include adding any notes, changing names, correcting various mistakes or typos, and removing anything. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ ~ ~ ii. FAQ Description ~ ~ ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This FAQ is based on the original post by Drake the Demon in the thrad "T5 Game System & General Moves" on the Tekken Zaibatsu Forums, located at: http://tekkenzaibatsu.com/forums/showthread.php?s=&threadid=82626 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ ~ ~ iii. Legend ~ ~ ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------ Commands ------------------ 1 left punch (triangle button) 2 right punch (square button) 3 left kick (X button) 4 right kick (circle button) f tap forward F hold forward b tap back B hold back u tap up U hold up d tap down D hold down d/f tap down and forward D/F hold down and forward d/b tap down and back D/B hold down and back u/f tap up and forward U/F hold up and forward u/b tap up and back U/B hold up and back qcf quarter circle forward qcb quarter circle back (d,d/f,f) (d,d/b,b) hcf half circle forward hcb half circle back (b,d/b,d,d/f,f) (f,d/f,d,d/b,b) ------------------ Notations ------------------ N neutral joystick position SSL side step (left only) SS side step (left or right) SSR side step (right only) FC full crouch position WS while standing up from crouch WR while running [ ] optional command(s) ( _ ) or ... continue infinitely + at the same time ~ immediately after , followed by < delayed input * press and hold button(s) = next in sequence : "just frame" input - button must be pressed on an exact frame number ------------------ Grounded Positions ------------------ KND knock down (face up / feet towards) PLD play dead (face up / feet away) SLD slide (face down / feet away) FCD face down (face down / feet towards) ------------------ Throw Types ------------------ F front throw B back throw L left side throw R right side throw C crouch throw (from the front on a crouching opponent) A air throw (opponent in the air) G ground throw - - ------------------ Move Properties ------------------ BT back turned FF face forward RC recovers crouching initially RCj RC joystick modifier (hold D or D/B) CH major counter hit OC forces opponent to crouch  (ex. Ganryu - u/f+3+4) OS forces opponent's side to OB forces opponent's back to face you face you (ex. Hwoarang - CH LFF,b+4)  (ex. Marshall - BT+1) JG juggle starter BN bounce juggle starter  (ex. Feng Wei - WS+3)  (ex. Bryan - b+1) BS block stun - attacking GB guard break - defending character has huge character takes a step back, disadvantage if blocked or their hands are in the air   (ex. Marshall - d/b+4) (ex. Feng Wei - f+1+2) SH stagger hit - opponent may DS double over stun - opponent recover KND in some cases can tap f to escape (ex. Lei - SS+1) (ex. King - CH f,f,N+2) MS minor stun - animations FS fall back stun - opponent vary, but usually nothing can tap f to escape is guaranteed after  (ex. Bryan - CH SS+1,2)   (ex. Nina - b,f+3) KS kneel stun - opponent falls CFS crumple fall stun - opponent to one knee, free hits are slowly falls down, free hits sometimes possible are usually possible  (ex. Anna - d/f+4) (ex. Heihachi - CH b+2) CF crumple fall - opponent CS crumple stun - opponent falls quickly falls down, free down, free hits are usually hits are usually possible possible (ex. Lee - CH f,f+4)   (ex. Roger Jr. - 3+4) [x] hit modifier (ex. CFS[1,2]) # see footnote (ex. #2) b block modifier (ex. BTb - c counter hit modifier character is BT on block) (ex. BNc - BN on counter hit) co crouching opponent modifier cco CH on crouching opponent (ex. SHco - SH on   (ex. JGcco) crouching opponent) cl clean hit modifier ccl CH clean hit modifier (ex. JGcl - JG on a (ex. FSccl) clean hit) bt back turned opponent - - modifier (ex. JGbt - JG on a BT opponent) ------------------ Hit Ranges ------------------ h high (block B or duck) H high, hits grounded m mid (block B) M mid, hits grounded l low (block D/B or jump over) L low, hits grounded Sm special mid (block B or D/B) SM special mid, hits