Run

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Revision as of 23:19, 25 January 2021 by Kulagin (talk | contribs) (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.)

Running is a state that gives access to certain moves depending on the character being played and the distance ran.

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. Many WR moves have similar properties, the most common being plus frames on block.

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.

Generic WR moves:

  • Running Tackle - Run at opponent with f,F, before max distance
  • Running Shoulder - Run at opponent from max distance
  • Running Trample - Run at opponent from max distance while they are downed
  • Running Slide - Run at opponent from max distance, press 4
  • Running Dive - Run at opponent from max distance, press 1+2

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 page dedicated for this Instant While running on how to perform iWR moves.

  • 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.