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==Guard==
''Tekken'''s '''guard''' system revolves around three basic [[attack]] types: highs, mids, and lows. Standing guard blocks highs and mids, but is hit by lows. [[Crouch]]ing guard goes under highs and blocks lows, but is hit by mids. Standing guard is done by holding B, and crouching guard is done by holding D or D/B. Lows can also be parried with D/F, but the timing for this is stricter than crouching guard.


Guarding is the action of actively blocking moves and attacks. There are two types of guarding - '''standing guard''' and '''crouching guard'''. Referred to also as '''Blocking''' <br>
The typical [[mixup]] to get past guard is a combination of mids and 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 similar to lows for mixups.


; '''Standing guard'''
Mids are much stronger than lows—almost every low is [[punish]]able—so standing guard is the default defensive option.


: Standing guard blocks '''high''' and '''mid''' attacks, but does '''not''' block '''low''' attacks, and can be '''thrown''' and overcome by high guard break moves.
== Neutral guard ==


; '''Crouching guard'''
If you don't do anything, you'll automatically block moves as if you were doing standing guard. This is known as neutral guard.
: Crouching guard blocks '''low''' attacks and '''high crushes highs and throws''' as you are in the crouching state. Crouching under highs and throws can be done instantly even when under normal '''guardable recovery''' (for example +G frames), except when subjected to '''forced standing guard''' position through blocking the generic running power crush tackle, or through projectiles.
<br>
; '''Guardable recovery'''
: Some recovery animations in the game force you into guardable recovery where your freedom of actions is severely limited.
<br>
: List of guardable recovery animations:
* Quick side roll (tech roll)
* Quick back roll (back tech roll)
* Moves that cause guardable recovery on block / Hit / Counter Hit (for example moves that cause Screw/Tailspin on air hit generally cause the ballerina spin recovery animation on ground hit, which are often +10 or more but are guardable recovery, indicated in frame data with a g, e.g. +10g)
<br>
: Under guardable recovery one:
* Can't activate blocking through neutral guard
* Can't low parry as it requires you to be free to act in order to low parry the next colliding active frame of a low parriable move.
* Can't make a generic d/f+2 uppercut not launch you on a crouching hit (normally they do not launch when they hit on Normal Hit on a crouching opponent but only give slight plus frames and an aerial state for the victim which enables for instance ground hitting moves to be used) - For example law hits with b+2,1 giving +16kg and does d/f+2 - this now launches the opponent during the guardable recovery frames if they crouch guard and are in range for the move to connect.
<br>
; '''Forced standing guard example'''
: As an example of this forced standing guard position, Geese can setup an unavoidable Rashomon Rage Art through the use of gaining +20 frames either through a meaty enough running armor tackle or an EX Shippuuken air fireball while in Max Mode.  
: Another example is Hwoarang's RFF f+3 preventing crouching for 12 frames on block, guaranteeing attempt at LFS 2+3 throw.
<br>
; '''Neutral Guard'''
: Just like in a real fight, keeping your guard up requires presence of mind. After being hit, you stop blocking unless you're holding a back directional input or the string jails.  
<br>


; '''Standing neutral guard example'''
Neutral guard results in less pushback than standing guard. This reduction in pushback is so tiny that it's almost always insignificant. However, there are a few moves where it matters, the most notorious being [[Heihachi]]'s f,F+2, which is much easier to [[punish]] after a neutral guard.
: Some powerful moves can break neutral guard even on block, such as Heihachi's u/f+3,4. This means if you block the first hit but aren't holding back for the second, the second will hit you.
:This can cause you to get hit while backdashing during the neutral part of your back, neutral, back input.
<br>


; '''Crouching neutral guard example'''
The amount of time it takes for neutral guard to activate depends on the animation you're in. For example, with Lee against a bot in [[training mode]] set to neutral guard after being hit:
: For crouching neutral guard the differences come mostly through string interactions. For example if you get hit by King's d+3+4 you have to press d/b to block the second low of d+3+4,4 - it can not be crouch guarded by holding down or low parried through holding downforward.


