Beginner Resources



  • YannickYannick Max Range Panta Rhei Joined: Posts: 4,466
    :eek: 3D generally, but Tekken in particular, have this terrible stigma about them regarding entering the game.

    Some of it is true. It's a hard game, straight up.

    Some of it comes from the community; the learning curve and all the bullshit you overcome with experience has become a rite of passage in some circles, which is fine, but it sometimes has the potential to become a "new players not allowed because you can't hang" sort of thing, which is never good.

    Some of it is just fear. I've been playing Tekken for a short while, not as long as a lot of other people, but I have a great teacher and he never forgets to explain to me how easy I have it with him teaching me and not ten dudes in the arcade taking turns busting my ass while I run out of quarters trying to learn how to block, step and tech. The game is daunting.

    It's also very frustrating even at intermediate levels, which can be a turn off to this new generation. But what isn't, honestly?

    I think we all just need to be really honest about the game and up front. The chips will fall where they may after that; I'm no Tekken OG, but I think the people who generally love to explore and learn and not stop learning will dive right in and never come back up for air. Lots of people lately have been trying to talk about how they feel about fighters and what they feel a fighter should be like and have and conform to. Granted, we all think things like this about anything we're interested in, but...okay, check this out. I'm at Summer Jam and in the 3D room. One of my buddies is watching another of my friends just totally powderslap kids in DoA5. One of the dudes that's behind my buddy is having a conversation with some other guy. He says, "Man, I'm into these 3D fighters, but none of them have what I need. They feel so floaty and fake; I need an honest one, something totally organic and sound." Virtua Fighter 5: Final Showdown was playing on two setups right next to him (a perfect description of that game, by the way~).

    Similarly, think of what people were clamoring about when Marvel 3 dropped. Everyone was so up in arms about how the new generation unleashed a shitstorm of noobtastic games..."fraud friendly" fighters. People said they wanted something honest and, yes, something with a learning curve and a barrier of entry even if it wasn't that high. King of Fighters XIII drops. Where did all those voices go? They got what they wanted. But they weren't ready. This new generation is just difficult to tap; their attention span is split between so many things and they are so transient between the things they like that it's hard to cater to them without becoming gimmicky. The stream monster culture, the NAH and onrine warrior culture...all these things have a very deep impact on how people who aren't already convinced about a game see it.

    Sorry for mashing my keyboard, but I just have very strong feelings regarding this sort of thing and I've been writing some articles on it for a while and whenever I see it, I just have to type. This isn't me bashing 09ers or whatever, by the way. I just call this shit like I see it and damn it all if I'm wrong.
    The Sunset Studio // Destiny: Rise of Iron, Fighters, Development, Mechanics, Strategy, Media.
  • XShoryuken 26XShoryuken 26 Joined: Posts: 179
    25% win ratio, god I fucking suck at this game. I just don't understand whiff punishing and frame punishes. I watch LUYG videos and they talk about 11 frame punishes and what not which I still don't get. I feel I'd get better if i could punish things accordingly.
  • BrennanBrennan IT'S NOT A TUNA! Joined: Posts: 1,011
    Reading DarryH's post on the front page of SRK makes me realize that I need to write a short guide to understanding Tekken. Not necessarily a tutorial and not necessarily an in-depth look at the game that will go above everyone's head. Instead something that explains Tekken and why you shouldn't really be afraid of a 50+ character roster.

    Tyler is an awesome player, really informative on Jinpachi and Draguvon's sections on TZ. If there's anyone that I trust into a good article, it is him.

    Come on buddy, don't make us wait.
    TTT2: Alisa/ Ganryu - A.Ogre/Unknown | KoF XIII: Ash - Mature - Vice AH3: Eko
  • Jasin WalravenJasin Walraven Joined: Posts: 298
    Use the claw hold if you play on pad.
    make sure you stretch your hands before and after playing or you are asking for carpel tunnel syndrome
  • just5moreminutesjust5moreminutes Remember me now, Yipes? Joined: Posts: 7,337
    Simply put, I haven't seen a thread for these two yet and I figured I would go ahead and make one. Post any Alex and/or Roger information here! I also have a little poll running to see who is more popular, Alex or Roger.
  • ThirteenthorderThirteenthorder Gloria? Never heard of the girl. #kappa Joined: Posts: 1,349
    While I appreciate the sentiment, a character thread needs to have a little more organization than this. Locking for now, message me and we can discuss further negotiation.
  • NeoBloodNeoBlood kara bank account Joined: Posts: 2,775 ✭✭✭✭✭ OG
    So this is my second foray into trying to get good at Tekken, last time was 5. I'll try to keep this first post updated with info as soon as I can organize my thoughts and as it rolls in from others.

