User:RogerDodger/Tutorial: Difference between revisions

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Lows can also be [[low parry|parried]] with DF, leading to a [[juggle]], but this has to be timed as the low connects.
Lows can also be [[low parry|parried]] with DF, leading to a [[juggle]], but this has to be timed as the low connects.


So to get past someone's guard, you have to use a combination of mids and lows. Mids are much stronger than lows—almost every low is [[punish]]able—so standing guard is the default defensive option.
So to get past your opponent's guard, you have to use a combination of mids and lows. Mids are much stronger than lows—almost every low is [[punish]]able—so standing guard is the default defensive option.


High attacks don't get past guard at all, so they're only useful for interrupting an opponent who isn't guarding. Standard [[throw]]s are highs that go through guard so they're most similar to lows.
High attacks don't get past guard at all, so they're only useful for interrupting an opponent who isn't guarding. Standard [[throw]]s are highs that go through guard so they're most similar to lows.

Revision as of 00:09, 19 February 2022

Going to move Tutorial to Noob questions and then replace with this when it's good enough.

You probably don't need a tutorial. You may just need some of your noob questions answered. Almost every core mechanic of the game can be learned by playing. The deep dives on this wiki and elsewhere are helpful if you want to get better, but they're not essential to having fun with the game.

Still, here's a tutorial—or rather, a guided tour of the wiki.

1. Controls

Notation applied to the default mapping for DualShock 4 on P1. On P2, the d-pad inputs are flipped.

See also: Controls and Notation

There are two key sets of inputs:

  • 8 directional inputs: up (u), down (d), left, right, and the four diagonals
  • 4 attack inputs: left punch (1), right punch (2), left kick (3), and right kick (4)

Left and right are almost never referred to directly. Instead, forward (f) and backward (b) are used, since for the player on the left side (Player 1), right is forward, and vice versa for the other player.

In addition to the 8 directional inputs, holding none of them is referred to as neutral (n or n), and could be considered a 9th directional input.

Basic movement

  • Pressing and holding forward will move you forward slowly.
  • Pressing and holding backward will move you backward slowly and force guard.
  • Pressing and holding down will move you to crouch.
  • Pressing and holding up will do a jump.
    • Tapping up and forward together will do a short hop forward.
  • Tapping forward twice will do a forward dash.
    • If you are far enough away and hold forward, or if you tap forward a third time, this will turn into a run.
  • Tapping backward twice will do a backdash.
  • Tapping up will do a sidestep into the background.
  • Tapping down will do a sidestep into the foreground.
  • Tapping up once, then pressing and holding it will do a sidewalk into the background.
  • Tapping down once, then pressing and holding it will do a sidewalk into the foreground.

2. Guard

See also: Guard

There are two basic guard types: Standing guard, done by holding B; and crouching guard, done by holding D or DB.

There are three basic attack types: highs, mids, and lows. Highs are blocked by standing guard and crushed by crouching guard. Mids are blocked by standing guard, and lows are blocked by crouching guard. Lows hit vs standing guard, and mids hit vs crouching guard.

Lows can also be parried with DF, leading to a juggle, but this has to be timed as the low connects.

So to get past your opponent's guard, you have to use a combination of mids and lows. Mids are much stronger than lows—almost every low is punishable—so standing guard is the default defensive option.

High attacks don't get past guard at all, so they're only useful for interrupting an opponent who isn't guarding. Standard throws are highs that go through guard so they're most similar to lows.

99.

Tekken revolves around moves. Every character has a huge movelist. Learning Tekken is mainly about figuring out what every move does, and you learn most of this by just playing the game. With this knowledge, building a game plan and dealing with certain matchups is pretty straight forward.