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Drake the Demon
Old Post #1 T5 Game System & General Moves
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Jul 21st, 2005 16:02 Edit/Delete PostReply With Quote

Since the Tekken 5 Game System section is under construction, I've decided to create this topic for that purpose. Ill start with the tackle attacks & escapes. If people like it, I'll add more sections about wall jumps, superchargers, running attacks, reversals and so on. And I hope ppl will learn something if they read this topic.

1. TACKLE ATTACKS & ESCAPES


Ultimate Tackle (all characters except Craig):
----------------------------------------------------------
WR,N (approx. 3 steps)

- does 5 damage, hits from all directions, crouching opponents as well;
- FRONT/SIDE TACKLE: can be escaped with 2 (like a normal throw)
- FRONT/SIDE TACKLE: can be over-turned with 1+2 (when your back is about to hit the ground); this escape chains into your own tackle attacks (and also Craig's Mount if you used him)
- BACK TACKLE: cannot be escaped

Some characters can do standing Ultimate Tackles as well:

Devil Jin (d_d/b_FC)+1+2
Kazuya (d_d/b_FC)+1+2
Raven (d/b_FC)+1+2
King FC+1+2
Paul (d/b_FC)+1+2

These have the same escapes as the running Ultimate Tackle and also do 5 damage.


1a. TACKLE ATTACKS:
--------------------------------


(1,2,1_2,1,2),(1,2_2,1) - Ultimate Punches
(all characters except Yoshimitsu and Craig)
--------------------------------------------------------
- each punch does 5 damage
- can be done from a front/side or back tackle:
- FRONT/SIDE TACKLE: the 1st and 4th punch can be escaped by pressing the OPPOSITE button (example: the 1st punch is done with 2, you need to press 1 to escape)
- FRONT/SIDE TACKLE: the 2nd, 3rd and 5th punch cannot be escaped
- BACK TACKLE: the 1st punch can be escaped by pressing the SAME button (example: the 1st punch is done with 2, you need to press 2 to escape)
- BACK TACKLE: the 2nd, 3rd, 4th and 5th punch cannot be escaped

SPECIAL: Paul can reverse the 1ST RIGHT PUNCH after a FRONT/SIDE tackle with 1,1,2; the reversal does 30 damage, but Paul will also lose 5 points because of the punch.


1+2 - Cross Arm Lock (Nina, King, Paul, Jin & Devil Jin only)
---------------------------------------------------------------------------
- does 25 damage
- can only be done from a front/side tackle, or after the third Ultimate Punch (left or right)
- all characters can escape it with 1+2,2,2,2,2
- Craig, Nina, King, Paul, Jin & Devil Jin can reverse it with 1+2,2,2,2,2,2; the
reversal does 10 damage (NOTE: the reversal input must be done before the actual animation)


3+4 - Leg Cross Hold (Nina, King only)
---------------------------------------------------
- does 20 damage
- can only be done from a front/side tackle, or after the third Ultimate Punch (left or right)
- all characters can escape it with 1+2,1,1,1,1
- Craig, Nina & King can reverse it with 1+2,1,1,1,1,1; the reversal does 10 damage (NOTE: the reversal input must be done before the actual animation)


(1_2) - Sword Stab (Yoshimitsu)
--------------------------------------------
- does 25 damage
- can be done from a front/side or back tackle
- this is the only attack Yoshimitsu can do from an Ultimate Tackle
- cannot be escaped


2,D+1,1,N,4,1,1+2 - Ultimate Punishment (Paul)
--------------------------------------------------------------
- does 61 damage
- can only be done from a front/side tackle
- only the first punch can be escaped (with 1, or Paul can reverse it with 1,1,2)


Other character specific tackle attacks (King's Arm Twist after Cross Arm Lock, etc.) cannot be escaped, this is already mentioned in the movelists.


1b. CRAIG'S MOUNT POSITION:
-------------------------------------------

Craig's tackle system is completely unique. His running tackles (including the unblockable one) are replaced with a special Spear Tackle. He can also execute this move (the Spear Tackle) from his Vale Tudo Style with 1+2. But the Spear Tackle is not the only way he can get to Mount Position. He has numerous transitions from his basic stance and throws as well. Furthermore, he also goes to Mount Position if he over-turns a standing or running Ultimate Tackle.


