Talk:Basic character controls

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Grounded Attacks[edit]

As there is currently no article about this on the net (that I know of), I would appreciate any help. Please post a move here along with its command, hit range etc. (if possible), thanks. So far this is what I have:

  1. Quick roll up.
  2. Quick roll down.
  3. Roll back1
  4. From 1Cross Chop.
  5. Roll forward2.
  6. From 2Cross Chop.
  7. Numerous grounded Kicks.
  8. Torpedo.
  9. That (un-named) move where you press f after being attacked and the hit the opponent with their legs.

KingIsBest 18:50, 14 October 2007 (AEDT).

Upon Landing
  • Quick Roll up, also called "Tech Roll Up". Done by pressing 1 or 2 upon landing (note that by "up" is meant "away from the screen"). Press (1_2)~D to recover crouching instead of standing.
  • Quick Roll down, also called "Tech Roll Down". Done by pressing 3 or 4 upon landing (note that by "down" is meant "towards from the screen"). Press (3_4)~D to recover crouching instead of standing.
    • Note that not everything can be teched. For instance, if Nina ends a juggle with u/f+1, opponent cannot tech roll. Also, Tech rolling wasn't possible until T3
  • "Spring Forward" or "Back Spring". Done by pressing f upon landing. Hits middle, does 4 damage. Only works if KND. If you become SLD, you will do a move called "Hop up", which I don't think hits.
  • "Quick Roll back", done by pressing b upon landing (or simply holding B while in the air and until character starts rolling when s/he hits the ground). Can lead to Rising Low Kick or Rising Mid Kick (described below).
When Grounded
  • "Stand Up". Press u.
  • "Roll Sideways". Press 1 to roll away from the screen, press d+1 to roll towards the screen. Press (1_d+1)~D to stay grounded, but facing the opposite way.
    • Has been possible since T2
  • "Get-up Low Kick" (or "Rising Low Kick"), done by pressing 3, hits low, KND on CH. Can be done from a forwards/backwards roll.
    • In the first Tekken, this was done by pressing d+4. If Lei does attempts this move while in KND, he can follow it up with 4 to do a Rave Spin variation.
  • "Get-up Mid Kick" (or "Rising Mid Kick"), done by pressing 4, hits mid, KND on CH. Can be done from a forwards/backwards roll.
  • "Ankle Kick", done by pressing d+(3_4).
    • Available since T3
  • "Rising Dive Lunge", done by pressing (b,b+1+2)_(f,f+1+2) in T2 and T3, but just b+1+2_f+1+2 since TTT.
    • Lei Wulong cannot perform this move.
  • "Rising Feet Lunge", done by pressing b,b+3+4 in T2 and T3, but just b+3+4 since TTT.
    • Yoshimitsu, Paul and Kunimitsu will do a Spring Up to Dive Lunge. King, Armor King, Eddy/Christy, Roger/Alex, Roger Jr. will end up in BT. Lei cannot perform this move.
That should cover the basics, however, there are character specified Grounded attacks. Characters with these attacks are: Lei Wulong, Dr. B, Craig Marduk, the Jacks, Kuma/Panda, Ganryu, and True Ogre. I also found a hidden move with Raven, but I forgot if he can do that while lying down as well. --Hecko 06:20, 15 October 2007 (PDT)
Woah, information overload, thanks that's more help than I expected to get. I realised today that there are exceptions to all the sections. eg. running attacks, exception paul phoenix, if you press 3 while running he will perform a hop kick not a leaping slash kick. Also King, if you press 4 he will perform a running stagger kick, not a slide. Standing attacks, if you press d+4 with Paul he will perform a kick from his command list not a standard low kick. Anyway, what I am asking is your opinion on 1). If I should include the exceptions. 2). If yes, whether I should put them on a separate page because the article could become very long. KingIsBest 17:53, 16 October 2007 (AEDT).
I would probably note the exceptions on this page, but remove d+1 and d+2. Technically speaking, they aren't that different how they look and perform from the FC+1 and FC+2, but they come with a gazillion exceptions. So better to just not include them, since the many exceptions no longer make them "basic". Hecko 05:54, 16 October 2007 (PDT)
The next question is how should I include the exceptions. ie. List them or state the move and command and give the standing command and the name of the standing move etc. Here is a list of the exceptions: Christie, Marduk, Feng Wei, some of the Jacks, Kingx2, Lee, Nina, Paulx2, Roger, Roger JR, Steve, Yoshimitsu, Panda and probably some that I forgot. KingIsBest 17:22, 17 October 2007 (AEDT).
I dunno. Guess we're just gonna have to be vague about it, like creating one more coloumn called exceptions and mark it with an X if there are characters who have a specific move to that command. Then just make a note about it before the table explaining what it means. Anything else would leave us with too long notes, because while some character's might have a special moved assigned to that command, it doesn't mean that it goes for earlier/later games as well. --Hecko 05:47, 17 October 2007 (PDT)
I can see where you are coming from, but I am not sure if people will even find it helpful to know that some characters can't perform a move, if they don't know which characters cannot perform the move. So I suggest that we go with one of the following: 1). We do not include exceptions in this article. 2). We make an article perhaps entitled exceptions and link it where appropriate. 3). We do what you suggested if you think it will be alright. KingIsBest 18:38, 18 October 2007 (AEDT).
I dunno right now, but I'll try to figure something out. --Hecko 06:06, 18 October 2007 (PDT)