    From what I've read, it seems Raven is pretty good in this game. Most people still consider him a somewhat high risk/reward character, but his mixups are good and his damage is respectable without being too difficult to learn. I know he's got a ton of launchers, quite a few of which are taggable, and a decent array of B! moves.

    Information that would be useful to me is what are the best TA fillers and enders and also what to do when I get my opponent against a wall. I also feel like my movement needs to get better. From what I see in replays most players combine things like ssr canceled to d/b with his u/b ~ b back handspring. Is this basically it?

    Starting off with some basic info courtesy of TZ


    -High risk, high reward character
    -Heavy 50/50-based (mix-ups) gameplay

    SDW: b+3+4
    HAZ: 3+4

    1,2 (i10)
    WS 4 (i11, do this out of CD)
    d/b+2 (i13, SDW)
    d/f+1 (i14)
    3,3 (i14, 2nd hit can be ducked on block)
    f+2 (i15)
    FC 3 (Can be launch-punished on block, do this out of CD)

    Homing Moves:
    f+3 (SDW by holding b, has NC KND/W! extension f+3,2)
    u+3 (+2, high)
    f,f+4 (-10)
    WS 3+4 (-14)

    d/b+4 (-11~-14)

    f+2,4 (2nd hit can be ducked on block)
    1+2 (-10)

    Punishment (stand):
    -10: 1,2; 2,3; 2,4
    -12: 4,1
    -13: d/b+2,1
    -14: 3,3
    -15: 1+2; b+2,4; f+2,3
    -16: d/f+2; 4~3

    Punishment (crouch):
    -11: WS 4
    -13: WS 2
    -14: WS 1
    -23: u/f,n,4

    Punishment (whiff):
    d/f+2 (SDW)

    WS 1 (-14, can be done out of CD, tag bufferable)
    WS 2 (CH only)
    3~4 (SDW)
    4~3 (-15)
    f,f+3 (-14)
    f,f,n,3+4 (CH only)
    d/f+2 (SDW)
    d/f+3 (CH only)
    CD+1 (CH only)
    CD+2 (-17)
    CD+3 (tag bufferable)
    CD+4 (-14, tag bufferable)
    SDW 3+4 (-16, tag bufferable)
    SDW d+3 (-24)
    SDW b+2,3 (-16, CH only, tag bufferable)
    SDW f,f+3+4 (-22, SDW)
    HAZ 1 (CH only)
    HAZ 3 (SDW, CH only)

    SDW f+2,3
    HAZ 4

    Bounds: (less useful)
    SDW (3,4),3

    Tag Assault Fillers: (open field)
    u/f+4,4 (generic TA! by holding 5)
    b+3+4~SDW 3+4

    Tag Assault Fillers: (at wall)
    u/f+4,4 (generic TA! by holding 5)
    u+3,d+3,3 (perpendicular W!)

    SDW b+2,4

    Wall Enders:
    f+3+4,3+4 (for low opponent post TA!)
    1,2, 1+2
    SDW b+2, SDW 1+2

    Tag Outs:
    HAZ 5
    UT~5 (With Yoshimitsu/Kunimitsu as a tag partner only)

    SDW 1+2
    SDW f+1+2

    Misc Info:
    - You can cancel CD into any diagonal directional move (Eg: d/f+1, d/b+2, u/f+4, etc)
    - You can cancel CD into WS by inputting CD as follows: d,D/F~n
    - UT (HCB,F+1+2, throw) can be buffered out of some moves.
    - You can sidestep and/or dash forward between UT input (between HCB and F+1+2)
    - b,b+2 has an auto-reversal window. Experiment with using it after safe strings.
  • tatakitataki misplaced Joined: Posts: 7,670
    make sure you stretch your hands before and after playing or you are asking for carpel tunnel syndrome
    Or just don't press so hard.
    Fighting game tutorials, matches, and funny stuff:
    Former account:
  • NeoBloodNeoBlood kara bank account Joined: Posts: 2,775 ✭✭✭✭✭ OG
  • NeoBloodNeoBlood kara bank account Joined: Posts: 2,775 ✭✭✭✭✭ OG
  • NeoBloodNeoBlood kara bank account Joined: Posts: 2,775 ✭✭✭✭✭ OG
  • tyler2ktyler2k All-around cool guy Joined: Posts: 24
    Tyler is an awesome player, really informative on Jinpachi and Draguvon's sections on TZ. If there's anyone that I trust into a good article, it is him.