<br>
; '''Neutral Guard Activation'''
: Activation of standing neutral guard varies wildly based on the move in question. For example, with Lee, against bot set to «Stand» for «CPU Opponent Action 1» and «Neutral Guard» for «CPU Opponent Action 2»:
* After d/b+2 (+7), ws3 (i10) is blocked, implying it takes fewer than 3 frames.
* After d/b+2 (+7), ws3 (i10) is blocked, implying it takes fewer than 3 frames.
* After 2,1 (+6), 1 (i10) hits but 4 (i11) is blocked, implying it takes 4 frames.
* After 2,1 (+6), 1 (i10) hits but 4 (i11) is blocked, implying it takes 4 frames.
* After 1 (+8), d/f+1 (i13) hits but 3 (i14) is blocked, implying it takes 5 frames. Credit: RogerDodger
* After 1 (+8), d/f+1 (i13) hits but 3 (i14) is blocked, implying it takes 5 frames.  
<br>
* After d/b+3+4 (+4), 3 (i14) hits but d/f+2 (i15) is blocked, implying it takes 10 frames.
; '''Neutral Guard application'''
* After d/b+3 (+2), 3 (i14) hits but d/f+2 (i15) is blocked, implying it takes 12 frames.
: In practise in 99.9% of cases you should not be using neutral guard, but instead be holding back for standing guard, or down or downback for crouching guard.  
* After d+2 (+8), f+3+4 (i30) hits, implying it takes more than 22 frames.
: In some cases pushback can be reduced by blocking a move in neutral guard, which can make certain long range punishers possible or easier. For example Heihachi's f,F+2 is -16 with pushback and lots of characters can't punish it at all unless certain conditions are met like neutral guarding it or it being blocked when one player's back is next to the wall or move being blocked off-axis or a combination of these factors.
 
Neutral guard is immediate from crouch, standing guard, and any blockstun that doesn't [[guard break]].
 
There's no such thing as [[crouch]]ing neutral guard. There's no known difference between D and D/B with respect to guard outside of a [[guardable recovery]].
 
== Guard break ==
 
Some moves break guard when blocked. In some cases, such as [[Lidia]]'s HAE.1+2, this can lead to a [[combo]], but usually it just punishes someone relying on neutral guard. For example, the second attack of [[King]]'s d/f+1,2 hits after the first is blocked unless the defender holds B.
 
== Low parry ==
 
Lows can be parried by pressing D/F as the low connects. Parrying a low floats the opponent so that they can be [[juggle]]d for a full [[combo]]. This makes even the safest seeming lows very risky.
 
Low parry state lasts for 20 frames when done from standing but only 10 frames when done from crouch. As such, if a defender wants to, for example, low parry after being hit by a move that forces crouch, they ought to [[crouch cancel]] first.
 
{{Legend
|float=right
|blue=Standing
|orange=Full crouch
|teal=Low parry
|red=No guard
}}
 
{{FrameTableSet|
{{FrameTable|
{{Frame|0|n|blue}}
{{Frame|1|d/f|teal}}
{{Frame|2|d/f|teal}}
{{Frame|3|d/f|teal}}
{{Frame|4|d/f|teal}}
{{Frame|5|d/f|teal}}
{{Frame|6|d/f|teal}}
{{Frame|7|d/f|teal}}
{{Frame|8|d/f|teal}}
{{Frame|9|d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d/f|teal}}
{{Frame|12|d/f|teal}}
{{Frame|13|d/f|teal}}
{{Frame|14|d/f|teal}}
{{Frame|15|d/f|teal}}
{{Frame|16|d/f|teal}}
{{Frame|17|d/f|teal}}
{{Frame|18|d/f|teal}}
{{Frame|19|d/f|teal}}
{{Frame|20|d/f|teal}}
{{Frame|21|d/f|red}}
}}
{{FrameTable|
{{Frame|0|d|orange}}
{{Frame|1|d/f|teal}}
{{Frame|2|d/f|teal}}
{{Frame|3|d/f|teal}}
{{Frame|4|d/f|teal}}
{{Frame|5|d/f|teal}}
{{Frame|6|d/f|teal}}
{{Frame|7|d/f|teal}}
{{Frame|8|d/f|teal}}
{{Frame|9|d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d/f|red}}
}}
}}
 