VTS,1+2 (Spear Tackle to Mount)
---------------------------------------------
- does 12 damage, hits from all directions, crouching opponents as well
- can be escaped with 1+2 (only from close range)
- cannot be escaped if you see a little arched lunge before Craig hits you

WR,N (approx. 3 steps) (Spear Tackle to Mount)
-> replaces running Ultimate Tackle
--------------------------------------------------------------
- does 12 damage, hits from all directions, crouching opponents as well
- can be escaped with 1+2

WR,N (more than 3 steps) (Spear Tackle to Mount)
-> replaces running Unblockable Tackle
-----------------------------------------------------------------
- does 12 damage, hits from all directions, crouching opponents as well
- cannot be escaped


Other Mount transitions:
-----------------------------------
b+1+2 (Craig Mounts after successful high attack reversal)

b+3+4 (Craig Mounts after successful mid attack reversal)

qcf+1,1+2 (Craig Mounts after the throw)

qcf+2,1+2 (Craig Mounts after the throw)

d/b+(1+3_2+4) opponent grounded,
face up and sideways (Craig Mounts after the ground throw)


Mount Position Attack escapes:
------------------------------------------

Craig does: 1 (Melon Masher, 35 dmg) -> escape: 2
Craig does: 2 (Melon Masher, 35 dmg) -> escape: 1
Craig does: 1~2 (Melon Masher, 35 dmg) -> escape: 1
Craig does: 2~1 (Melon Masher, 35 dmg) -> escape: 2
Craig does: 1+2 (Mongol Chop, 40 dmg) -> escape: don't press anything! *
Craig does: 3+4 (Skull Crush, 40 dmg) -> escape: don't press anything! *
Craig does: 1+3 (Neck Lock, 40 dmg) -> escape: 2
Craig does: 2+4 (Knee Bar, 40 dmg) -> escape: 1

* Craig only completes this move if you press any button and try to escape.

That's all for now.

Last edited by Drake the Demon on Jul 21st, 2005 at 17:34

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satrugha
Old Post #2
Chicken
Member Since: Jul 2005
From: USA California
Posted: Jul 27th, 2005 03:57 Edit/Delete PostReply With Quote

How about the crush system?

I know that certain moves are considered high or low crushes. Law's backflip, i believe, is one of those. a high crush is a low move which beats a high move and a low crush beats a low, right? is a crush always guaranteed to beat it's respective move? how can i tell if a move is a crush? any other tidbits?

SignatureTekken (ohnoz! remix) humor, oddities, and conspiracy theories. enough to rot your brain.

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Drake the Demon
Old Post #3
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Jul 27th, 2005 11:07 Edit/Delete PostReply With Quote

Quote
Originally posted by satrugha
How about the crush system?

I know that certain moves are considered high or low crushes. Law's backflip, i believe, is one of those. a high crush is a low move which beats a high move and a low crush beats a low, right? is a crush always guaranteed to beat it's respective move? how can i tell if a move is a crush? any other tidbits?



2. CRUSH SYSTEM BASICS

Well, the crush system is simple in general. However making a list of all crushes for all characters would be almost impossible, since everyone has at least 10 crushes, not talking about the general crush moves everyone can do...

Most lows where the character is considered crouching crush highs and most jumping moves crush lows. There are some weird crushes too (Lee's f+2 - you wouldn't tell but it crushes highs).

If the opponent does a low move (no matter how fast he is) and you start a low crush (even if he acted first - with frame advantage) you WILL automatically avoid the low and also hit him in the process (unless his low move is a crush for the move you do, then both of you whiff).

Furthermore, there are special moves that for example crush highs at the start up and lows AFTER the start up (Lee's d,d/b+4 in Tekken 5.0). Only a few though.

That's everything I can think of.

Last edited by Drake the Demon on Jul 27th, 2005 at 19:14

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Drake the Demon
Old Post #4
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Jul 27th, 2005 19:27 Edit/Delete PostReply With Quote

All right, some more info:

3. SUPERCHARGER (1+2+3+4)

- your character does a power up and his/her fists glow bright red
- during this period, you cannot block and all hit you receive will be counter hits
- the attacks you execute will also register as counter hits, and you will cause guard damage if the opponent blocks
- this effect lasts for only a few seconds after the power up
- some character have special power ups too, or can do special attacks from a Supercharger


3a. Special Supercharger Attacks
--------------------------------------------

Asuka:
---------------
1+2+3+4~D/F+3+4,3+4,1+2 (Ultimate Tackle & a Punch) (5,5 dmg)
= (2,1,2,1_2,1,1,2) (Special Ultimate Punches) (5,5,5,10_5,5,12,10 dmg)

