 |
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. |
| 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 |
|
| |
| |
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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. |
| 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 |
|
|
| |
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. |
| 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 |
|
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