Jumping from SSF4 to Tekken 6?


I’ve really gotten into SSF4. I hit a wall a while ago with my improvement, but I’m slowly getting over that wall, and want to branch out to another series. Tekken is always one that’s intrigued me, so I ordered it off of Amazon yesterday, and should get my copy next week.

I’m just wondering how I can best make the transition from one game to the other? I know there’ll be a learning curve, but I’d like to try to ease that.

Is there a specific character(s) that would be best for learning? Either one that is good for learning the basics of the game (similar to how Ryu seems to be the beginner’s character of choice for many in SF), or should I just find one that fits my style right off the bat? In SF, I’ve found a love for T. Hawk, where I can take some hits if needed, then whip out a few shots for big damage, so which character(s) would be best suitable for that play style (if any)?



great question. i’m also trying to pick up Tekken 6.


Eddie is good. Has tons of target-combos that are really easy to link. They call him the Ibuki of Tekken.

Ganryu plays exactly like Honda. Nina plays like Chun. King is El Fuerte.

Ryu/Ken is Paul Phoenix.

T. Hawk is Michelle equivalent.


tekken is def a hard game to learn. there are so many characters and so many moves that you must know. kind of like in street fighter, where you have to know your opponent’s characters moves so you know their range, spacing, properties, etc. it’s on a much higher level in tekken though because the size of the movelists and the different strings each character can do. i started off as a tekken player before street fighter and the best way i learned how to play was i’d play against the computer just to learn the different character’s moves so i know what i’m looking for and also to practice combos.

the easiest characters to pick up in the game, i think are paul, law, feng, jack 6, jin (pretty advanced, but he has the basic moves), alisa, bob, dragunov, miguel, lars, bruce, roger jr.

if you need more info, you can IM me.


Like Jaguar said, you’re going to want to get used to the other characters moves in order to defend yourself properly, so just try playing against the cpu for a while and maybe play with some friends and you should be able to get the general idea soon.

Other than that, you’re going to want to get decent at moving around and being able to punish whiffs.

Also, some characters to stay away from if you’re just starting out are Christie, Eddy, Xiaoyu, Lei, Kazuya, Heihachi and Devil Jin. Chreddy, Xiao and Lei all have a lot of shit to remember regarding stance changes and stuff, and that will be a lot for you to remember especially when you’re trying to get used to all the other characters moves at the same time. Kaz, Hei and DJ are just very technically demanding characters and may put you off the game completely if you’re starting out.

I’d say some good beginner characters are Bruce, Alisa, Lili, Jack-6, Law, Miguel, Feng and Lars.

Tekken characters are very versatile, you can pretty much mould any of them to fit whatever sort of playstyle you have.


Learning Tekken can take a while, but the tools are there for you to pick the game up. You unstand frame data in Street Fighter right? Well in Tekken’s practice mode there an option in the practice menu that shows you (visually) when a move is over or when your opponent is in hit or block stun. I think it’s called ‘hit analysis’. Use that to figure out what moves are safe on block and when it’s a good idea not to finish a full command. It’s a great way to look for moves that a bufferable into command throws. The way it works is simple, as long as you unable to doing anything because your character’s still attacking, you’re in hit stun, or you’re in block stun, you character temporarily a dark blue overlay on them.

Other then that, every character has a top ten on their moves list. I mean, you’ll use other moves, but they’ll come up the most. The fastest way to find that out is by going to Tekken Zaibatsu’s forums and just looking the moves up. It’ll speed up your learning. Learn what the moves are and why, then use that as a base and continue exploring your character. As far as the juggles go, the game gives you like 6 sample juggles. Again, learn those and use them as a base while you make up stuff on your own. They’re good for immediately finding out which moves bound and getting the general idea of Tekken juggles for that character. I wish the arcades closer to me had Tekken 6, but I’m surrounded by Street Fighter 4, so it’s what I play. Cool to see the game isn’t completely dead…


Stand block and react to lows instead of crouch blocking and reacting to overheads.

Also practice teching throws, since old Tekken heads will test you with 1, 2, and 1+2 throws until you can prove that you’ll tech reliably.

Rip’s Tekken Tools


Question. Is the 1-2-3-4 system, Lp-Rp-Lk-Rk?




Also, another question. Fightstick configuration. What’s considered the best button setup (on a Madcatz stick)?


I would tackle tekken like this

Learn a characters move list. It seems like alot at first but in the end not really.

When you do these moves watch for stun animations from these moves (Ex: launch, crumple stun, bound, other various stuns). Usually if something does one of these stun types you can continue your combo. Counter hits can also produce these stuns.

Learn what hits high, low, and overhead as well as unblockables.

Now learn to combo when someone hits a wall, Generally you can do about one extra target combo when they hit wall.

Learn how to parry high and low.

Learn the wakeup system!!! <---- very important
there are literally tons of ways to get up in tekken and its important you know them.

Also checkout Tekken Zaibatsu:
Tekken Zaibatsu

Its kinda like SRK but for tekken. You can find good combos and stratagies there.
I think that covers almost everything.

@ Private Eyeball

As for the button layout its

lp rp
lk rk

Ur gonna have to do the setup yourself and the way its done in that game is a pain.




I’m still trying to figure out T6. Playing online is rigged as hell imo. There really isn’t a ranked system there. I tried stepping in the game and was immediately playing ppl with 400+ wins and a few hundred loses. If you’re a beginner, online will be cruel to you. I just try and play with a couple buddies offline to figure out the game 1st and maybe in a few weeks I’ll be able to hold my own. To me, the game online is launch opponent in the air and do a 75% of life damage combo


^It is extremely hard to get 75% on a juggle unless you have optimum conditions. I don’t think I’ve ever done one in an actual match. Most juggles land around 30%-45%.

I would say for just getting into the game learn combos first so it will keep you interested. Afterwards you can learn the rest of the movelist.

Also learn to mash leftpunch (or leftkick) when you getting juggled so you can techroll if they mess-up their combo.

when you want to evolve your game from beginner to intermediate or advanced go to Tekken Zaibatsu


Smozzler is probably the best in Canada, and I second his comments. Don’t learn the ten hit combos though!!! You will get killed by experienced players hwo know when to parry the ten hits. When you get to an intermediate/advanced level you’ll really want to learn backdash cancelling (or stair stepping) and throw teching.

ImagineVC we should set up a station at Tubby Dog I’ll teach you everything I know!


One thing that will help will be getting familiar with the types of buffering. Tekken offers 3 types.

  1. Buffering during the recovery of another move- It’s like buffering an attack from a FADC.
  2. “Queued” Buffering- Kinda similar to Charge Partitioning. The game stores an incomplete command temporarily. You can do attacks a while after the command’s input has started.
    Example: You have Julia’s Max Axes which is QCB,F+2. ( picked this move because I play Julia.) You can do QCB, then a sidestep, then press F+2 to initiate the attack. This type of buffering is useful for longer commands and can throw other players off guard.
  3. Input Buffering- You can hold one of the attack buttons, then press another attack button, and the game will register both buttons as being held at the same time.
    Example: Let’s say there is move which command is 2,1+2. If you press and hold 2, all you need to do is press 1 in order to have 1+2 to register. This type of buffering is helpful and can help reduce errors in execution.


Pick a character. Most of T6 is framedata, knowing both yours and the other char’s, and there’s no char that’s going to make that easier. The best you can do as far as that goes, if you want to be an online hero, is to go ahead and pick any of the “easy to learn” chars some of these scrubs suggested and pretend you’re learning the game without actually putting in any of the effort.