Back turned: Difference between revisions

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== Turning around ==
== Turning around ==


* All [[attacks]] and [[throw]]s turn around immediately. Throws are safer since they aren't likely to eat a [[counter hit]].
* All [[attack]]s and [[throw]]s turn around immediately. Throws are safer since they aren't likely to eat a [[counter hit]].
* 6<ref name="info">It takes 7 frames to turn and block if the animation of the attack leaves the 3D model in a neutral back turned state (e.g. Yoshimitsu's f,f+1+2). If the animation favors a specific side (e.g. Yoshimitsu's ws2), turning from that side reduces the time to 6 frames.</ref> frames to turn and block by holding forward - this lasts for 18{{untested}} frames until you have to again hold back to continue blocking.  
* 6<ref name="info">It takes 7 frames to turn and block if the animation of the attack leaves the 3D model in a neutral back turned state (e.g. Yoshimitsu's f,f+1+2). If the animation favors a specific side (e.g. Yoshimitsu's ws2), turning from that side reduces the time to 6 frames.</ref> frames to turn and block by holding forward - this lasts for 18{{untested}} frames until you have to again hold back to continue blocking.  
* 7 frames to turn and block with holding back
* 7 frames to turn and block with holding back
* 9{{untested}} frames to turn and block with db,B - this enters crouch state on frame 1 and thus high crushes.
* 9{{untested}} frames to turn and block with db,B - this enters crouch state on frame 1 and thus high crushes.
<references/>
<references/>
== Lists ==
== Lists ==


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== BT Table ==
== BT Table ==
=== Tekken 8 ===
{{MoreDetail}}
=== Tekken 7 ===


This table highlights characters that lack certain generic BT moves, regardless of the input. All generic BT moves are accessible to the rest of the cast.
This table highlights characters that lack certain generic BT moves, regardless of the input. All generic BT moves are accessible to the rest of the cast.
Every character has access to generic BT throws (BT.1+3 and BT.2+4), therefore they're not listed in this table.


{| class="wikitable sortable" style="text-align: center; white-space: nowrap"
{| class="wikitable sortable" style="text-align: center; white-space: nowrap"
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| Xiaoyu
| Xiaoyu
| class="bg-red" | No
| class="bg-red" | No
| class="bg-green" | Yes
| class="bg-green" | Yes<ref>Xiaoyu's BT.3 is remapped to BT.b+3</ref>
| class="bg-green" | Yes
| class="bg-green" | Yes
| class="bg-red" | No
| class="bg-red" | No
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|-
|-
|}
|}
<references/>


{{Navbox system}}
{{Navbox system}}

Latest revision as of 14:34, 8 June 2024

Back turned (BT) is a generic stance entered when your back is towards the opponent. During BT it isn't possible to guard or do any normal moves. Sidestepping is less evasive and turns around. Jumping has normal behavior but it isn't possible to hop.

Crouch

You can crouch during BT by holding D to crush highs. However, doing so will never enter any crouching stances, so the moves you can do are the same regardless of how long you've been crouching for.

Generic BT moves

  • BT.1_2_1+2 - 8f high, -8 / +3 / +3 15dmg
  • BT.3_4 - 10f high, -8 / KND W! / KND W! 18dmg
  • BT.d+1_2 - 10f special mid -2 / +9 / +9 10dmg
  • BT.d+3_4 - 10f low, -11 / +3 / +3 12dmg
  • BT.uf+3 - 17f mid, -12 / KND / KND 25dmg
  • BT.uf+4 - 17f mid, -12 / Launch / Launch 18dmg

Turning around

  • All attacks and throws turn around immediately. Throws are safer since they aren't likely to eat a counter hit.
  • 6[1] frames to turn and block by holding forward - this lasts for 18[untested] frames until you have to again hold back to continue blocking.
  • 7 frames to turn and block with holding back
  • 9[untested] frames to turn and block with db,B - this enters crouch state on frame 1 and thus high crushes.
  1. It takes 7 frames to turn and block if the animation of the attack leaves the 3D model in a neutral back turned state (e.g. Yoshimitsu's f,f+1+2). If the animation favors a specific side (e.g. Yoshimitsu's ws2), turning from that side reduces the time to 6 frames.

Lists

Moves that force BT on the opponent:

  • Lucky Chloe df+1+2 throw
  • Xiayou CH f,F+3
  • Generic jump over tech trap

Moves that recover BT:

  • Law b+4~b, b+3~b, 2,b+2~b
  • Lili f,f+4~b, b+2,1~b, df+2~b
  • Armor King 3+4

Characters that can manually enter BT:

  • Feng (b+3~4)
  • Hwoarang (1+2, has both generic BT and Right Foot Forward BT ((RFF BT))
  • Kunimitsu (b+3+4)
  • Lei (b+3+4)
  • Lili (b+3+4)
  • Lucky Chloe (b+3+4)
  • Master Raven (b+3+4)
  • Xiaoyu (b+3+4, called Rain Dance Stance (RDS))
  • Yoshimitsu (3+4, called Meditation (MED))

BT Table

Tekken 8

This section could do with more detail.

Tekken 7

This table highlights characters that lack certain generic BT moves, regardless of the input. All generic BT moves are accessible to the rest of the cast.

Every character has access to generic BT throws (BT.1+3 and BT.2+4), therefore they're not listed in this table.

Character BT.1_2_1+2 BT.3_4_3+4 BT.d+1_2_1+2 BT.d+3_4_3+4 BT.uf+3 BT.ub+4 BT.u+4 BT.uf+4
Akuma No No No No No No No No
Armor King Yes No Yes Yes Yes Yes Yes Yes
Eliza No No No No No No No No
Feng No Yes Yes Yes Yes Yes Yes Yes
Geese No No No No No No No No
Kunimitsu No No Yes Yes Yes Yes Yes Yes
Law No Yes Yes Yes Yes Yes Yes Yes
Lei No Yes Yes Yes Yes Yes Yes Yes
Lucky Chloe Yes No Yes Yes Yes Yes Yes Yes
Master Raven No Yes Yes Yes Yes Yes Yes Yes
Noctis Yes Yes Yes Yes No No No No
Steve Yes No Yes No No No No No
Xiaoyu No Yes[1] Yes No Yes Yes Yes Yes
  1. Xiaoyu's BT.3 is remapped to BT.b+3