grounded ! unblockable unblockable, can be ducked [!] unblockable, hits grounded T throw (duck or input escape command) ------------------ Character Specific (Stances, Special Positions, etc.) ------------------ LBR Labyrinth (Raven) FLA Flamingo (Baek) MST Mist Step (Lee) RKT Rocket Stance (Roger Jr.) HMS Hit Man (Lee) LFF Left Foot Forward (Hwoarang) CJM Chaos Judgement (Anna) RFF Right Foot Forward (Hwoarang) LCT Leg Cutter (Asuka) LFS Left Flamingo (Hwoarang) HPF Haze Palm Fist (Asuka) RFS Right Flamingo (Hwoarang) RDS Rain Dance (Ling) SIT Sit Down (Ganryu & Jack-5 & Kuma/Panda) AOP Art of Phoenix (Lei & Ling) HBS Hunting (Kuma/Panda) DRU Drunken Master Walk (Lei) ROL Prowling Grizzly Roll (Kuma/Panda) SNA Art of Snake (Lei) FKS Fake Step (Marshall) DGN Art of Dragon (Lei) DSS Dragon Sign (Marshall) PAN Art of Panther (Lei) DFS Dragon Fake Step (Marshall) TGR Art of Tiger (Lei) KNP Kenpo Step (Feng Wei) CRA Art of Crane (Lei) JAG Jaguar Step (King) CDS Crouching Demon (Jin) FLK Flicker (Steve) MNT Mount Position (Craig) ALB Albatross Spin (Steve) RDP Ready Position (Craig) LWV Left Weave (Steve) HSP Handstand (Christie/Eddy) RWV Right Weave (Steve) NEG Negativa (Christie/Eddy) DCK Ducking (Steve) POG Pogo (Yoshimitsu) DKI Ducking In (Steve) INS Indian Sit (Yoshimitsu) SWY Sway (Steve & Paul) DGF Dragonfly (Yoshimitsu) WND Wind Roll (Julia) MED Meditation (Yoshimitsu) - - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ ~ ~ iv. Game System & General Moves ~ ~ ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ===================================================================== 1. TACKLE ATTACKS & ESCAPES ===================================================================== Ultimate Tackle (all characters except Craig): ---------------------------------------------------------- WR,N (approx. 3 steps) - Does 5 damage, hits from all directions, crouching opponents as well; - FRONT/SIDE TACKLE: can be escaped with 2 (like a normal throw) - FRONT/SIDE TACKLE: can be over-turned with 1+2 (when your back is about to hit the ground); this escape chains into your own tackle attacks (and also Craig's Mount if you used him) - BACK TACKLE: cannot be escaped Some characters can do standing Ultimate Tackles as well: Devil Jin (d_d/b_FC)+1+2 Kazuya (d_d/b_FC)+1+2 Raven (d/b_FC)+1+2 King FC+1+2 Paul (d/b_FC)+1+2 These have the same escapes as the running Ultimate Tackle and also do 5 damage. ******************************** 1a. TACKLE ATTACKS ******************************** (1,2,1_2,1,2),(1,2_2,1) - Ultimate Punches (all characters except Yoshimitsu and Craig) -------------------------------------------------------- - Each punch does 5 damage - Can be done from a front/side or back tackle: - FRONT/SIDE TACKLE: the 1st and 4th punch can be escaped by pressing the OPPOSITE button (example: the 1st punch is done with 2, you need to press 1 to escape) - FRONT/SIDE TACKLE: the 2nd, 3rd and 5th punch cannot be escaped - BACK TACKLE: the 1st punch can be escaped by pressing the SAME button (example: the 1st punch is done with 2, you need to press 2 to escape) - BACK TACKLE: the 2nd, 3rd, 4th and 5th punch cannot be escaped SPECIAL: Paul can reverse the 1ST RIGHT PUNCH after a FRONT/SIDE tackle with 1,1,2; the reversal does 30 damage, but Paul will also lose 5 points because of the punch. 1+2 - Cross Arm Lock (Nina, King, Paul, Jin & Devil Jin only) --------------------------------------------------------------------------- - Does 25 damage - Can only be done from a front/side tackle, or after the third Ultimate Punch (left or right) - All characters can escape it with 1+2,2,2,2,2 - Craig, Nina, King, Paul, Jin & Devil Jin can reverse it with 1+2,2,2,2,2,2; the reversal does 10 damage (NOTE: the reversal input must be done before the actual animation) 3+4 - Leg Cross Hold (Nina, King only) --------------------------------------------------- - Does 20 damage - Can only be done from a front/side tackle, or after the third Ultimate Punch (left or right) - All characters can escape it with 1+2,1,1,1,1 - Craig, Nina & King can reverse