- this only works if the tackle hits from the front; a side or back hit will result in a normal Ultimate Tackle with normal (escapable) follow ups
- also hits crouching opponent
- the tackle cannot be escaped like a normal one, but you can press 1+2 on a certain frame
to over-turn it and continue with your own Ultimate Tackle (or Craig's Spear Tackle) attacks
- the punches are not escapable


Ganryu: <UPDATE> - thanks to E C
----------------
1+2+3+4~2~3 (Supercharger to Sumo Hug) (0 dmg)

- can only be done against Julia Chang
- it only works if the move hits from the front; a side or back hit will result in a normal Ultimate Tackle with normal (escapable) follow ups
- also hits crouching opponent
- Ganryu regains 3 life points during the hug
- to escape the hug, Julia can press 1 and slap Ganryu for 40 damage (and crumple stun); the slap cannot be avoided


Heihachi:
-------------------
1+2+3+4~d~u,(u_u/f)+3,4 (Supercharger to Dragon Axle) (30,22 dmg)

- all hits are mid, cause guard break if blocked (note the second kick cannot be neutral blocked)
- damages are listed at 100%, but Heihachi is charged, so the first hit will be CH, and the second a juggle hit, real damage is usually 36,15


Marshall Law:
-----------------------
1+2+3+4,1,3 (Supercharger to Blackout) (10,7 dmg)

- hits high, then low; real damage will be higher because Law is charged


Yoshimitsu:
---------------------
1+2+3+4~b,f,u,d+3+4 (Supercharger to Poison Knee Taunt) (0,1 dmg)

- it only works against Bryan Fury
- first hit is mid, second is unblockable, but can be ducked
- the second hit causes crumple fall (CF) on hit and does incredible (1) damage

1+2+3+4~b,f,u,d+1+4 (Supercharger to Poison Sword Spin) (1 dmg)

- unblockable, cannot be ducked and causes crumple fall, along with some damage (again 1)




3b. Special Power Ups
--------------------------------

Heihachi: <NEW>
--------------
b+(1+3_2+4) (Heaven's Wrath)

- this move has identical effects to the Supercharger
- works as an attack reversal if the opponent tries to interrupt


King:
--------------
1+2+3+4,1+2+3+4 (Double Supercharger Dance)

- During the first charge, King will start 'dancing', but this can be cancelled to any move.
- Doing another charge during the dance will make the cancel impossible, but you'll be fully charged after the dance is over.


Raven:
---------------
d+1+2 (Summon Force)

- this move has identical effects to the Supercharger
- Raven can also execute one of his unblockables after the charge (d,d/b,b,u/b,u,u/f,f+1+2)
- After numerous d+1+2 charges (about 20-25), Raven can do:

~b,f,u,d+3+4 (Summon Mirage)
- this move creates an illusion, Raven's copy/copies (?) for a very short time


Paul Phoenix:
------------------------
FC,D (Paul's Crouching Taunt)

- if you hold down the D button for about 2 seconds, Paul will do a taunt and
become charged after the animation
- he can execute his Incomplete Somersault from the taunt as well (FC,D,u+2+3+4)


Jin Kazama:
----------------------
Mental Alertness (aka Lingering Soul) transitions

- after certain moves, Jin can press d+1+2 or 1+2 to get charged (check his movelist for the list of transitions, he has many)

b+1+2 (Force Block)

- Jin also gets charged after his b+1+2, Force Block
- this move also repels all incoming attacks and can chain to an Attack Reversal or the Omen Stance


Everything for now...

Last edited by Drake the Demon on Aug 6th, 2005 at 13:41

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VR-Fist
Old Post #5
King of Iron Fist
Member Since: Nov 2001
From: Czech Republic
Posted: Aug 3rd, 2005 10:36 Edit/Delete PostReply With Quote

Good stuff. Come on, translate it for our Czech forums dude

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Drake the Demon
Old Post #6
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 3rd, 2005 10:46 Edit/Delete PostReply With Quote

Quote
Originally posted by VR-Fist
Good stuff. Come on, translate it for our Czech forums dude



Gotcha covered. I'll do it within next 2 or 3 days.