    Come on buddy, don't make us wait.
    I wish it was as easy as just writing it, but I do put a lot of experimental, practical, and forum research into everything I write, so I try not to just "chug" things out (I missed the day 1 bandwagon of YT videos, mostly because of their invisible policy change regarding tutorial videos and monetization) but I definitely appreciate hearing that people do actually read my articles :P

    With that being said, I have a ton of ideas that I want to get on "paper" and (like I said on my site) I really want to create a super in-depth mechanics and system guide for TTT2. Something any skill level player could refer to and most likely find whatever they're looking for, i.e.

    "I wonder how impact frames work in Tekken"

    <Goes to Frame Data section>
    • Intro/Basics
    • In-Depth/Technical Info
    • Impact Frames
    • Active Frames
    • Guard Frames
    • NH Frames/CH Frames
    • "Whiff" Frames
    <Clicks Impact Frames>

    In the section it'll talk about how impact frames work, why some attacks may vary (dependent on range, which leads into Active Frames), etc.

    "Huh, so what's Active Frames?"

    <Clicks Active Frames>

    And so on and so forth. Everything would be designed to be interconnected and as such would be designed to be consumed digitally. You could indirectly find information you're looking for without actually knowing the technical term. Or hell, you might find information that you weren't looking for that will improve your game simply because you'll understand it better. It's a very ambitious project and is being designed to be complete, as such people have to understand that this isn't something that can be completely (correctly) over the course of a few weeks. This was my original intention for Project 62, but I got picked up to be on the Prima team and the e-book was put on hold.

    With THAT being said, I first want to put out what I originally said in this thread. A non-technical explanation of Tekken, something to help shed light on mechanics in Tekken that seem overbearing at first, but are easy to grasp once a few "truths" are realized. I want to release that first, but I need to find the time to sit down and write it. | | @tyler2k1
    Co-Author of Prima's TTT2 guide
    TZ mod for Dragunov, Jinpachi, and Raven
  • MillefuneMillefune Unskilled Joined: Posts: 29
    This thread is great. Thank you all who posted information and discussed the game. I have a question, though. From the research I've done, it seems that the Korean players are the "ones to beat or follow," and they prefer the pad over the stick. I was thinking of going with stick, since the dashing and moving seems easier that way, but if the best Tekken players are using the pad and out-maneuvering the stick players, I'd rather not waste my time learning how to use a stick. So should I bother learning to use a stick for this game?
  • Hyun SaiHyun Sai Joined: Posts: 530

    I highly doubt Koreans use pad as they play almost exclusively in arcade...

    Anyway, Tekken is definitely playable on pad, no need to switch if you're confortable with it.

    Basically, if you don't plan to compete in Korea or Japan, don't bother.
  • darkanimator97darkanimator97 FGC Spectator Joined: Posts: 34
    when i play online, most players can just easily teabag with the lamest stuff. like pauls d,df,f 2. it amazes me how people can get away so easily with that stuff.
  • |Galen||Galen| In iWS1 I trust! Joined: Posts: 230
    This thread has a lot of good info but it's scattered throughout. Has anyone thought of consolidating it into a few posts in a new thread or even take over the first few posts of this thread?
  • SirMixahLotSirMixahLot Proud member since 2003 Joined: Posts: 3,379
    edited July 2013
    |Galen| wrote: »
    This thread has a lot of good info but it's scattered throughout. Has anyone thought of consolidating it into a few posts in a new thread or even take over the first few posts of this thread?

    True story.
    I'm just glad it's only 3 pages.
    tataki wrote: »
    I placed 1st in the T5 nationals of my country, and placed 2nd in the T6 nationals. I know how to play this game.

    I'll add info to the first post as I feel like it.
    The guide Aris posted on his website is good but I want to look at it from a different approach of understanding the principles behind the game aka what happens when all the rules connect together aka the bigger picture.