it with 1+2,1,1,1,1,1; the reversal does 10 damage (NOTE: the reversal input must be done before the actual animation) (1_2) - Sword Stab (Yoshimitsu) -------------------------------------------- - Does 25 damage - Can be done from a front/side or back tackle - This is the only attack Yoshimitsu can do from an Ultimate Tackle - Cannot be escaped 2,D+1,1,N,4,1,1+2 - Ultimate Punishment (Paul) -------------------------------------------------------------- - Does 61 damage - Can only be done from a front/side tackle - Only the first punch can be escaped (with 1, or Paul can reverse it with 1,1,2) Other character specific tackle attacks (King's Arm Twist after Cross Arm Lock, etc.) cannot be escaped, this is already mentioned in the movelists. ******************************** 1b. CRAIG'S MOUNT POSITION ******************************** Craig's tackle system is completely unique. His running tackles (including the unblockable one) are replaced with a special Spear Tackle. He can also execute this move (the Spear Tackle) from his Vale Tudo Style with 1+2. But the Spear Tackle is not the only way he can get to Mount Position. He has numerous transitions from his basic stance and throws as well. Furthermore, he also goes to Mount Position if he over-turns a standing or running Ultimate Tackle. VTS,1+2 (Spear Tackle to Mount) --------------------------------------------- - Does 12 damage, hits from all directions, crouching opponents as well - Can be escaped with 1+2 (only from close range) - Cannot be escaped if you see a little arched lunge before Craig hits you WR,N (approx. 3 steps) (Spear Tackle to Mount) -> replaces running Ultimate Tackle -------------------------------------------------------------- - Does 12 damage, hits from all directions, crouching opponents as well - Can be escaped with 1+2 WR,N (more than 3 steps) (Spear Tackle to Mount) -> replaces running Unblockable Tackle ----------------------------------------------------------------- - Does 12 damage, hits from all directions, crouching opponents as well - Cannot be escaped Other Mount transitions: ----------------------------------- b+1+2 (Craig Mounts after successful high attack reversal) b+3+4 (Craig Mounts after successful mid attack reversal) qcf+1,1+2 (Craig Mounts after the throw) qcf+2,1+2 (Craig Mounts after the throw) d/b+(1+3_2+4) opponent grounded, face up and sideways (Craig Mounts after the ground throw) Mount Position Attack escapes: ------------------------------------------ Craig does: 1 (Melon Masher, 35 dmg) -> escape: 2 Craig does: 2 (Melon Masher, 35 dmg) -> escape: 1 Craig does: 1~2 (Melon Masher, 35 dmg) -> escape: 1 Craig does: 2~1 (Melon Masher, 35 dmg) -> escape: 2 Craig does: 1+2 (Mongol Chop, 40 dmg) -> escape: don't press anything! * Craig does: 3+4 (Skull Crush, 40 dmg) -> escape: don't press anything! * Craig does: 1+3 (Neck Lock, 40 dmg) -> escape: 2 Craig does: 2+4 (Knee Bar, 40 dmg) -> escape: 1 * Craig only completes this move if you press any button and try to escape. ===================================================================== 2. CRUSH SYSTEM BASICS ===================================================================== Well, the crush system is simple in general. However making a list of all crushes for all characters would be almost impossible, since everyone has at least 10 crushes, not talking about the general crush moves everyone can do... Most lows where the character is considered crouching crush highs and most jumping moves crush lows. There are some weird crushes too (Lee's f+2 - you wouldn't tell but it crushes highs). If the opponent does a low move (no matter how fast he is) and you start a low crush (even if he acted first - with frame advantage) you WILL automatically avoid the low and also hit him in the process (unless his low move is a crush for the move you do, then both of you whiff). Furthermore, there are special moves that for example crush highs at the start up and lows AFTER the start up (Lee's d,d/b+4 in Tekken 5.0). Only a few though. ===================================================================== 