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Sidnei
Old Post #7
Chicken
Member Since: Apr 2005
From: Brazil
Posted: Aug 4th, 2005 06:10 Edit/Delete PostReply With Quote

how many advantage frames do I win making the low parry?

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Drake the Demon
Old Post #8
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 4th, 2005 10:25 Edit/Delete PostReply With Quote

Quote
Originally posted by Sidnei
how many advantage frames do I win making the low parry?



that depends on what you parry (kick give around 15 frames and punches around 10 or so). Most chars get free juggles or at least free hits afterwards.

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E C
Old Post #9
-
Member Since: Jan 2000
XBL: Pending
Posted: Aug 5th, 2005 23:29 Edit/Delete PostReply With Quote

Cool.

Quote
Originally posted by Drake the Demon

Ganryu:
----------------
1+2+3+4~2~3 (Supercharger to Sumo Hug) (0 dmg)

- can only be done against Julia Chang
- it only works if the move hits from the front; a side or back hit will result in a normal Ultimate Tackle with normal (escapable) follow ups
- also hits crouching opponent
- to escape the hug, Julia can press 1 and slap Ganryu for 15 damage (and crumple stun); the slap cannot be avoided



Actually, Ganny gets 3 points of energy back for feeling Julia up (no, really, he does).

And I think the slap does 40 damage.

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JURASSIC
Old Post #10
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Member Since: Jul 2001
From: New Zealand
Posted: Aug 6th, 2005 02:43 Edit/Delete PostReply With Quote

Quote
Originally posted by Drake the Demon
that depends on what you parry (kick give around 15 frames and punches around 10 or so). Most chars get free juggles or at least free hits afterwards.



I think a low parry off a kick gives you a 16 frame advantage; most get an oppurtunity for a juggle launcher, but they're all character specific (i.e. Gannys d/f2 will launch, but it launches off axis, fucking up normal juggles...so it's often better to just go with df1,4); as far as I know no juggles or launchers are guaranteed after you low parry a punch. If there are, someone clue me in on that shit ASAP.

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Drake the Demon
Old Post #11
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 6th, 2005 10:30 Edit/Delete PostReply With Quote

Quote
Originally posted by JURASSIC
I think a low parry off a kick gives you a 16 frame advantage; most get an oppurtunity for a juggle launcher, but they're all character specific (i.e. Gannys d/f2 will launch, but it launches off axis, fucking up normal juggles...so it's often better to just go with df1,4); as far as I know no juggles or launchers are guaranteed after you low parry a punch. If there are, someone clue me in on that shit ASAP.



that's right, no guaranteed juggle after a low punch, but still a free hit for some chars I believe !

Quote
Actually, Ganny gets 3 points of energy back for feeling Julia up (no, really, he does).

And I think the slap does 40 damage.



EDIT: My apologies, you are right ! I'll update right away.

Last edited by Drake the Demon on Aug 6th, 2005 at 13:36

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Drake the Demon
Old Post #12
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 6th, 2005 18:22 Edit/Delete PostReply With Quote

4. ATTACK REVERSAL: (b+1+3 or b+2+4)
--------------------------------------
- only a few characters can do attack reversals: Anna, Asuka, Devil Jin, Nina, Paul, Wang
- attack reversals cannot catch full body attacks, shoulder rushes, knees, elbows, low attacks, throws* (note that they can catch throw shifts)
- damage: (1/2 damage of the reversed move + 25)
- to escape an attack reversal, the opponent must input the correct chicken command: f+1+3 or f+2+4
- the chicken is f+1+3 is the reversed attack was a left kick or left punch
- the chicken is f+2+4 is the reversed attack was a right kick or right punch
- a successful chicken does 13 damage
- some special attacks require a different chicken command (u/f+1+3 or u/f+2+4)

* the only throw attack reversals can catch is the Ultimate Tackle (the reversal only does 25 damage in that case)


4a. Special Reversals:
--------------------------


Heihachi - b+1+3 or b+2+4 (Heaven's Wrath)
-------------------------
- this move works as a Supercharger, but if Heihachi is attacked during the animation he will auto reverse
- this move can catch some elbows and knees too
- damage is 15
- Heihachi also suffers 50 damage
- this reversal cannot be chickened


Jin Kazama - b+1+2~f,f,b+(1+3_2+4) (Side Step Attack Reversal)
----------------------------------
- this is a regular attack reversal, except is side steps
- the 1+3 version is a SSL
- the 2+4 version is a SSR