    Golden rule #1-
    When in doubt, block high. Which means you'll be blocking high most of the time. If you think you know what the opponent is going to do, do the solution for it. You don't need to actually remember frames. You just remember how the move looks like, and what move deals with it.
    Golden rule #2-
    Everything comes down to risk/reward ratio. That is also the reason for rule #1, since mid attacks are low risk high reward, and low attacks are higher risk lower reward.
    To compare to 2D games, you poke poke poke(=3D mid), and to keep them honest you mix in a walk up throw once in a while.(=3D lows)
    Golden rule #3-
    The flow of the game is usually "I attack, then you attack, then I attack again" so all you need to think about is the opponent's next move. There's less emphasis on overall situation in the match, because one good prediction is all you need to turn the tables. That is why at the highest levels of play, you also see fewer launchers and big moves. People mostly play with the smallest, safest pokes, exactly because they require more effort and prediction from the opponent to be punished.
    Golden rule #4-
    Don't be impulsive after a knockdown. It's easy to abuse someone who tries to rollback/get up/whatever the 1st chance he gets. Try staying on the floor and mix not just "how" you get up but also "when". Also, eating a hit on the ground allows you to get up safely after it, and escape from a scary mixup on wakeup, so it's a nice sacrifice to consider.
    Golden rule #5-
    Don't expect to NOT get random'ed out in tournaments. In 2D games you can "do your thing" easier and you don't need to have matchup knowledge to deal with simple scrubs. Not so much in Tekken. You'll eat random shit and lose to moves just because you are not used to seeing them.
    So let's say you played some casuals vs a Christie player and lost horribly. You go back to training mode and let the CPU do the moves he used. You learn how to block them, and look for holes. (punishable on block? easily parried? can be side stepped? can stuff an attack in the middle of the string? can duck the 2nd hit? etc. etc.)
    So focus on learning the game one opponent character at a time.
    Illuminati wrote: »
    Just having a quick access for Tutorials Videos... will be updating with new content when available.

    Level Up Your Game

    Intermediate 1 of 2

    Intermediate 2 of 2



    True Orge

    Forest Law

    Jun Kazama

    Paul Phoenix

    Prototype Jack


    Avoiding The Puddle
    Rage & Tag Crash

    How to Tag Crash

    Raw Tag Safety

    Evasive Raw Tag

    Spaceing/Whiff Punishing

    Throw Breaks Training & Theory

    Stun Breaks

    Universal Low Parry

    Defensive Play Styles

    Inbound Running Move

    Beating Solo with Teams

    Practice Mode

    Korean Back Dash Part 1

    Korean Back Dash Part 2

    Button Buffering

    Frame Data

    Backdash Cancel

    Movement Cancelling & SOCD's
    tyler2k wrote: »
    I actually have a decent amount of tutorial videos as well, most are created at the end of T6's life, but are still very valid for TTT2 and I also intertwined hybrid. I'll be producing TTT2 tutorial videos next week.

    I'll be putting out a lot of TTT2 videos for Hit Box users. There's also good info for pad/stick players alike.

    UPDATE: Just Frames - OTGF/JFSR, EWGF

    Mishima Wavedash
    I'll preface all of this by saying Tekken in a nutshell is just movement, throw breaks and punishment. Don't get overwhelmed trying to learn everything at once. Take it one step at a time.

    Just as a reminder:
    1 - Left Punch
    2 - Right Punch
    3 - Left Kick
    4 - Right Kick
    5 - Tag

    I'll borrow this gif from AAK since it's the best gif in existence:

    Tekken introduction by AAK:

    Unit 1: Basics
    Unit 2: Types of Attacks
    Unit 3: Maximizing Damage
    Unit 4: Crush System and Okizeme
    Unit 5: Tag System

    Tekken Zaibatsu wiki:

    Level Up Your Game Tutorial Videos:

    Intermediate (1/2):
    Intermediate (2/2):

    These are older vids from Tekken 6 but they still apply. They go over some of the same concepts as above. But it doesn't hurt to hear about the system mechanics rephrased, especially if you're
    completely new. IMO, their older walkthrough on the wakeup system was better

    Level Up Your Game - Tekken 6 - Episode1 - Part 1 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 2 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 3 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 4 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 5 of 5
    Level Up Your Game - Tekken 6 - Episode2

    Tekken basics guide on Tekken Zaibatsu

    Iron Fist 101: The Competitors Guide to Playing Tekken

    Lesson 1: how to have fun playing tekken, SELECTING A CHARACTER & what's the most valuable
    Lesson 2: Game Plan

    TTT2 Tekken Force Beginners Guide - Beginner Guide.pdf

    (same guide different format)