3. SUPERCHARGER (1+2+3+4) ===================================================================== - Your character does a power up and his/her fists glow bright red - During this period, you cannot block and all hit you receive will be counter hits - The attacks you execute will also register as counter hits, and you will cause guard damage if the opponent blocks - This effect lasts for only a few seconds after the power up - Some characters have special power ups too, or can do special attacks from a Supercharger ******************************** 3a. Special Supercharger Attacks ******************************** Asuka: --------------- 1+2+3+4~D/F+3+4,3+4,1+2 (Ultimate Tackle & a Punch) (5,5 dmg) = (2,1,2,1_2,1,1,2) (Special Ultimate Punches) (5,5,5,10_5,5,12,10 dmg) - This only works if the tackle hits from the front; a side or back hit will result in a normal Ultimate Tackle with normal (escapable) follow ups - Also hits crouching opponent - The tackle cannot be escaped like a normal one, but you can press 1+2 on a certain frame to over-turn it and continue with your own Ultimate Tackle (or Craig's Spear Tackle) attacks - The punches are not escapable Ganryu: - ---------------- 1+2+3+4~2~3 (Supercharger to Sumo Hug) (0 dmg) - Can only be done against Julia Chang - It only works if the move hits from the front; a side or back hit will result in a normal Ultimate Tackle with normal (escapable) follow ups - Also hits crouching opponent - Ganryu regains 3 life points during the hug - To escape the hug, Julia can press 1 and slap Ganryu for 40 damage (and crumple stun); the slap cannot be avoided Heihachi: ------------------- 1+2+3+4~d~u,(u_u/f)+3,4 (Supercharger to Dragon Axle) (30,22 dmg) - All hits are mid, cause guard break if blocked (note the second kick cannot be neutral blocked) - Damages are listed at 100%, but Heihachi is charged, so the first hit will be CH, and the second a juggle hit, real damage is usually 36,15 Marshall Law: ----------------------- 1+2+3+4,1,3 (Supercharger to Blackout) (10,7 dmg) - Hits high, then low; real damage will be higher because Law is charged Yoshimitsu: --------------------- 1+2+3+4~b,f,u,d+3+4 (Supercharger to Poison Knee Taunt) (0,1 dmg) - It only works against Bryan Fury - First hit is mid, second is unblockable, but can be ducked - The second hit causes crumple fall (CF) on hit and does incredible (1) damage 1+2+3+4~b,f,u,d+1+4 (Supercharger to Poison Sword Spin) (1 dmg) - Unblockable, cannot be ducked and causes crumple fall, along with some damage (again 1) ******************************** 3b. Special Power Ups ******************************** Heihachi: -------------- b+(1+3_2+4) (Heaven's Wrath) - This move has identical effects to the Supercharger - Works as an attack reversal if the opponent tries to interrupt Jin Kazama: ---------------------- Mental Alertness (aka Lingering Soul) transitions - After certain moves, Jin can press d+1+2 or 1+2 to get charged (check his movelist for the list of transitions, he has many) b+1+2 (Force Block) - Jin also gets charged after his b+1+2, Force Block - This move also repels all incoming attacks and can chain to an Attack Reversal or the Omen Stance King: -------------- 1+2+3+4,1+2+3+4 (Double Supercharger Dance) - During the first charge, King will start 'dancing', but this can be cancelled to any move. - Doing another charge during the dance will make the cancel impossible, but you'll be fully charged after the dance is over. Paul Phoenix: ------------------------ FC,D (Paul's Crouching Taunt) - If you hold down the D button for about 2 seconds, Paul will do a taunt and become charged after the animation - He can execute his Incomplete Somersault from the taunt as well (FC,D,u+2+3+4) Raven: --------------- d+1+2 (Summon Force) - This move has identical effects to the Supercharger - Raven can also execute one of his unblockables after the charge (d,d/b,b,u/b,u,u/f,f+1+2) - After numerous d+1+2 charges (about 20-25), Raven can do: ~b,f,u,d+3+4 (Summon Mirage) - This move creates an illusion, Raven's copy/copies (?) for