Nina Williams - b+(1+3_2+4)
------------------------------
- if Nina reverses a left punch with her regular attack reversal, she can continue with the Back Hand Slap (qcf+1+2) multi throw parts
- this reversal cannot be chickened, but it can be escaped with 2 as a throw attack


Craig - b+1+2 or b+3+4 (High or Mid Trap)
------------------------
- b+1+2 is a high attack reversal
- b+3+4 is a mid attack reversal
- damage is always 8
- these reversals cannot be chickened
- a successful reversal is an automatic Mount Position transition


King - b+1+3 or b+2+4
-----------------------
- b+1+3 is a right punch reversal (damage is 30)
- b+2+4 is a kick reversal (damage is 1/2 damage of the reversed move + 25)
- these reversals cannot be chickened
- King can also reverse some low kicks (the second hit of Hwoarang's RFF f+3,4 for example)
- after a successful right kick reversal King can execute a JF Figure Four Leg Lock (b+2+4:3+4)


< thx JURASSIC & Sidnei>
Feng Wei - b+1+3 or b+2+4 (Punch Reversal)
-------------------------
- high & mid punch reversal
- damage is 1/2 damage of the reversed move + 25
- cannot be chickened


Raven - SDW,f+1+2 (Sixth Sense Punch Reversal)
-------------------
- high & mid punch reversal
- damage is 25
- cannot be chickened


more info on auto-parries and auto-reversals later

Last edited by Drake the Demon on Aug 16th, 2005 at 15:57

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dragonmaster980
Old Post #13
Royal Tekkenite
Member Since: Mar 2005
From: USA Illinois
PSN: Black_star
Posted: Aug 6th, 2005 20:00 Edit/Delete PostReply With Quote

Quote
Originally posted by JURASSIC
I think a low parry off a kick gives you a 16 frame advantage; most get an oppurtunity for a juggle launcher, but they're all character specific (i.e. Gannys d/f2 will launch, but it launches off axis, fucking up normal juggles...so it's often better to just go with df1,4); as far as I know no juggles or launchers are guaranteed after you low parry a punch. If there are, someone clue me in on that shit ASAP.


Actually hopkick is guaranteed after low parrying a punch with Law. I dont know if that works with other characters though.

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Drake the Demon
Old Post #14
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 11th, 2005 20:15 Edit/Delete PostReply With Quote

5. PARRY:
-----------------
- a parry can stop incoming attacks like an attack reversal, but:
- a successful parry does no damage and cannot be chickened
- all characters get a free attack/juggle starter after a successful parry
- attacks the parry cannot catch are the same as those listed in the attack reversals section (above)


Generic Low Parry: (all characters - d/f)
-----------------------
- low & special mid attack parry
- can also catch slides



5a. SPECIAL PARRIES:
-------------------------------


Jin Kazama - b+(1+3_2+4) (Parry)
---------------------
- high & mid attack parry


Marshall Law - b+(1+3_2+4) (Parry)
----------------------
- high & mid attack parry
- after a successful parry, Law can go to DSS with ~b,f


Marshall Law - b+1+2 or (DFS_DSS),b+1+2 (Fake Step)
----------------------
- high & mid punch parry
- after a successful parry, Law can do special attacks with (1_2_3_4)
- after an unsuccessful parry, Law can do all DFS attacks


Lei Wulong - f+3+4 or DRU,f+3+4 (Drunken Master Parry)
---------------------
- high & mid punch parry
- after a successful parry, the opponent is side turned
- after an unsuccessful parry, Lei can do all DRU attacks


Ling Xiaoyu - 1+4 or RDS,1+4 (Parry)
---------------------
- high & mid attack parry


Ling Xiaoyu - RDS,(d/f_d)+1+4 (RDS Low Parry)
---------------------
- low & special mid attack parry
- can also catch slides


Lee Chaolan - b+1+2 or HMS,1+2 (Mist Illusion)
-----------------------
- high & mid punch parry
- after a successful parry, the opponent is back turned
- an unsuccessful parry works as a taunt


Baek Doo San - b+1+2 (Punch Parry)
------------------------
- high & mid punch parry
- after a successful parry, Baek can go to Flamingo with B


Steve Fox - 2~f (Punch Parry)
-------------------
- high & mid punch parry
- after a successful parry, Steve can do a special attack with 1 (for 30 damage)


