A run can be started when you are 6 or more steps away from your opponent by tapping f,f. Your possible options during a run depends on the amount of steps you have taken, the character your are playing with and the position of the opponent. This first chart will break down the options depending on the amount of steps.

 
Steps Taken Option Description
6 The run starts at the 6th step
from 6 to 22 Running Stomp on a grounded opponent
from 11 to 18 Running Tackle on a standing, ducking or back turned opponent
from 12 to 22 You can do a Head Dive, Slide or Slash Kick
from 18 to 22 Shoulder Ram on a standing, ducking or back turned opponent
22 The run ends at the 22nd step
 
 
 

The following chart contains the command and range analysis for the default running attacks. Refer to the chart above as to when you can execute these particular attacks.

 
Action Command Range Note
Stop Running b_d/f -  
Side Step Run Cancel u_d -  
Crouch Run Cancel D -  
Running Stomp N_F -  
Running Tackle N_F Throw #1
Shoulder Ram N_F !  
Head Dive 1+2 m GB
Slash Kick 3 m GB #2
Slide 4 L  
Foot Notes#1 Craig Marduk can use his usual Mount Punches after a Running Tackle.
#2 Ling and Julia end up grounded after the Slash Kick and do not cause GB.
 

Not all characters can do the default running attacks. Below is a list with exceptions, if an attack is not listed it equals the default attack. For special running attacks check the individual character move lists. Frame rates and damages for these moves are the same as if the moves were done from standing.

 
Character Command Name
Yoshimitsu 3 Standing Left Spin Kick
  4 Fubuki
Steve Fox 3 Left Weave
  4 Right Weave
  1+2 Left Jab
King 3 Standing Left Kick
  4 Ali Kick
Lee Chaolan/Violet 3 Shredder (1st Hit)
Craig Marduk 3 Bicycle Kick
Paul Phoenix 3 Shredder
Nina Williams 3 Leaping Heel Hold (Multi Throw Starter)
Christie Monteiro 3 Lunging Brush Fire