    Avoiding the Puddle Tutorials
    TTT2 Throw Break Training and Theory
    TTT2 Double Over and Nosebleed Stun
    TTT2 Raw Tag Safety Tutorial
    TTT2 Rage and Tag Crash Tutorial
    Movement Tutorial for Tekken 6 and TTT2 Part 1: The Basics
    Movement Tutorial for TTT2 and Tekken 6 Part 2: Advanced
    Tekken 6 and TTT2 Instant While Running Tutorial
    TTT2 Universal Low Parry Tutorial
    TTT2 Inbound While Running Tutorial

    Tekken Gameplay System by INSOMNOTEK

    Neorussell's T6 tutorial vids:
    T6 BR: Character Stances
    Tekken 6: BR - The Art Of Low Parry
    Tekken 6: The Art of Standing Properly

    Byakokoko's T6 tutorial vids:
    Tekken 6 - Throw Breaking 101
    Tekken 6 BR - Sidestepping 101 & Backdash Canceling
    Tekken 6 BR - Low Parry 101
    Tekken 6 BR - When to low parry
    Tekken 6 BR - Wavedash Tutorial & Tips For Jin
    Tekken 6 BR - Tech Traps & Okizemes

    TheMainManPROGAMING's tutorials

    tyler2k1 tutorials
    Throw System introduction (part 1)
    Throw System introduction (part 2)
    Hit Confirm tutorial
    Instant While Standing (iWS) tutorial

    Back Dash Tutorial by Blackpriest
    TTT2/Tekken6 Combo All Characters iWS tutorial / Alisa neta

    This was taken from Shinkuur's post in the original Tekken forums. I don't think he minds if I post it here:
    The Tekken Zaibatsu Jargon Dictionary-List of Tekken terms and forum speak in general.
    The Tekken Zaibatsu Legend Page-Shorthand of Tekken controls, movements, and positions

    Links and Resources:

    Tekken Zaibatsu-Tekken's equivalent of SRK.

    SDTekken-You all should know this site by now. Your up to date source for news regarding Tekken, fighting games in general, and Arcade sticks. Also updates frequently with youtube matches from Japanese/Korean/American players.

    Rip's Throw Break Trainer: If you wanna learn how to break throws this is a great way to learn! The break window is a little smaller than the actual window so it's actually a better way to train than doing it on the actual game. Give it a try!

    Levelupyourgame and Avoidingthepuddle: Best resources when it comes to getting aggregated Tekken news.

    Random tips (paraphrased):
    Sabin: So coming from a 2d background, what do you think is the first thing your should learn?
    Bloodhawk: You find two characters you like, you research videos and you find out what good moves they're using. Because even like the smallest movelest in this game is like 60-70 moves.
    Sabin: So generally it's going to be around 5-10 moves that you will always use.
    Bloodhawk: And then you got 10-15 more that are situational. So you gotta cut down your movelist and focus on the good stuff. So after you got the good moves and you learn what they're for and how people are using them. You get your combos down into your muscle memory.
    Sabin: What's a good way to learn defense in this game?
    Bloodhawk: I like the practice mode in this game. When ever you tag the training dummy in practice mode whenever they're not in neutral basically, the punish icon comes up, so you can know whether you whiff punished or block punished something successfully.

    One of the ways I kind of practice breaking throws, is I actually go out and watch a bunch of you're just watching the game as it naturally does it. So in your head, you'll see a throw and in your head recognize "that's a 1 throw, that's a 1+2 throw" and you just start seeing it.

    Given that the tips are about looking at videos...
    Youtube resources:

    For now if you want to learn about a specific character, go to the character specific forums on ZB:

    I'll update/reorganize/add stuff later.

    More from Shinkuur (look at this IMO after going through the stuff in the post above):

    Basic Control Terms:

    While Standing(WS)-Neutral while full crouching + button(s):
    An attack that comes out while you are standing up from crouching. Usually hits mid.

    Full Crouch(FC)-Hold D until your character fully finishes their crouch animation:
    There is difference between low attacks and full crouching attacks, and if you aren't fully crouched before you attempt the move it will not come out. Let's take Bruce's FC, df,d,df+4 for example.

    d+4: standard low kick
    FC, d/f, d, d/f+4: slower low that gives advantage on normal hit, knocks down on CH.
    d, d/f, d, d/f+4: standard low kick.

