Create an account and log in to remove all advertising.

Art of Fighting

From Tekkenpedia

Jump to: navigation, search

Tekken fighting is a complex art that mixes fast paced command input with psychological strategy in a way to produce satisfying methods of pounding your opponent into the ground. Given a vast array of characters and their varying fighting styles, different ways to play the game have emerged.

Contents

[edit] General terms

[edit] Winning terms

  • Perfect - Winning with a full health bar.
  • Great - Winning with so little health left, that a basic punch would knock you out.
  • K.O. - Basic win where neither of the two above cases apply.
  • Double K.O. - Both players losing at the exact same time.
  • Draw - When the final round is won by a Double K.O..

[edit] Whiff

Whiff is a term used about an attack that completely misses the opponent, i.e. the attack is sidestepped, dashed away from or otherwise evaded. In some cases a whiff is intentional, such as when juggling, because the attacks are part of a string that must be completed. Sometimes, when an attack is a whiff, the player that performed the move takes damage. An example of this is when Nina Williams' "Forward Flip Kick" (f,F+4) is a whiff.

The name stems from the sound a fast punch or kick makes when "hitting air" in real life.

[edit] Basics

[edit] Movement

[edit] Attacking

Attacks are executed using input that corresponds to movement and each of the four limbs of the fighter. A widely used notation is to label the limbs as follows:

Attack Notation
Left Punch 1
Right Punch 2
Left Kick 3
Right Kick 4

Attacks have hit ranges that determine how the attack lands and how the opponent should defend against that attack.

  • High attacks will hit jumping and standing opponents, but whiffs crouching opponents. Defending against a high attack requires a standing guard or crouching under the attack. Some characters can also reverse or parry high attacks.
  • Mid attacks will hit some jumping opponents, standing and crouching opponents. Defending against a mid attack is done with a standing guard. Some characters can also reverse or parry mid attacks.
  • Low attacks will hit standing and crouching opponents, but whiff jumping opponents. Defending against a low attack can be done with a crouching guard, by jumping over the attack or by low parrying.

[edit] Defending

[edit] Grappling

[edit] Advanced Techniques

[edit] Tech Rolling

Quick Rolling, better known as Tech Rolling, is a roll initiated the moment a launched character hits the ground in order to get up faster, but are not without risk (explained later). It was introduced in Tekken 3, when the stages became 3-Dimensional. A tech roll are activate by pressing an attack button at the exact moment the character is hitting the ground. 1 or 2 makes the character roll away from the screen while 3 or 4 makes the character roll towards the screen, so it doesn't matter on what side the character is standing. In some cases, tech rolling can be used to reduce damage from an attack or throw, such as King I's / King II's Giant Swing. However, certain attacks are able to prevent a character from tech rolling, like Nina Williams' Blaze Stinger.

[edit] Tech Trap

Tech Traps are attacks directed towards an opponent who is tech rolling. Because of the speed of which a tech roll is executed vs the speed of an attack executing, tech traps are chanced attacks, meaning that one has to anticipate whether or not the opponent will tech roll after being knocked down. If the opponent doesn't tech roll, when starting the tech trap, it usually means that the advantage is lost, and in some cases, the opponent will be able to turn the tables based on that mistake. However, Tech Traps are still extremely useful, and can in many cases lead to a new juggle.

[edit] Juggling

Juggling refers to the art of keeping the opponent airborne by stringing attacks together. The advantage in a juggle lies in that while airborne, the opponent cannot block or dodge an attack. Juggles can be flashy, doing little damage, but looking cool (which can be a big aspect when playing in arcades while having a crowd), but are generally used to inflict as much damage as possible. In some cases, a round can end after two successful juggles.

[edit] Just Frames

[edit] Okizeme (or Wake-up game)

[edit] Universal Moves

Some moves are available to all characters (or a subset).

Name Command Comment
Low Parry d/f Time with opponents low attack, to throw them off balance. Can be followed by a launcher. First introduced in Tekken 3, but was only usable by a select few, and the input was d/b+(1+3)_(2+4). In Tekken 4, the low parry became available to all characters, using the d/f command.
Wall Jump b,b,u/b Perform with back against a wall. Different effect for each fighter. First introduced in Tekken 4.
Backflip u, u/b Backflip away from the opponent. Only works for Anna Williams, Asuka Kazama, Christie Monteiro (to handstand), Nina Williams, Raven, Yoshimitsu, and Ling Xiaoyu. First introduced in Tekken 3.

[edit] Playing Styles

[edit] Masher

A masher is basically an inexperienced player, who simply mashes random buttons, hoping for the best. Mashers have a tendency of picking Eddy Gordo/Christie Monteiro because of their ability to chain together almost any possible input. While inexperienced, they are also hard to read (because they more often then not don't even know themselves what they are doing), which can lead to some frustration.

[edit] Poker

A poker is a person who uses low damaging, but very fast attacks. These attacks usually consist of jabs or fast kicks, and are used to mess up the opponents rhythm in order to create openings for a launcher. Inexperienced pokers have a tendency to only use high jabs, leaving them open to crouching and while rising attacks.

[edit] Turtle

A turtle is a person who plays a more defensive game, blocking and evading attacks, waiting for the best opportunity to launch a attack. Some turtle players also incorporate reversals or parries into their game, but it is rarely seen. Inexperienced turtle players have a tendency of simply pressing and holding backwards on the d-pad (in order to constantly block), leaving them open to grapples.

[edit] Bulldog

The exact opposite of a turtle, a bulldog is a person who attacks relentlessly, not allowing the opponent to catch his/her breath. The bulldog will rarely back away from the opponent. Inexperienced bulldogs have a habit of using strong attacks, without considering wind up time or recovery rate, leaving small holes in their chain of attacks, which can be exploited

[edit] Master

A master is essentially a player who as mastered the poker, turtle and bulldog playing styles and is able to effectively switch between each style in order to effectively win a battle.

Personal tools

Create an account and log in to remove all advertising.