| 1 | left punch | 2 | right punch |
| 3 | left kick | 4 | right kick |
| 5 | tag button | any | any button but tag |
| f | tap forward | F | hold forward |
| d | tap down | D | hold down |
| b | tap back | B | hold back |
| u | tap up | U | hold up |
| d/f | tap down forward | D/F | hold down forward |
| d/b | tap down back | D/B | hold down back |
| u/f | tap up forward | U/F | hold up forward |
| u/b | tap up back | U/B | hold up back |
| qcf | quarter circle forward | qcb | quarter circle back |
| hcf | half circle forward | hcb | half circle back |
| FC | full crouch animation | WS | while standing up |
| N | joystick in neutral | WR | while running |
| SS | side step either way | SSL | side step to left |
| SSR | side step to right | [ ] | optional command |
| , | followed by | ~ | immediately after |
| + | at the same time | ( _ ) | or |
| < | delayed input | = | next in sequence |
| ° | push and hold button | : | requires just frame input |
| PLD | play dead position | face up & feet away |
| KND | knockdown position | face up & feet towards |
| SLD | slide position | face down & feet away |
| FCD | face down position | face down & feet towards |
| BT | your back turned to the opponent | ||
| FF | face forward towards opponent | ||
| OB | forces opponent's back to face you | ||
| OC | forces opponent into crouch | ||
| OS | forces opponent's side to face you | ||
| JG | juggle starter | ||
| BN | bounce juggle starter | ||
| RC | recover crouching after a move | ||
| RCj | joystick modifier, need to hold D during the move to RC | ||
| CH | requires a counter hit | ||
| DS | double over stun tap f to escape in most cases, you can usually launch opponent | ||
| FS | fall back stun tap f to escape in most cases, you can usually launch opponent | ||
| MS | minor stun various animations, in most cases doesn't lead to guaranteed hits | ||
| KS | kneel stun opponent is forced onto one knee, usually does not act as a combo starter | ||
| CS | crumple stun opponent crumples to the ground in front of you right away, usually acts as a combo starter | ||
| CF | crumple fall opponent stay briefly upright before slumping to the ground, usually acts a combo starter | ||
| CFS | crumple fall stun opponent is pushed away while crumping to the ground, can be a combo starter | ||
| BS | block stun (to attacking character, ex. Law d/b+4) | ||
| SH | stagger hit | ||
| GB | guard break opponent is immobalized briefly, the opponent usually has the offensive advantage | ||
| TT | throw transition (results in throw on hit) | ||
| TC | technically crouching state crouch status during this move cruches high attacks | ||
| TJ | technically jumping state jump status during this move crushes low attacks | ||
| HA | homing attack move tracks both left and right | ||
| B! | this move cause bound state bound moves usually also cause floor destuction | ||
| F! | this move cause floor destruction mostly for throws that don't cause a bound state but break floors | ||
| # | see corresponding footnote | ||
| [2] | hit modifier (eg RC[2] property applies to 2nd hit) | ||
| b | Block modifier (eg. OCb opponent crouch on block) | ||
| c | CH modifier (eg. JGc is a juggle starter on counter hit) | ||
| co | crouching opponent modifier (eg. KSco) | ||
| cco | CH on crouching opponent modifier (eg. FScco) | ||
By : Tekken Zaibatsu
salam,
rzrochefort


rzrochefort

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