First of all you should familiarize yourself
with the Legend
we use throughout the site. This section was created with
the hardcore Tekkenite in mind. If you really want to master
your favorite characters you should definitely take a look
at the frame information. And while frame data isn't the gospel,
it will help you understand what are the bad moves to use
and which moves would be prime retaliation options. Tekken
4 runs at 60 frames per second.
It is important to note that sometimes you can block
before you can actually input a command, this is often the
case with minor stuns and guard breaks. Thus a -12 for example
doesn't necessarily mean you can't block for 12 frames (After
Jin's Kazama Fury for example you can block almost instantly
yet you cannot move for nearly half a second). Most moves
with a disadvantage of 8 or less can be considered safe moves
as it takes at least 8 for your opponent to execute a standard
jab and in some cases your opponent will not even be within
jab range and you have to add on whatever amount of frames
it take for him to dash within hitting range. Christie has
the ability to shorten recovery time after certain moves with
a side step or using recover crouching cancels. |
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Command Column |
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Pretty self explanatory, this is how you execute the listed
move. The directions are in relation to which way your character
is facing of course. |
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Hit Column |
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Indicates how many frames it takes for a move to hit after
you have finished the command. This does not included the
number of frames it takes to input the command. |
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Block Adv Column |
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The number of frame advantage or disadvantage when the
move is blocked. Meaning the amount of frames it takes before
you can input a new command. Positive numbers are advantages
over your opponent, negative numbers indicate a disadvantage
and KD indicates the opponent gets knocked down. This can
either be a juggle, stun or any other kind of knock down. |
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Hit Adv Column |
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The number of frame advantage or disadvantage on a hit.
Keep in mind a hit does not necessarily results in an advantage
over the opponent. Frame advantage on stagger moves reflects
the amount of stagger frames, this does not equal the number
of frames your opponent cannot block attacks. |
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Crouch Hit Adv Column |
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The number of frame advantage or disadvantage on a hit
when the opponent is in a crouched position. Frame advantage
on stagger moves reflects the amount of stagger frames, this
does not equal the number of frames your opponent cannot block
attacks. |
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Counter Hit Adv Column |
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The number of frame advantage or disadvantage on a counter
hit. Keep in mind a counter hit does not necessarily results
in an advantage over the opponent. |
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Escape Adv Column |
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Applies to Grappling Arts only. This shows the number of
frame advantage or disadvantage you have after your opponent
escapes the throw in question. Usually results in 0 or a slight
disadvantage. |
The source for the frame data is a Japanese
guide, called "Tekken 4 Ultimate Synthesis" by Arcadia.
As with any publication there are errors or typos here and
there and without a doubt we made a few ourselves (easily
happens after a few hours of crunching these numbers). On
the other hand, unless you have the actually Tekken 4 script
you can't really be 100% sure about an actual frame count
when in doubt. So we offer this info 'as is'. |