This section will give you a better concept of the Tekken 4 gameplay system. Various gameplay elements will be addressed here, make a selection below.

 
Wall Basics
Running Attacks
Position Change
Tackles & Escapes
Yoshimitsu Flash Steal Chart
Wall Damage & Wall Tech Roll
 

If any frame data is provided 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. 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

 


 
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