Back turned: Difference between revisions

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Back Turned is a generic stance, which all characters can be subjected to through various means, and some characters can manually enter.
'''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. [[Sidestep]]ping is less evasive and turns around. [[Jump]]ing has normal behavior but it isn't possible to hop.


<br>
== Crouch ==
; Properties of Back Turned
: While Back Turned one '''can not guard''' as one normally could and your list of possible actions is '''severely limited''' to the generic Back Turned moves and whichever character-specific BT moves your character may have in their move list.
<br>


; Generic moves in Back Turned
You can [[crouch]] during BT by holding D to [[crush]] highs. However, doing so will never enter any crouching stances. The moves one can do from BT is the same regardless of how long you've been crouching for.
* BT 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 u/f+3_4 - 15f mid, -11? / Launch / Launch
<br>
; Recovering into standing guard from Back Turned
* 6 frames to turn and block with f,B (Raven BT b+3+4,B. Ling BT/RDS u/b~B)
* 6 frames to turn and block by holding forward - this lasts for 18(?) frames until you have to again hold back to continue blocking.
* 7 frames to turn and block with holding back
* 9 frames to turn and block with db,B - this enters crouch state on frame 1 and thus high crushes.
<br>


== Generic BT moves ==


; Turning around through actions
* BT.1_2 - 8f high, -8 / +3 / +3 15dmg
: Moves and throws can be used to force the opponent into Back Turned, and some moves recover the player Back Turned.  
* 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+4 - 15f mid, -11? / Launch / Launch


== Turning around ==
* All [[attacks]] turn around immediately. The safest use of this is with [[throw]]s, which aren't likely to eat a [[counter hit]].
* 6{{untested}} 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{{untested}} 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.
== Lists ==
Moves that force BT on the opponent:


; Moves that force back turned on the opponent
* Lucky Chloe d/f+1+2 throw
* Lucky Chloe d/f+1+2 throw
* Generic jump over [[tech trap]]


Moves that recover BT:


; Moves that recover back turned
* Law b+4~b, b+3~b, 2,b2~b  
* Law b+4~b, b+3~b, 2,b2~b  
* Lili ff4~b, b+2,1~b, d/f+2~b
* Lili ff4~b, b+2,1~b, d/f+2~b


Characters that can manually enter BT:


; Characters that can manually enter Back Turned:
* Feng (b+3~4)  
* Feng (b+3~4)  
* Hwoarang (1+2, has both generic BT and Right Foot Forward BT ((RFF BT))
* Hwoarang (1+2, has both generic BT and Right Foot Forward BT ((RFF BT))
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* Xiaoyu (b+3+4, called Rain Dance Stance (RDS))
* Xiaoyu (b+3+4, called Rain Dance Stance (RDS))
* Yoshimitsu (b+3+4, called Meditation (MED))
* Yoshimitsu (b+3+4, called Meditation (MED))
<br>
; Examples of setups to get enemy Back Turned
Generally all characters have a way of using the wall to setup a "tech trap" in which you can make it hard or impossible for the enemy to block your next move.
* Wall ender with some quick recovering move into U/F, jump over enemy into BT d+1_2 in their back, generally guaranteeing a 14- frame or faster move starting from the Full Crouch state into their back unless they already turned to face you before the BT d+1 hit them (usually by attacking or doing a throw).
* Wall ender with some quick recovering move into U/F+3_4 which depending on your timing can hit their front or back, thus making it very hard or impossible to guard in the correct direction.


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Revision as of 06:49, 31 May 2022

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. The moves one can do from BT is the same regardless of how long you've been crouching for.

Generic BT moves

  • BT.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+4 - 15f mid, -11? / Launch / Launch

Turning around

  • All attacks turn around immediately. The safest use of this is with throws, which aren't likely to eat a counter hit.
  • 6[untested] 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[untested] 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.

Lists

Moves that force BT on the opponent:

  • Lucky Chloe d/f+1+2 throw
  • Generic jump over tech trap

Moves that recover BT:

  • Law b+4~b, b+3~b, 2,b2~b
  • Lili ff4~b, b+2,1~b, d/f+2~b

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 (3+4)
  • Master Raven (b+3+4)
  • Xiaoyu (b+3+4, called Rain Dance Stance (RDS))
  • Yoshimitsu (b+3+4, called Meditation (MED))