    Instant While Standing(iWS)-d, d/b_d/f, N+button(s):
    This is the way to get WS attacks to come out without having to full crouch, giving you access to all your WS moves instantly. If you are messing up the input make sure not to push b_f during the motion.

    Instant While Running(iWR)-f,f while recovering from an attack:
    It's almost the same running command as normal, but you want to buffer the two forwards at the end of your character's attack so when the animation ends they will dash instantly.

    Instant Shining Wizard(iSW)-f,f,f+2+4(King, A.King, and Lars only)
    It's the same as iWR, but you press the last forward when you start dashing and whatever buttons.

    Natural Combo(NC)
    A string of attacks that are guarenteed without the need for a counter. Examples are Kazuya's 1,1,2(if you don't delay it) and Bruce's 2,4.

    Natural Combo on Counter(NCc)
    A string of attacks that are guarenteed only when the first attack is a counter hit. An example is Julia's 1,1,1 .

    A move that slams them on the ground and bounces them up a bit, allowing you to continue a juggle. The most common method to inflict bound status is to do a move in a juggle that slams them down(like Nina's 1+4). In BR all low parries give bound status. Also, there is a limit on one bound per juggle, so the maximum juggles involve launch->bound-> W!. NOTE: in certain stages(Graveyard, Fallen Colony, etc) there are parts of the ground that you can slam your opponent through by bounding them on those sections. After you both land from the fall you can follow up with attacks like normal.

    Wall Splat(W!)
    A move that slams them against the wall, allowing you to follow up with several hits before they fall down. Can be achieved in juggles as well as when your opponent is on the ground, and usually by an attack that will knock them backwards. If you W! someone without achieving a bound in the juggle previously, you can use a bound move after a W! then finish the wall combo. NOTE: in one stage(the one that changes the time of day) the walls can be destroyed or broken by hitting a W! opponent with a strong impact move, such as Paul's Deathfist. In which case, it does a little damage to your opponent.

    Crouch Cancel(cc)-f,f while crouching
    Allows you to cancel your crouching animation quickly with a dash so you can do a move that only works while you are standing up. You can also do this by pushing u to SS or b,b to backdash depending on what move you want.

    Let's take Lee's uf+4 for example, a very quick knee that launches on normal hit so it's treated like a hopkick. Normally characters can do a hopkick while crouching just by using the basic uf+4, but Lee also has a special WC, u/f +4 which does a really high flipkick that knocks down. The input for the flipkick will get in the way of getting the knee out when you want to, so using crouch cancelling will bypass the crouching movement altogether.

    u/f+4=knee launcher
    WC, u/f+4=flipkick
    WC, f,f~u/f+4=knee launcher

    Special Movement Terms:

    Light Dash-Wave dash extremely fast
    Faster inputing of the wave dash motion, nothing more. You don't need it to be a great Mishima/King/etc player and its not worth the work required for you to master(WD mastery will be enough and it will move you father more often than not), but it'll scare the shit out of you.

    Hayashida Step-{qcb, u}(only works with a character who can backsway(Nina, Bryan, Paul))
    Cancel a character's backsway with up, then repeat as necessary. This motion is a good way to back away from an opponent since the motion for the backsway may mess up your BDC input. If done right you will move towards the background in a zigzag motion.

    Haha Step-{b+3+4~b}(Lei only)
    Cancel's Lei's backturn into b and repeat, causing him to backstep really far. If you do this the proper way you won't even see the backturn animation and he'll be far across the screen in about a second. Hard to master but worth it to learn, especially on non walled stages.

    Side Step Cancel(SS cancel)-{b, d/b, d}_{b,u/b, u}
    Cancel's a character's SS into itself, causing you to kinda glide across the screen to one side. A lot faster than a basic SS, but only really useful when you are trying to bait an attack or trying to change position.

    Character Stances (watch this video first):

    NOTE: I'm not going to tell you the commands of each stances, or even list every stance here(the character threads can do that), but I will tell you the notations and properties for the important stances. I'm omitting the T6 characters right now since I haven't personally played it yet, if anyone has detailed info on the new character's stances let me know so I can add.


    Stands on his hand with his legs stretched out, which ends up increasing his range and startup speed when doing certain attacks(such as HSP 4). However, Eddy can not SS at all during this(he can lean to the sides and transition to other attacks that way though) and his speed is overall very slow, so in high level play you won't see this unless its a transition from another attack.


