Beginner Resources


This is the only pic I could find. It’s fine on a DualShock.
I just got the game and I have some more important golden rules to add. I’ll post them in a few days.


That looks stupid. I play on pad on a normal grip and have no problems.


Can you do 2+3, and 1+4 and any button combination without resorting to shoulder button shortcuts?


Actually yes, but pressing 1+2 and 3+4 can be a bit diffilcult, but then again I don’t have a problem with shortcuts, and fuck all ya’ll who do.


I play on a stick but when I have to use a pad I can only play using the “claw hold”



Tataki, I’m going to sticky this with some minor modifications to the title, okay?




I just busted out my stick and it…

Feels so good.


I tried pad but honestly don’t understand how it’s the controller of choice for Korea.

I use a hitbox and I also use shortcuts on 3 of the buttons (don’t need two tag buttons) so I can cheese out a RDC.


Don’t be discouraged if you need to re-map your shoulder buttons; I’ve been playing for years yet I can still only pull off a *true *EWGF 20% of the time :\


What a fantastic launch! As a long time fan of the franchise, all I have to say is:

Shin Harada’s out for blood.


Aren’t Koreans stick players?


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 **[media=youtube]D8XP1lWdMqc[/media]

**BlackPriest **
Backdash Cancel

Movement Cancelling & SOCD’s


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.
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:

[FONT=Helvetica]Tekken introduction by AAK:[/FONT]

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:

[SIZE=30px][SIZE=7][FONT=Helvetica]Level Up Your Game Tutorial Videos:[/FONT][/SIZE][/SIZE]

Beginner: [media=youtube]OtpT4ejbGwk[/media]
Intermediate (1/2): [media=youtube]icaOdA7HSOU[/media]
Intermediate (2/2): [media=youtube]b23HuTEhTdc[/media]
Combos: [media=youtube]cVtPed3nBno[/media]

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

[SIZE=3]Lesson 1: how to have fun playing tekken, [SIZE=6]SELECTING A CHARACTER & what’s the most valuable[/SIZE][/SIZE]
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 videos…so 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.


Reserve 3


Reserve 4 just in case