a very short time. ===================================================================== 4. ATTACK REVERSAL: (b+1+3 or b+2+4) ===================================================================== - Only a few characters can do attack reversals: Anna, Asuka, Devil Jin, Nina, Paul, Wang - Attack reversals cannot catch full body attacks, shoulder rushes, knees, elbows, low attacks, throws* (note that they can catch throw shifts) - Damage: (1/2 damage of the reversed move + 25) - To escape an attack reversal, the opponent must input the correct chicken command: f+1+3 or f+2+4 - The chicken is f+1+3 is the reversed attack was a left kick or left punch - The chicken is f+2+4 is the reversed attack was a right kick or right punch - A successful chicken does 13 damage - Some special attacks require a different chicken command (u/f+1+3 or u/f+2+4) * The only throw attack reversals can catch is the Ultimate Tackle (the reversal only does 25 damage in that case) ******************************** 4a. Special Reversals ******************************** Craig Marduk - b+1+2 or b+3+4 (High or Mid Trap) ------------------------ - b+1+2 is a high attack reversal - b+3+4 is a mid attack reversal - Damage is always 8 - These reversals cannot be chickened - A successful reversal is an automatic Mount Position transition Feng Wei - b+1+3 or b+2+4 (Punch Reversal) ------------------------- - High & mid punch reversal - Damage is 1/2 damage of the reversed move + 25 - Cannot be chickened Heihachi - b+1+3 or b+2+4 (Heaven's Wrath) ------------------------- - This move works as a Supercharger, but if Heihachi is attacked during the animation he will auto reverse - This move can catch some elbows and knees too - Damage is 15 - Heihachi also suffers 50 damage - This reversal cannot be chickened Jin Kazama - b+1+2~f,f,b+(1+3_2+4) (Side Step Attack Reversal) ---------------------------------- - This is a regular attack reversal, except it side steps - The 1+3 version is a SSL - The 2+4 version is a SSR King - b+1+3 or b+2+4 ----------------------- - b+1+3 is a right punch reversal (damage is 30) - b+2+4 is a kick reversal (damage is 1/2 damage of the reversed move + 25) - these reversals cannot be chickened - King can also reverse some low kicks (the second hit of Hwoarang's RFF f+3,4 for example) - After a successful right kick reversal King can execute a JF Figure Four Leg Lock (b+2+4:3+4) Nina Williams - b+(1+3_2+4) ------------------------------ - If Nina reverses a left punch with her regular attack reversal, she can continue with the Back Hand Slap (qcf+1+2) multi throw parts - This reversal cannot be chickened, but it can be escaped with 2 as a throw attack Raven - SDW,f+1+2 (Sixth Sense Punch Reversal) ------------------- - High & mid punch reversal - Damage is 25 - Cannot be chickened ===================================================================== 5. PARRY ===================================================================== - A parry can stop incoming attacks like an attack reversal, but: - A successful parry does no damage and cannot be chickened - All characters get a free attack/juggle starter after a successful parry - Attacks the parry cannot catch are the same as those listed in the attack reversals section (above) Generic Low Parry: (all characters - d/f) ----------------------- - Low & special mid attack parry - Can also catch slides ******************************** 5a. SPECIAL PARRIES ******************************** Baek Doo San - b+1+2 (Punch Parry) ------------------------ - High & mid punch parry - After a successful parry, Baek can go to Flamingo with B Bryan Fury - b+1+2 (Punch Parry) -------------------- - High & mid punch parry - After a successful RIGHT punch parry, Bryan can do a Vulcan Punch with 2 (22 damage + minor stun) - After a successful LEFT punch parry, Bryan can do a Mach Breaker with 2 (30 damage) - Bryan auto-taunts after the Mach Breaker counter hits and he can continue with the Bruiser Combo (f+2,1,4,2,1,4,2) - Steve can escape and punish the Mach Breaker with ~B~2 for 22 damage Ganryu - b+(1+3_2+4) (Twin