When shifting from crouch to standing without a crouch cancel, the interaction with this window is similar to [[while standing]] where there is a lingering crouch. The low parry state lasts 10 frames plus however many frames D was released for.
 
{{Legend
|float=right
|orange=Full crouch
|teal=Low parry
|red=No guard
|green=Neutral guard
}}
 
{{FrameTable|
{{Frame|0|d|orange}}
{{Frame|1|n|green}}
{{Frame|2|n|green}}
{{Frame|3|n|green}}
{{Frame|4|n|green}}
{{Frame|1|d/f|teal}}
{{Frame|2|d/f|teal}}
{{Frame|3|d/f|teal}}
{{Frame|4|d/f|teal}}
{{Frame|5|d/f|teal}}
{{Frame|6|d/f|teal}}
{{Frame|7|d/f|teal}}
{{Frame|8|d/f|teal}}
{{Frame|9|d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d/f|teal}}
{{Frame|12|d/f|teal}}
{{Frame|13|d/f|teal}}
{{Frame|14|d/f|teal}}
{{Frame|15|d/f|red}}
}}
 
As such, committing to a low parry by spamming D/F has somewhat of a hole in it.
 
{{FrameTable|caption=Holding D/F for 10 frames each time|
{{Frame|0|d|orange}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|n|green}}
{{Frame|12|n|green}}
{{Frame|13|n|green}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|n|green}}
{{Frame|12|n|green}}
{{Frame|13|n|green}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
}}
 
{{FrameTable|caption=Holding D/F for 12 frames each time|
{{Frame|0|d|orange}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d/f|red}}
{{Frame|12|d/f|red}}
{{Frame|13|n|green}}
{{Frame|14|n|green}}
{{Frame|15|n|green}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d/f|teal}}
{{Frame|12|d/f|teal}}
{{Frame|12|d/f|teal}}
{{Frame|13|n|green}}
{{Frame|14|n|green}}
{{Frame|15|n|green}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
}}
 
{{FrameTable|caption=Holding D/F for 14 frames each time|
{{Frame|0|d|orange}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d/f|red}}
{{Frame|12|d/f|red}}
{{Frame|13|d/f|red}}
{{Frame|14|d/f|red}}
{{Frame|15|n|green}}
{{Frame|16|n|green}}
{{Frame|17|n|green}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
{{Frame|10|d/f|teal}}
{{Frame|11|d/f|teal}}
{{Frame|12|d/f|teal}}
{{Frame|12|d/f|teal}}
{{Frame|13|d/f|teal}}
{{Frame|14|d/f|red}}
{{Frame|15|n|green}}
{{Frame|16|n|green}}
{{Frame|17|n|green}}
{{Frame|1|d/f|teal}}
{{Frame||d/f|teal}}
}}
 
If you don't go straight from D/F to n and instead have some time at f then that's extra time where you're not guarding at all.
 
=== Slower than crouching guard? ===
 
There's a myth that low parry is slower than standing guard. This myth arises because it's not possible to low parry during a [[guardable recovery]]. For example, during the last 12 frames of a [[tech roll]] the defender can block lows but not parry them. Since blocking works in this situation but parrying doesn't, uninformed players assume low parry is slower.
 
