A run can be started when you are a considerable distance (about 3 backwards jumps worth) 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
Prior to 3rd
Any regular attack is available
3rd
Your character is concidered Running from the 3rd step taken after the initial startup dash
After 3rd
Running Stomp on a grounded opponent
After 3rd
Running Tackle on a standing, ducking or back turned opponent
After 3rd
You can do a Head Dive, Slide or Slash Kick
After 4th
Shoulder Ram on a standing, ducking or back turned opponent
Running Attacks
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. Prior to the automatic Shoulder Ram you can also cancel the run into any standard attack the character
has. Characters in general don't have running 1 or 2 attacks, exceptions can be found on the individual movelists.
Action
Command
Position
Range
Note
Stop Running
b_d/f
-
Side Step Run Cancel
u_d
-
Crouch Run Cancel
D
RC
-
Running Stomp
N_F (grounded opponent)
-
Running Tackle
N_F (upright opponent)
T
#1 KND
Shoulder Ram
N_F (upright opponent)
!
KND
Head Dive
1+2
m
GB KND
Slash Kick
3
m
#2 GB KND
Leaping Heel Kick
3
KND
m
#3 KND
Slide
4
PLD
L
#4 KND
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. Special running attacks are also listed on the individual character move lists.