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| {| class="wikitable" | | The following pages on Tekken Zaibatsu contain valuable information that can in part be ported over to {{SITENAME}}. Links are to Internet Archive since the Tekken Zaibatsu website is no longer operational. |
| |+ Commands
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| |-
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| | 1 || left punch || 2 || right punch
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| |-
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| | 3 || left kick || 4 || right kick
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| |-
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| | 5 || tag button || any || any button but tag
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| |-
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| | f || tap forward || F || hold forward
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| |-
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| | d || tap down || D || hold down
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| |-
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| | b || tap back || B || hold back
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| |-
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| | u || tap up || U || hold up
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| |-
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| | d/f || tap down forward || D/F || hold down forward
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| |-
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| | d/b || tap down back || D/B || hold down back
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| |-
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| | u/f || tap up forward || U/F || hold up forward
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| |-
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| | u/b || tap up back || U/B || hold up back
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| |-
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| | qcf || quarter circle forward || qcb || quarter circle back
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| |-
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| | hcf || half circle forward || hcb || half circle back
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| |}
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| {| class="wikitable"
| | == External links == |
| |+ Notations
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| |-
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| | FC || full crouch animation || WS || while standing up
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| |-
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| | N || joystick in neutral || WR || while running
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| |-
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| | SS || side step either way || SSL || side step to left
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| |-
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| | SSR || side step to right || [ ] || optional command
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| |-
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| | , || followed by || ~ || immediately after
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| | + || at the same time || ( _ ) || or
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| |-
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| | < || delayed input || = || next in sequence
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| | ° || push and hold button || : || requires just frame input
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| |}
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| {| class="wikitable"
| | * [https://web.archive.org/web/20201206201139/http://www.tekkenzaibatsu.com/legend.php /legend.php] |
| |+ Grounded Positions
| | * [https://web.archive.org/web/20201206040530/http://www.tekkenzaibatsu.com/wiki/Glossary /wiki/Glossary] |
| | PLD || play dead position || face up & feet away
| | * [https://web.archive.org/web/20201218225141/http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon /wiki/Tekken_Jargon] |
| |-
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| | KND || knockdown position || face up & feet towards
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| |-
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| | SLD || slide position || face down & feet away
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| |-
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| | FCD || face down position || face down & feet towards
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| |}
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| | |
| {| class="wikitable"
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| |+ Move Properties
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| | BT || your back turned to the opponent
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| |-
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| | FF || face forward towards opponent
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| |-
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| | OB || forces opponent's back to face you
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| | OC || forces opponent into crouch
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| |-
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| | OS || forces opponent's side to face you
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| | JG || juggle starter
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| | BN || bounce juggle starter
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| | RC || recover crouching after a move
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| | RCj || joystick modifier, need to hold D during the move to RC
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| | CH || requires a counter hit
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| | DS || double over stun
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| | tap f to escape in most cases, you can usually launch opponent
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| |-
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| | FS || fall back stun
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| | tap f to escape in most cases, you can usually launch opponent
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| |-
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| | MS || minor stun
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| |-
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| | various animations, in most cases doesn't lead to guaranteed hits
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| | KS || kneel stun
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| |-
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| | opponent is forced onto one knee, usually does not act as a combo starter
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| | CS || crumple stun
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| | opponent crumples to the ground in front of you right away, usually acts as a combo starter
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| | CF || crumple fall
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| | opponent stay briefly upright before slumping to the ground, usually acts a combo starter
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| | CFS || crumple fall stun
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| |-
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| | opponent is pushed away while crumping to the ground, can be a combo starter
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| |-
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| | BS || block stun (to attacking character, ex. Law d/b+4)
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| |-
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| | SH || stagger hit
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| | GB || guard break
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| |-
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| | opponent is immobalized briefly, the opponent usually has the offensive advantage
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| | TT || throw transition (results in throw on hit)
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| | TC || technically crouching state
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| | crouch status during this move cruches high attacks
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| | TJ || technically jumping state
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| | jump status during this move crushes low attacks
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| | HA || homing attack
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| | move tracks both left and right
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| | B! || this move cause bound state
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| |-
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| | bound moves usually also cause floor destuction
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| | F! || this move cause floor destruction
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| | mostly for throws that don't cause a bound state but break floors
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| | # || see corresponding footnote
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| | [2] || hit modifier (eg RC[2] property applies to 2nd hit)
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| |-
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| | b || Block modifier (eg. OCb opponent crouch on block)
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| |-
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| | c || CH modifier (eg. JGc is a juggle starter on counter hit)
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| |-
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| | co || crouching opponent modifier (eg. KSco)
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| |-
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| | cco || CH on crouching opponent modifier (eg. FScco)
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| |}
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