== Guardable recovery ==
 
There are many situations where it's possible to guard but not do anything else (such as [[low parry]]). This is because you haven't actually recovered yet, but the recovery permits guarding. Some examples:
 
* During the recovery of [[quickstand]], [[b getup]], and most [[tech recovery|tech recoveries]].
* The hitstun of moves with a ballerina spin animation, such as [[Lee]]'s ws2,4.
* After blocking or being hit by an attack in a [[string]].
 
During a guardable hitstun, blocking lows with D on its own doesn't work; only D/B is reliable. And for moves that are concerned with whether or not the defender is crouching, holding D/B doesn't put you into crouch. This is notable against [[Law]], whose b+2,1 is +16g, and he gets a launch with d/f+2 against an opponent holding D/B.
 
== Unrevised ==
 
; '''Forced standing guard example'''
: As an example of this forced standing guard position, Geese can setup an unavoidable Rashomon Rage Art through the use of gaining +20 frames either through a meaty enough running armor tackle or an EX Shippuuken air fireball while in Max Mode.
: Another example is Hwoarang's RFF f+3 preventing crouching for 12 frames on block, guaranteeing attempt at LFS 2+3 throw.
:: Tested this and LFS.f+2+3 can be ducked after RFF.f+3 hits. Can't find a way to make Geese armored shoulder into R.d/b+1+2 guaranteed either. Max mode air fireball hitstun isn't guardable recovery so obviously guaranteed there if +20. [[User:RogerDodger|RogerDodger]] ([[User talk:RogerDodger|talk]]) 08:32, 12 October 2021 (UTC)
 
{{Navbox system}}

Revision as of 08:32, 12 October 2021

Tekken's guard system revolves around three basic attack types: highs, mids, and lows. Standing guard blocks highs and mids, but is hit by lows. Crouching guard goes under highs and blocks lows, but is hit by mids. Standing guard is done by holding B, and crouching guard is done by holding D or D/B. Lows can also be parried with D/F, but the timing for this is stricter than crouching guard.

The typical mixup to get past guard is a combination of mids and lows. 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 similar to lows for mixups.

Mids are much stronger than lows—almost every low is punishable—so standing guard is the default defensive option.

Neutral guard

If you don't do anything, you'll automatically block moves as if you were doing standing guard. This is known as neutral guard.

Neutral guard results in less pushback than standing guard. This reduction in pushback is so tiny that it's almost always insignificant. However, there are a few moves where it matters, the most notorious being Heihachi's f,F+2, which is much easier to punish after a neutral guard.

The amount of time it takes for neutral guard to activate depends on the animation you're in. For example, with Lee against a bot in training mode set to neutral guard after being hit:

  • After d/b+2 (+7), ws3 (i10) is blocked, implying it takes fewer than 3 frames.
  • After 2,1 (+6), 1 (i10) hits but 4 (i11) is blocked, implying it takes 4 frames.
  • After 1 (+8), d/f+1 (i13) hits but 3 (i14) is blocked, implying it takes 5 frames.
  • After d/b+3+4 (+4), 3 (i14) hits but d/f+2 (i15) is blocked, implying it takes 10 frames.
  • After d/b+3 (+2), 3 (i14) hits but d/f+2 (i15) is blocked, implying it takes 12 frames.
  • After d+2 (+8), f+3+4 (i30) hits, implying it takes more than 22 frames.

Neutral guard is immediate from crouch, standing guard, and any blockstun that doesn't guard break.

There's no such thing as crouching neutral guard. There's no known difference between D and D/B with respect to guard outside of a guardable recovery.

Guard break

Some moves break guard when blocked. In some cases, such as Lidia's HAE.1+2, this can lead to a combo, but usually it just punishes someone relying on neutral guard. For example, the second attack of King's d/f+1,2 hits after the first is blocked unless the defender holds B.

Low parry

Lows can be parried by pressing D/F as the low connects. Parrying a low floats the opponent so that they can be juggled for a full combo. This makes even the safest seeming lows very risky.

