Run: Difference between revisions

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(Add information that there's a page for iWR. Removed wrong(you need to input f,n,f,n,f,f+button, not f,n,f,F,(button) as it was stated on the page), and unnecessary information that's covered on the iWR page.)
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Running is a state that gives access to certain moves depending on the character being played and the distance ran.
A dash in Tekken is performed by inputting forward twice. When the second forward input is held, it becomes a '''run'''.


To enter running state and gain access to character specific WR (while running) moves, stand ≈3.20 units away from an opponent, and input f,F. Then press the necessary button for example: for Kazuya press 3 when arriving at the opponent for his slash kick. Slash kick is strong due to its plus frames on block, jumping over lows and difficulty to sidestep, several characters have this move; e.g. Yoshimitsu, Bryan, etc.
== Running State ==
Many WR moves have similar properties, the most common being plus frames on block.
While running, there is a set of player states that give access to sets of different moves depending on the character being played, buttons pressed and distance ran.


If The player is far enough away from their opponent they can access generic WR attacks depending on the distance, input and the state their opponent is in.
There are quite a few running states that give access to different moves:
* [[Instant While running]]: input f,n,f,n,f,f:button. f:button has to be inputted one frame after the third f. See details on how to perform in the main article about [[Instant While running]]. This allows a player to perform normal while running moves instantly without having to see your character run and at any range, even at point blank range.
* Normal While Running: input f,n,F and see your character start running and make less than 3 steps with each leg(6 steps total).
* Run for 3 or more than 3 steps to access other set of WR attacks. If The player is far enough away from their opponent they can access different WR attacks depending on the distance, input and the state their opponent is in.


Generic WR moves:
Some WR moves that can be accessed after running 3 or more steps:
* Running Tackle - Run at opponent with f,F, before max distance
* [[Generic movelist#Generic-Running Tackle|Running Tackle]] - Run at opponent with f,F, before max distance.
* Running Shoulder - Run at opponent from max distance
* [[Generic movelist#Generic-Running Shoulder|Running Shoulder]] - Run at opponent from max distance.
* Running Trample - Run at opponent from max distance while they are downed
* [[Generic movelist#Generic-WR.OTG.F|Running Trample/Stomp]] - Run at opponent from reasonable distance while they are downed.
* Running Slide - Run at opponent from max distance, press 4
* [[Generic movelist#Generic-WR.4|Running Slide]] - Run at opponent from max distance, press 4, some characters have non-generic running slides.
* Running Dive - Run at opponent from max distance, press 1+2
* [[Generic movelist#Generic-WR.1+2|Running Dive]] - Run at opponent from max distance, press 1+2.


=== Instant While Running ===  
=== Instant While Running ===  
iWR is an input method for performing WR moves without needing to cover distance. This method allows the player to use WR moves at point blank range. This technique is central to some characters' gameplan such as Dragunov and Claudio.
iWR is an input method for performing WR moves without needing to cover distance. This method allows the player to use WR moves at point blank range. This technique is central to some characters' gameplan such as Dragunov and Claudio.


There's a page dedicated for this [[Instant While running]] on how to perform iWR moves.
There's a dedicated [[Instant While running|page]] on how to perform iWR moves.


{{Plainlist|
{{Navbox system}}
*To perform an iWR move, input: f,n,f,F,(button).
*Input the f,F during the animation of the first f.
*The button input needs to be at least one frame after the last F input.|}}

Latest revision as of 15:22, 8 June 2024

A dash in Tekken is performed by inputting forward twice. When the second forward input is held, it becomes a run.

Running State

While running, there is a set of player states that give access to sets of different moves depending on the character being played, buttons pressed and distance ran.

There are quite a few running states that give access to different moves:

  • Instant While running: input f,n,f,n,f,f:button. f:button has to be inputted one frame after the third f. See details on how to perform in the main article about Instant While running. This allows a player to perform normal while running moves instantly without having to see your character run and at any range, even at point blank range.
  • Normal While Running: input f,n,F and see your character start running and make less than 3 steps with each leg(6 steps total).
  • Run for 3 or more than 3 steps to access other set of WR attacks. If The player is far enough away from their opponent they can access different WR attacks depending on the distance, input and the state their opponent is in.

Some WR moves that can be accessed after running 3 or more steps:

Instant While Running

iWR is an input method for performing WR moves without needing to cover distance. This method allows the player to use WR moves at point blank range. This technique is central to some characters' gameplan such as Dragunov and Claudio.

There's a dedicated page on how to perform iWR moves.