    Lays down on his back face up feet towards(FUFT), avoiding highs and a good number of mids. The scary thing about this stance is the speed of it and it's mixup potential(RLX 4~3 hits low and can be juggled after, RLX 3~4 hits mid and can be juggled after too), plus it can be used as a oki setup as well. You can jump over him to avoid the mixups or hit him before he starts the mixup with a mid or low(if he doesn't have advantage), but regardless fighting a capo with RLX mastery is a scary thing indeed.

    Art of Phoenix(AOP)-Ling Xiayou

    Ducks down really low, avoiding all highs and alot of mids. It's faster than RLX plus she can mixup alot of attacks from it including launchers, so it's a great evasion/punishment technique. Plus it auto SSR during activation, so you'll usually see Ling players do SSR~AOP to evade alot of your attacks and put you off axis.

    Rain Dance Stance(RDS)-Ling Xiayou

    Turns around so her back is facing you. She is very dangerous in this stance since she has more options than almost everyone else in this position(including strong launchers and ambiguous throws). She also auto SSR during this stance so SSR~RDS is a danger.

    Note: she can also switch from AOP to RDS and back again at will.

    Flamingo Stance(FLA/RFF or LFF)-Baek/Hwoarang

    Raises up his leg and folds it in a pre-emptive kicking stance, used to transfer between different attacks between strings and apply pressure. You move back and forth slightly but you can SS pretty well with it(Baek's is much better than Hwoarang's though)

    Vale Tudo Stance(VTS)-Craig Marduk

    Ducks his body down in a football type stance, which evades high attacks. This is the principal way for him to tackle people, but he can also do other attacks from this stance such as launchers and tripping lows. His mobility is quite good in this stance as he can SS pretty fast and can activate the stance while moving backwards, but his actual tackle attempt is pretty slow.

    Dragon Sign Stance(DSS)-Marshall Law

    Stands still and shakes his body Bruce Lee-ish. Allows him to do certain attacks and throws from the stance, And he can also go into the stance from attacks such as ws+4 and 4,3. Used mostly for mixups and juggle enders.

    Hitman Stance(HMS)-Lee Chaolan

    Puts his left foot back and waves his hands in a come hither stance. Cannot move back and forward during the stance but has a very evasive SS during it, and can go into several strong knockdown attacks and launchers. Can also be transitioned into by several attacks.

    Chaos Judgement AKA Cat Stance(CMJ or CAT)-Anna Williams

    Lifts left leg off the ground and folds it like flamingo or something. Auto reverses lows and throws in this stance, plus can go into some attacks(mostly short ranged ones). Movement is only limited to a front roll that can go into a mid kick.

    Animal Stances(SNA, DGN, PAN, TGR, CRA)-Lei Wulong

    Special stances that can not only go into alot of strong 50/50 options and/or pokes, but can grant other bonuses such as auto parries and evasion of certain attacks. Lei can also go into these types of stances and transition between them using certain attacks and sidestepping.


    -Tech Jump=Low Crush and Tech Crouch=High Crush. The definitions of TJ and TC are in Xiang's FAQ, but you may see the term 'Crush' instead of 'Tech' and get confused, so this is to clarify that.

    -Crouch Dashes can duck under high attacks towards the end of the animation, works better if you hold d/f(otherwise you may stand up into an attack)

    -There isn't really such a thing as 'Normals' and "normal strengths' as there are in SF. There are some differences in 1,2,3, and 4 though. 1's are usually the fastest attacks that your character has, and you'll use it to start jab strings. 2's are usually slower but they often go into NC attacks(like Jin's 2,4 or his 2,1) or can go into special stances or properties(like Julia's 2~b or Ling's 2,1). 3's are usually slower than 4's but will more often knock down on normal hit, while 4's usually can grant some type of juggle chance on CH. d+1 and d+2 are similar(d+1 is a bit faster but has less range than d+2), but where d+4 hits low, d+3 hits grounded low. This means d+3 will hit even if you are laying on the ground, while d+4 will only hit if you're standing or trying to recover off the ground. Of course, this will differ based on the character that you're using.

    -Most regular running tackles can be broken by pushing 2, however some characters have special tackles that require different breaks or you can't break at all. Those will be covered in that character's threads.

    ShinkuuR's rule of thumb on wakeup game (watch this first):

    Tech Roll:
    -wins against: linear ground attacks(such as stomps)
    -loses against: Tech traps, tech mixups(gotta guess), cross ups
    -advice: This is the most common type of wake up, but you will at least always have to guess when tech rolling next to someone. Most useful after getting hit with something that knocks you back.