Low parry state lasts for 20 frames when done from standing but only 10 frames when done from crouch. As such, if a defender wants to, for example, low parry after being hit by a move that forces crouch, they ought to crouch cancel first.

Standing
No guard
Full crouch
Low parry
Frame
Input
State
0
n
1
d/f
2
d/f
3
d/f
4
d/f
5
d/f
6
d/f
7
d/f
8
d/f
9
d/f
10
d/f
11
d/f
12
d/f
13
d/f
14
d/f
15
d/f
16
d/f
17
d/f
18
d/f
19
d/f
20
d/f
21
d/f
Frame
Input
State
0
d
1
d/f
2
d/f
3
d/f
4
d/f
5
d/f
6
d/f
7
d/f
8
d/f
9
d/f
10
d/f
11
d/f

When shifting from crouch to standing without a crouch cancel, the interaction with this window is similar to while standing where there is a lingering crouch. The low parry state lasts 10 frames plus however many frames D was released for.

No guard
Full crouch
Low parry
Neutral guard
Frame
Input
State
0
d
1
n
2
n
3
n
4
n
1
d/f
2
d/f
3
d/f
4
d/f
5
d/f
6
d/f
7
d/f
8
d/f
9
d/f
10
d/f
11
d/f
12
d/f
13
d/f
14
d/f
15
d/f

As such, committing to a low parry by spamming D/F has somewhat of a hole in it.

Holding D/F for 10 frames each time
Frame
Input
State
0
d
1
d/f
d/f
10
d/f
11
n
12
n
13
n
1
d/f
d/f
10
d/f
11
n
12
n
13
n
1
d/f
d/f
Holding D/F for 12 frames each time
Frame
Input
State
0
d
1
d/f
d/f
10
d/f
11
d/f
12
d/f
13
n
14
n
15
n
1
d/f
d/f
10
d/f
11
d/f
12
d/f
12
d/f
13
n
14
n
15
n
1
d/f
d/f
Holding D/F for 14 frames each time
Frame
Input
State
0
d
1
d/f
d/f
10
d/f
11
d/f
12
d/f
13
d/f
14
d/f
15
n
16
n
17
n
1
d/f
d/f
10
d/f
11
d/f
12
d/f
12
d/f
13
d/f
14
d/f
15
n
16
n
17
n
1
d/f
d/f

If you don't go straight from D/F to n and instead have some time at f then that's extra time where you're not guarding at all.

Slower than crouching guard?

There's a myth that low parry is slower than standing guard. This myth arises because it's not possible to low parry during a guardable recovery. For example, during the last 12 frames of a tech roll the defender can block lows but not parry them. Since blocking works in this situation but parrying doesn't, uninformed players assume low parry is slower.

Guardable recovery

There are many situations where it's possible to guard but not do anything else (such as low parry). This is because you haven't actually recovered yet, but the recovery permits guarding. Some examples:

During a guardable hitstun, blocking lows with D on its own doesn't work; only D/B is reliable. And for moves that are concerned with whether or not the defender is crouching, holding D/B doesn't put you into crouch. This is notable against Law, whose b+2,1 is +16g, and he gets a launch with d/f+2 against an opponent holding D/B.

Unrevised

Forced standing guard example
As an example of this forced standing guard position, Geese can setup an unavoidable Rashomon Rage Art through the use of gaining +20 frames either through a meaty enough running armor tackle or an EX Shippuuken air fireball while in Max Mode.
Another example is Hwoarang's RFF f+3 preventing crouching for 12 frames on block, guaranteeing attempt at LFS 2+3 throw.
Tested this and LFS.f+2+3 can be ducked after RFF.f+3 hits. Can't find a way to make Geese armored shoulder into R.d/b+1+2 guaranteed either. Max mode air fireball hitstun isn't guardable recovery so obviously guaranteed there if +20. RogerDodger (talk) 08:32, 12 October 2021 (UTC)