Tekken. . |
Tekken 5: Newbie Silencer
Commands ()
1 = left punch = LP.
2 = right punch = RP.
3 = left kick = LK.
4 = right kick = RK.
n = neutral = .
f = tap forward = .
F = hold forward = .
d = tap down = .
D = hold down = .
b = tap back = .
B = hold back = .
u = tap up = .
U = hold up = .
d/f = tap down forward = /.
D/F = hold down forward = /.
d/b = tap down back = /.
D/B = hold down back = /.
u/f = tap up forward = /.
U/F = hold up forward = /.
u/b = tap up back = /.
U/B = hold up back = /.
qcf = quarter circle forward = .
qcb = quarter circle back = .
hcf = half circle forward = .
hcb = half circle back = .
Notations -
FC = full crouch animation = .
WS = while standing up = ( , n).
WR = while running = .
SS = side step either way = (u d).
SSL = side step to left = .
SSR = side step to right = .
() = parenthesis indicates moves grouped together = , .
{} = curved brackets indicate buttons needed to break a throw = ().
Low Parry (d/f when attacked by a low/special-mid hit) = . E
1+2+3+4 = kiai tame powerup = block damage & auto CH on hit = .
f+2+4 (when being reversed) = right strike reversal escape = p.
f+1+3 (when being reversed) = left strike reversal escape = .
(u/b)_(u)_(u/f) = low jump = .
(U/B)_(U)_(U/F) = high jump = .
High jump, n+3 = landing mid gutkick (stuns) = (mid), .
<jump>+(1_2_3_4) = jumping attack = .
(f,f,f)_(f,F) = run = .
WR, b = stop running = .
WR, 1+2 = flying cross chop = (mid).
WR, 3 = flying side kick = (mid).
WR, 4 = sliding leg sweep = (low).
WR, n = Shoulder, Stomp or Tackle (depending on run distance) = (unblockable!), , tackle .
:
:
f = spring forward = . mid .
b = quick backroll = .
1_2 = sideroll = .
3_4 = sideroll = .
:
d+4 = low .
4 = mid .
3 = low .
b+3+4 = mid .
T , , :
1+2 = flying cross chop = mid .
4 = mid .
3 = .
Wall Hit = b,b,u/b = .
Backflip = u~u/b = can be done with most female characters and some others (like Yoshimitsu). Lee and Bruce's are char specific done by b,b,N+3+4. The generic backflip is a pretty good way to retreat very quickly while covering MUCHO distance = c ( , Yoshimitsu). Lee Bruce b,b,n+3+4. .
E
:
- - 1( )
- - 2( )
- - 1+2
, followed by - ... 1,2,3 (Law)
~ immediately after - ... 3~4 (Asuka)
+ at the same time - 1+2 (Asuka)
( _ ) or - ... u,4_d,4 (Asuka)
< delayed input -
= next in sequence - ... (King)
° push and hold button -
: requires just frame input - 2 4
Grounded Postions -
PLD play dead position - face up & feet away - ,
KND knockdown position - face up & feet towards - ,
SLD slide position - face down & feet away - ,
FCD face down position - face down & feet towards - ,
Move Properties -
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 - D
CH requires a counter hit - (Counter Hit)
Clean Hit (Hitting your opponent from very close range, they do 150% damage) "Clean Hit" 150% .
Wall damage ( 4 1+2!, )
DS double over stun (ex. Kazuya WS+2 counter hit) - -
tap f to escape in most cases, you can usually launch opponent - f , juggle
FS fall back stun (ex. Kazuya WS+2) -
tap f to escape in most cases, you can usually launch opponent - f , juggle
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) - KND
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) ( ) f,n,1 (Roger Jr.)
TC technically crouching during the move -
TJ technically jumping during the move -
# Hold movement before the '#' until the end of string or until N (Neutral)
# N
[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) - (CounterHit)
co crouching opponent modifier (eg. KSco) -
cco CH on crouching opponent modifier (eg. FScco) -
Hit Ranges -
l hits low (block d/b) - ( d/b)
m hits mid (block - (
h hits high (block b or duck) - ( b )
L hits low and grounded opponents (block d/b) - , ( d/b)
M hits mid and grounded opponents (block - , (
H hits high and grounded opponents (block b or duck) - , ( b )
Sm hits special mid (block d/b or - ( d/b
! unblockable hit -
<!> unblockable hit which can be ducked - ,
[!] unblockable hits grounded opponents - ,
T throw -
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