    Back Roll:
    -wins against: linear ground attacks, tech setups and traps(will whiff more than likely)
    -loses against: up close mids(will re-float you allowing another juggle)
    -advice: The most dangerous type of wakeup, since you can get rejuggled for free. Do if mostly after attacks that have auto backroll properties.

    Kip Tech:
    -wins against: may go over lows with good timing, may interrupt mids if fast enough
    -loses against: whiff(leaves you open for launchers)
    -advice: This is most useful if used rarely and if the opponent is spaced out from you a bit, since it tends to interrupt alot of attacks on startup. Its safe on block and gives a small advantage on hit.

    Kip up Attack:b+3+4
    -wins against: lows(hops over them)
    -loses against: blocking, SW, mids during the beginning frames.
    -advice: This is really hard to beat during it's active frames as it's range would stuff almost everything, but it's at least -10 on block. It's also sidewalkable. There are different versions of this depending of the character that are safer or they rise differently(this info is for the basic Kip up Attack).

    Diving Attack:f+1+2_b,f+1+2
    -wins against: most attacks done at the same time
    -loses against: SW
    -advice: Diving attacks are mostly for repositioning purposes after a knockdown and as a (poor) mixup after a forward or backroll. If you make them block the attack late in the animation you will get advantage, but if not it's punishable. It's hard to counter after the move comes out, but the fact that you have to forward or back roll first to use it puts you at a huge risk.

    Ankle Kick:d+4 when FUFT
    -wins against: highs, most mids
    -loses against: blocking, SS, hopkicks
    -advice: This is the fastest attack you have to wakeup with, but on block you will get punished(possibly launched). You're even on hit though and you can wake up safely.

    Mid kick:
    -wins against: low crouch, slow attacks
    -loses against: whiff, block
    -advice:around -12 on block. You will get launched on whiff. Knocks down.

    Low kick:
    -wins against: highs, most mids
    -loses against: whiff, block, hopkicks
    -advice: Allows juggle on CH. Around -12 on block. You will get launched on whiff lol.

    In general just be real cafeful about get up kicking. You won't get terribly hurt on block. but you will lose 40% on whiff.

    Standing up:
    -wins against: Non guaranteed oki(stomps, etc)
    -loses against: certain attacks will cause juggle state.
    -advice: This is one of the safest options that you have since it can avoid alot of oki options and allow you to block a direction after standing, but you can get juggled with attacks during certain frames of the standing. Plus it hard for you to switch your block in reaction to an attack until you completely recover. Lets say, if you stand up and Julia is spacing you with 4~2,1 and you hold d/b to block it during the animation, if she swiches to f,f+3 you won't be able to block it if they time it right IIRC.

    *make sure to tap 2 during quickstand to recover quicker*

    Lay down:
    -wins against: attempted tech traps, refloats, etc.
    -loses against: grounded attacks
    -advice: This is the safest option you have to wake up in Tekken. While you do open yourself to strong ground attacks like stomps, you aren't at risk to eat anything more damaging and you can usually tech roll safely afterwards. If they whiff something then just quickstand.

    Side Roll
    -wins against: most ground attacks if done early
    -loses against: Bad guessing
    -advice: This is also another safe way to get up(although slower), especially when you're near the wall. The bad thing is that after the roll you end up in a worse defensive position(I think you end up face down if you were face up before), so if you guess wrong and they see the roll, then can oki you and make it generally harder to get up.

    Post edited by SirMixahLot on
    Marvel vs. Capcom 2 >>>>>>>>>>>>>>>
  • SubjectiveSubjective Joined: Posts: 171
    Millefune wrote: »
    This thread is great. Thank you all who posted information and discussed the game. I have a question, though. From the research I've done, it seems that the Korean players are the "ones to beat or follow," and they prefer the pad over the stick. I was thinking of going with stick, since the dashing and moving seems easier that way, but if the best Tekken players are using the pad and out-maneuvering the stick players, I'd rather not waste my time learning how to use a stick. So should I bother learning to use a stick for this game?
    Like someone else mentioned, Koreans generally play in arcades, and in fact use a type of stick that has a 'lever' or 'bat' instead of a balltop.

    Many of the best North American players use a Dualshock 3 pad, a few use stick (I don't think the pad players use claw for the face buttons either).
  • DEADEA Joined: Posts: 3
    TTT2: SE (defense):

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