Wall) ---------------- - High & mid punch parry - After a successful parry, the opponent is back turned and Ganryu can do a Pedal Press Back throw with ~1+2 (for 22 damage and opponent stays BT) Ganryu - SIT,D,f (Shiranui) ---------------- - High & mid punch parry - After a successful parry, the opponent is back turned and Ganryu can do a Pedal Press Back throw with ~1+2 (for 22 damage and opponent stays BT) Jin Kazama - b+(1+3_2+4) (Parry) --------------------- - High & mid attack parry Lee Chaolan - b+1+2 or HMS,1+2 (Mist Illusion) ----------------------- - High & mid punch parry - After a successful parry, the opponent is back turned - An unsuccessful parry works as a taunt Lei Wulong - f+3+4 or DRU,f+3+4 (Drunken Master Parry) --------------------- - High & mid punch parry - After a successful parry, the opponent is side turned - After an unsuccessful parry, Lei can do all DRU attacks Ling Xiaoyu - 1+4 or RDS,1+4 (Parry) --------------------- - High & mid attack parry Ling Xiaoyu - RDS,(d/f_d)+1+4 (RDS Low Parry) --------------------- - Low & special mid attack parry - Can also catch slides Marshall Law - b+(1+3_2+4) (Parry) ---------------------- - High & mid attack parry - After a successful parry, Law can go to DSS with ~b,f Marshall Law - b+1+2 or (DFS_DSS),b+1+2 (Fake Step) ---------------------- - High & mid punch parry - After a successful parry, Law can do special attacks with (1_2_3_4) - After an unsuccessful parry, Law can do all DFS attacks Steve Fox - 2~f (Punch Parry) ------------------- - High & mid punch parry - After a successful parry, Steve can do a special attack with 1 (for 30 damage) Wang Jinrei - b+1 (Neutralizer) --------------------- - High & mid attack/string parry - The Neutralizer can stop entire strings like Feng's 1,2,2 and also some attacks the normal parries cannot - After a successful parry, Wang can do a special attack with (1_2_3_4) ******************************** 5b. AUTO PARRY / REVERSAL ******************************** - Special attacks that shift to a parry/reversal in certain situations Anna Williams - b+3 (Cat Stance) -------------------- - Auto reversal - front throw (damage: 25, cannot be escaped) - Auto reversal - low & special mid attack (damage: 21 or 25 CH if the string has at least 2 hits; cannot be escaped) Anna Williams - FC,f+2 (Right Hand Stab) ---------------------- - Auto parry - high & mid attack Asuka Kazama - 2+3 (Sparrow Pirouette) ------------------ - Auto reversal - high & mid punch - Damage: 21 - Cannot be escaped Asuka Kazama - d/f+1+2 (Raging Storm) ---------------------- - Auto reversal - low & special mid attack - Damage: 32 - Cannot be escaped Bruce Irvin - f,f+2 (Cross Straight) ------------------- - Auto reversal - high & mid punch - Damage: (?)25-32 - Cannot be escaped Feng Wei - 1+2 (Iron Shield) -------------- - Auto reversal - high & mid punch - Damage: 28 - Cannot be escaped Feng Wei - f,f+1+2 (Push Hands) ------------------ - Auto reversal - high & mid punch - A successful auto reversal causes a long freeze stun - Damage: 25 - Cannot be escaped Feng Wei - f+3+4 (Shifting Clouds = Kenpo Step) ---------------- - Auto parry - high & mid attack - Auto reversal - high & mid string (if the string has at least 2 hits) (damage of the reversal: 21; escape: Feng's attack can be just frame blocked as a high or mid attack) Jin Kazama - b+1,2 (Crouching Demon - Suigetsu Strike) ------------------ - Auto reversal - high & mid punch - Damage: 24 - Cannot be escaped Kazuya Mishima - f+2 (Soul Thrust) -------------------- - Auto reversal - high & mid RIGHT punch - Damage: 30 - Cannot be escaped Lei Wulong - TGR,f (Art of Tiger Defense) ------------------ - Auto parry - high & mid attack Lei Wulong - PAN,f (Art of Panther Defense) ------------------ - Auto parry - low & special mid attack Lei Wulong - CRA,N (Art of Crane Defense) ------------------ - Crane stance auto-evades all low and special mid attacks - If the low/special mid attack has at least 2 hits, Crane only evades the first one Ling Xiaoyu - RDS,f+1+2 (Spinning Push Hands) ----------------------- - Auto