Bryan Fury - b+1+2 (Punch Parry)
--------------------
- high & mid punch parry
- after a successful RIGHT punch parry, Bryan can do a Vulcan Punch with 2 (22 damage + minor stun)
- after a successful LEFT punch parry, Bryan can do a Mach Breaker with 2 (30 damage)
- Bryan auto-taunts after the Mach Breaker counter hits and he can continue with the Bruiser Combo (f+2,1,4,2,1,4,2)
- Steve can escape and punish the Mach Breaker with ~B~2 for 22 damage


Wang Jinrey - b+1 (Neutralizer)
---------------------
- high & mid attack/string parry
- the Neutralizer can stop entire strings like Feng's 1,2,2 and also some attacks the normal parries cannot
- after a successful parry, Wang can do a special attack with (1_2_3_4)


Ganryu - b+(1+3_2+4) (Twin Wall)
----------------
- high & mid punch parry
- after a successful parry, the opponent is back turned and Ganryu can do a Pedal Press Back throw with ~1+2 (for 22 damage and opponent stays BT)


Ganryu - SIT,D,f (Shiranui) <NEW>
----------------
- high & mid punch parry
- after a successful parry, the opponent is back turned and Ganryu can do a Pedal Press Back throw with ~1+2 (for 22 damage and opponent stays BT)

Last edited by Drake the Demon on Aug 14th, 2005 at 13:06

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JURASSIC
Old Post #15
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From: New Zealand
Posted: Aug 12th, 2005 11:58 Edit/Delete PostReply With Quote

Quote
Originally posted by Drake the Demon
4. ATTACK REVERSAL: (b+1+3 or b+2+4)
--------------------------------------
- only a few characters can do attack reversals: Anna, Asuka, Devil Jin, Feng, Nina, Paul, Wang
- attack reversals cannot catch full body attacks, shoulder rushes, knees, elbows, low attacks, throws*
- damage: (1/2 damage of the reversed move + 25)
- to escape an attack reversal, the opponent must input the correct chicken command: f+1+3 or f+2+4
- the chicken is f+1+3 is the reversed attack was a left kick or left punch
- the chicken is f+2+4 is the reversed attack was a right kick or right punch
- a successful chicken does 13 damage
- some special attacks require a different chicken command (u/f+1+3 or u/f+2+4)

* the only throw attack reversals can catch is the Ultimate Tackle (the reversal only does 25 damage in that case)


4a. Special Reversals:
--------------------------


Heihachi - b+1+3 or b+2+4 (Heaven's Wrath)
-------------------------
- this move works as a Supercharger, but if Heihachi is attacked during the animation he will auto reverse
- this move can catch some elbows and knees too
- damage is 15
- Heihachi also suffers 50 damage
- this reversal cannot be chickened


Jin Kazama - b+1+2~f,f,b+(1+3_2+4) (Side Step Attack Reversal)
----------------------------------
- this is a regular attack reversal, except is side steps
- the 1+3 version is a SSL
- the 2+4 version is a SSR


Nina Williams - b+(1+3_2+4)
------------------------------
- if Nina reverses a left punch with her regular attack reversal, she can continue with the Back Hand Slap (qcf+1+2) multi throw parts
- this reversal cannot be chickened, but it can be escaped with 2 as a throw attack


Craig - b+1+2 or b+3+4 (High or Mid Trap)
------------------------
- b+1+2 is a high attack reversal
- b+3+4 is a mid attack reversal
- damage is always 8
- these reversals cannot be chickened
- a successful reversal is an automatic Mount Position transition


King - b+1+3 or b+2+4
-----------------------
- b+1+3 is a right punch reversal (damage is 30)
- b+2+4 is a kick reversal (damage is 1/2 damage of the reversed move + 25)
- these reversals cannot be chickened
- after a successful right kick reversal King can execute a JF Figure Four Leg Lock (b+2+4:3+4)


Raven - SDW,f+1+2 (Sixth Sense Punch Reversal)
-------------------
- high & mid punch reversal
- damage is 25
- cannot be chickened


more info on auto-parries and auto-reversals later




You left out Feng.

And you left out Bruces ff+2: automatically counters high and mid punches.

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Drake the Demon
Old Post #16
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 12th, 2005 14:44 Edit/Delete PostReply With Quote

Quote
Originally posted by JURASSIC
You left out Feng.

And you left out Bruces ff+2: automatically counters high and mid punches.



no. both feng and bruce will be included in the auto-reversals section. coming soon.