reversal - high & mid punch - A successful reversal causes minor stun - Damage: 18 - Cannot be escaped Marshall Law - DSS transitions (~b,f after certain moves - see the move list) ------------------------------ - Auto parry - high & mid attack - After a successful parry, Law is still in DSS - ? ? Steve Fox - b+2 (Jaw Jolt) --------------- - Auto reversal - high & mid punch - Damage: (?)25-32 - Cannot be escaped Wang Jinrei - b+1+2 (Pinwheel Punch) ------------------- - Auto reversal - high & mid punch - Damage: 35 - Cannot be escaped ===================================================================== 6. KING'S THROW ESCAPES ===================================================================== Here are King's throw escapes. I realize throw escapes are not something that belongs to the game system discussion, but King is an exception. His multi escapes are pretty complex IMO... First, I write King's input. The escape is in the brackets []. = is taken from the site legend. Special notations are marked with /!/ (Thanks to Shimma for a lot of info) Throws & Multi Throws: ---------------------- 1+3 or f+1+3 [1] 2+4 or f+2+4 [2] qcf+1 [1] (also use 1 to escape while you are 'upside down') = 1+2,1+2 [-] (use 2 to escape while you are 'upside down') = 1+3,3,4,1+2 [-] (use 1+2 to escape while you are 'upside down') f,hcf+1 [1] qcb+1+2 [1+2] d/b+1+2 [1+2] (or press :3+4 to reverse) b+1+2 [-] = 1+2 [1+2] = 1+3 [1] = 2+4 [2] = 3+4 [3+4] FC+1+2 [see tackle escapes] = (1,2,1_2,1,2) [see tackle escapes] = (1,2_2,1) [see tackle escapes] = 1+2 [see tackle escapes] = 1+2 [-] = 3+4 [see tackle escapes] = :1+2 [-] = 1+2 [see tackle escapes] = 1+2 [-] = 3+4 [see tackle escapes] = :1+2 [-] FC,d/b,d,d/b+1+2 [1+2] d/b,f+2 [2] d/f+2+3 [2] (f,f,f_WR)+2+4 [1+2] d+1+3 (crouch) [1] d+2+4 (crouch) [2] 1+3 or f+1+3 (air) [-] 2+4 or f+2+4 (air) [-] d+(1+3_2+4) (air) [-] = 1+2,1+2 [1] = 2,1,3,4 [2] (f,hcf+1_f,f,f+2+4) (air) [-] 1+3 or 2+4 or f+1+3 or f+2+3 (left side) [1] 1+3 or 2+4 or f+1+3 or f+2+3 (right side) [2] 1+3 or f+1+3 (back) [-] 2+4 or f+2+4 (back) [-] b,f+1+2 (back) [-] f,N,d,d/f+1+4 [1] = 1+2,1+2 [1] = 1+2,4,2+4 [2] = 4,3,4,3+4,1+2 [-] = 2,1,1+2+3 [1+2] = 1+3,3+4,2+4,1+2,1+2+3 [2] = 2,1,3,1+2+4,1+2+4 [1] f,N,d,d/f+2+3 [2] = 1,2,3,1+2 [1] (does 10 damage to King if you escape) = 1+2,1,3,1+2 [1+2] (does 10 damage to King if you escape) = 1,3,4,1+2,3+4 [-] = 1+2,3,1,1+3 [2] (does 10 damage to King if you escape) f,D/F+1+2 [1+2] -> Full Nelson Chain SS+2+4 [1_1+2_2] -> Full Nelson Chain /!1/ d/f,d/f+2+4 (crouch) [2] -> Full Nelson Chain f,D/F+1+3 [1] -> Reverse Arm Slam Chain f,D/F+2+4 [2] -> Reverse Arm Slam Chain 3+4,1+4 [1] -> Mexican Magma Drive Chain 3+4,2+3 [2] -> Mexican Magma Drive Chain Full Nelson Chain (multi parts after f,D/F+1+2 or SS+2+4 or d/f,d/f+2+4) = 2,2,1+2 [-] /!2/ = 1,2,3+4 [1] = 2,1,3,4 [1] = 3,1,2,3+4,1+2+3+4 [2] = 3+4,1+2,1+2+4 [2] = 1,2,3+4,1+2 [-] = 2,1,3,4 [1] = 3,1,2,3+4,1+2+3+4 [2] Reverse Arm Slam Chain (multi parts after f,D/F+1+3 or f,D/F+2+4) = 2,1,1+2 [1_2] /!3/ = 2,2,1+2 [2] = 1,2,3+4 [1] = 2,1,3,4 [1] = 3,1,2,3+4,1+2+3+4 [2] = 3+4,1+2,1+2+4 [2] = 1,2,3+4,1+2 [-] = 2,1,3,4 [1] = 3,1,2,3+4,1+2+3+4 [2] = 3+4,1+2 [1] = 1,2,3+4 [-] = 2,1,3,4 [1] = 3,1,2,3+4,1+2+3+4 [2] Mexican Magma Drive Chain (multi parts after 3+4,1+4 or 3+4,2+3) = 1,4,2,3 [-] = 2,1,(1+3_2+4) [1_2] /!4/ = 1+2,1,2,(1+2+3_1+2+4) [1_2] /!5/ = 2,2,1+2 [-] = 1,2,3+4 [-] = 2,1,3,4 [1] = 3,1,2,3+4,1+2+3+4 [2] = 3+4,1+2,1+2+4 [2] = 1,2,3+4,1+2 [-] = 2,1,3,4 [1] = 3,1,2,3+4,1+2+3+4 [2] = 3+4,1+2 [-] = 1+2,3,4,(1+3_2+4) [1_2] /!4/ = 2+4,3+4,1+3,1+2,(1+2+3_1+2+4) [1_2] /!5/ = 1+2,4,1+2,1+2+3 [1+2] = 2,3,1,1+2 [1+2] = 2+4,1+2,1+2 [1] = 3+4,3+4,1+2 [2] = 1,1,1+2 [1] = 3,4,1+2,3+4 [2] Ground Throws: ---------------------- The escapes here are dependant on King's input. - use 1 if he used d/b+1+3 - use 2 if he used d/b+2+4 (Thanks to Shimma for the clarification on this) d/b+(1+3_2+4) (FACE UP & FROM LEFT) [1_2] d/b+(1+3_2+4) (FACE UP & FROM RIGHT) [1_2] d/b+(1+3_2+4) (FACE UP & FROM THE HEAD) [1_2] d/b+(1+3_2+4) (FACE UP & FROM THE FEET) [1_2] d/b+(1+3_2+4) (FACE DOWN & FROM LEFT) [1_2] d/b+(1+3_2+4) (FACE DOWN & FROM RIGHT) [1_2] d/b+(1+3_2+4) (FACE DOWN & FROM THE HEAD) [1_2] d/b+(1+3_2+4) (FACE DOWN & FROM THE FEET) [1_2] D/B+1+3 (FACE UP & FROM THE FEET) [1] D/B+2+4 (FACE UP & FROM THE FEET) [2] Throw Shifts: ---------------------- AFTER One-Two Punches - (1,2_f+1,2) = 2+4 [2] = 2+4 (left) [1] = 2+4 (right) [2] = 2+4 (back) [-] = d+2+4 (crouch) [2] AFTER One-Two Punches to Palm Upper - (1,2_f+1,2),1 = 2+4 [2] = 2+4 (left) [1] = 2+4 (right) [2] = 2+4 (back) [-] = d+2+4 (crouch) [2] AFTER Stomach Smash - CH f,f,N+2 /!6/ = 1+2 [1+2] = 1+2,u,d+3+4 [3+4] AFTER Black Arrow - b+2(hold down 2) = d+2+4 (crouch) [2] AFTER Front Kick - (f+3_f,f+3) = :1+2 [-] AFTER Blind Kick - BT+3 = :1+2 [-] Special Throw Moves: ---------------------- Frankensteiner (d/f+3+4) [-] (you must crouch and block low to avoid it) Konvict Kick to DDT (CH f,f+4) [-] Diving Body Press (f,f+2+3 close range hit) [-] (you can block it) Wall Jump Body Press (b,b,u/b clean hit range hit) [-] (you can block it) Reversals: ---------------------- b+1+3 (right punch reversal) [-] b+2+4 (right kick reversal) [-] = /after successful right kick reversal ->/ :3+4 [1+2] b+2+4 (left kick reversal) [-] Notations: ---------------------- !1 SS+2+4 from the front is 1+2 escape, from the right it's 2 and from the left it's 1. From the back it's not escapable. !2 This will be the multi starter instead of Full Nelson if you were grabbed from left or right with the SS+2+4 input. !3 Escape is 1 if the multi was started with f,D/F+1+3 and 2 if it was started with f,D/F+2+4. !4 Escape is 1 if the multi was inputted with 1+3 and 2 if it was inputted with 2+4. !5 Escape is 1 if the multi was inputted with 1+2+3 and 2 if it was inputted with 1+2+4. !6 You can escape the stun after CH f,f,N+2 with tapping f, but this won't prevent the throws. ===================================================================== 7. MORE GENERAL TERMS ===================================================================== iWS (While Rising moves without crouching or jumping) ------------------ Normally, WS moves can be executed using the following methods: 1. you crouch down with (D_D/F_D/B), then release the button and when you are about to get back into standing position, you input (1_2_3_4_1+2_3+4) for the WS move. 2. you use (u/f_u_u/b) to jump and input (1_2_3_4_1+2_3+4) for WS moves AFTER you have landed. However, there's a quicker way to do WS moves. You need to input d,(d/f_d/b),N+(any WS input). To make this easier, you can also do (qcf_qcb)+(any WS input), but only with certain characters, since many of them have regular qcf+(1_2_3_4_1+2_3+4) moves. CC (Crouch Cancel) ------------------ After some moves, your character recovers in crouching (FC) position. Good example is Lee's HMS+4. Since the sweep floats the opponent, Lee will want to use some juggles, but he's in FC, so he cannot really do any damaging moves to follow up. Unless he quickly cancels the crouch and does normal moves... To do that, he needs to press u right after the sweep animation is over. After that, he can do: HMS+4; cc; d/f+1; 1,2~f,N; 1,2~f,N; (w!) 4,3,4 for insane damage. Few more things to know about CC: - You can also use f,f to cancel crouch (maybe even b,b, but I'm unsure) - On paper, a cc takes 1 frame. but in reality, probably no one is able to do cc that fast. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ ~ ~ v. Other Stuff ~ ~ ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Check out Drake's Tekken combo videos on Youtube: http://www.youtube.com/user/Drake122 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~ ~ ~ vi. Special Thanks ~ ~ ~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name Reason ---- ------ Shimma Providing a lot of info for "KING'S THROW ESCAPES" section. E C Providing info for the "Special Supercharger Attacks" section for Ganryu. JURASSIC Providing info for the "Special Reversals" section. Sidnei Providing info for the "Special Reversals" section. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EoF