BTW, do u or somebody know how to count the damage for Bruce's f,f+2 and Steve's b+2 auto punch reversals? I mean something like that for the attack reversals (25+ half of the move reversed). But that doesn't work here...

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HNIC
Old Post #17
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Member Since: Apr 2003
From: USA New York
PSN: Shin_HNIC
Posted: Aug 12th, 2005 22:52 Edit/Delete PostReply With Quote

Quote
Originally posted by Drake the Demon
4. ATTACK REVERSAL: (b+1+3 or b+2+4)
--------------------------------------
- attack reversals cannot catch full body attacks, shoulder rushes, knees, elbows, low attacks, throws*
* the only throw attack reversals can catch is the Ultimate Tackle (the reversal only does 25 damage in that case)

IIRC, Roger Jr's and King's df+3+4 is considered a throw attack. and it can be reversed.

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Drake the Demon
Old Post #18
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 13th, 2005 11:02 Edit/Delete PostReply With Quote

Quote
Originally posted by HNIC
IIRC, Roger Jr's and King's df+3+4 is considered a throw attack. and it can be reversed.



throw attack? since when. It's a throw shift. and high & mid throw shifts CAN be reversed (Lee's 3+4,3, Bruce's b+3 CH, etc.). Except that you must reverse the 'normal move' part, not the throw part

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JURASSIC
Old Post #19
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From: New Zealand
Posted: Aug 14th, 2005 09:39 Edit/Delete PostReply With Quote

Quote
Originally posted by Drake the Demon
no. both feng and bruce will be included in the auto-reversals section. coming soon.

BTW, do u or somebody know how to count the damage for Bruce's f,f+2 and Steve's b+2 auto punch reversals? I mean something like that for the attack reversals (25+ half of the move reversed). But that doesn't work here...



How exactly is Fengs punch reversal an auto-reversal? It's just a reversal.

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Drake the Demon
Old Post #20
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 14th, 2005 11:38 Edit/Delete PostReply With Quote

Quote
Originally posted by JURASSIC
How exactly is Fengs punch reversal an auto-reversal? It's just a reversal.



f+3+4 - Kenpo Step auto-parry/auto-counter if a string of 2 or more attacks is parried.
f,f+1+2 - auto-reversal hor high and mid punch
1+2 - same as f,f+1+2

any more reversals for feng?

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JURASSIC
Old Post #21
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Posted: Aug 14th, 2005 20:59 Edit/Delete PostReply With Quote

Quote
Originally posted by Drake the Demon
f+3+4 - Kenpo Step auto-parry/auto-counter if a string of 2 or more attacks is parried.
f,f+1+2 - auto-reversal hor high and mid punch
1+2 - same as f,f+1+2

any more reversals for feng?



b+1+3 or 2+4 reverses punches like a normal reversal. It's punches only. Why he needs a punch reversal PLUS all the moves you listed AND b+1, god only knows.

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Drake the Demon
Old Post #22
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 14th, 2005 21:11 Edit/Delete PostReply With Quote

Quote
Originally posted by JURASSIC
b+1+3 or 2+4 reverses punches like a normal reversal. It's punches only. Why he needs a punch reversal PLUS all the moves you listed AND b+1, god only knows.



OMFG, b+(1+3_2+4) is punches only? I though it's a standard attack reversal...
I'll update tomorrow, but can that be chickened?

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Drake the Demon
Old Post #23
Moderator Silver Demon
Member Since: Mar 2005
PSN: drake122
Posted: Aug 15th, 2005 11:41 Edit/Delete PostReply With Quote

POST EDITED OUT <I wanted to edit my previous post about attack reversals and quted it instead> Silly me...

Last edited by Drake the Demon on Aug 16th, 2005 at 11:08

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Sidnei
Old Post #24
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Member Since: Apr 2005
From: Brazil
Posted: Aug 16th, 2005 04:31 Edit/Delete PostReply With Quote

Quote
but can that be chickened?


No.

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mishimasucks
Old Post #25
Tekken Newbie
Member Since: Feb 2004
From: United Kingdom
Posted: Aug 16th, 2005 18:57 Edit/Delete PostReply With Quote

Heres a noob quuestion. How do you get up quickly from an attack that makes you roll back eg Paul's qcf2 or Bryans ch ff3 or Ninas ch f1+2

Signature(Bryan) B+1,1~4, 3,2,1,2 wall 1,2,1 d/f3 >You
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