All moves works for every character unless otherwise noted in the footnotes, this chart does not apply to Lei for the most part,
see the Lei move list for more details on his grounded moves and options. The first column indicates your position on the ground.
Pos
Cmd
Move Name
Dmg
Range
F Hit
B Adv
H Adv
CH Adv
Note
KND
u
Stand Up
x
x
x
x
x
x
3
Low Kick Rise
7
l
22
-16
-7_KD
KD
BS RC
4
Mid Kick Rise
12
m
22
-18
-9
KD
5
Tag Out
x
x
x
x
x
x
(1_d+1)
Roll Sideways
x
x
x
x
x
x
#1 #5
= ~D
= Face Down Position
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
22
-16
-7_KD
KD
BS RC
= 4
= Mid Kick Rise
12
m
22
-18
-9
KD
= f_b
= Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
22
-16
-7_KD
KD
BS RC
= 4
= Mid Kick Rise
12
m
22
-18
-9
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
= f+1+2
= Head Dive
15
m
50
+2
KD
KD
= b,b+3+4
= Rising Feet Lunge
20
m
30
-22
KD
KD
#2 #4
f_b
Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
22
-16
-7_KD
KD
BS RC
= 4
= Mid Kick Rise
12
m
22
-18
-9
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
= f+1+2
= Head Dive
15
m
50
+2
KD
KD
b+3+4
Rising Feet Lunge
20
m
30
-22
KD
KD
#2 #4
b+4~3
Quick Feet Lunge
d+(3_4)
Ankle Kick
4
l
13
22
-11
-11
FCD
u
Stand Up
x
x
x
x
x
x
3
Low Kick Rise
7
l
24
-17
-3_KD
KD
RC #3
4
Mid Kick Rise
10
m
24
-14
-5
KD
5
Tag Out
x
x
x
x
x
x
(1_d+1)
Roll Sideways
x
x
x
x
x
x
#1 #5
= ~D
= Knock Down Position
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
20
-15
+6_KD
KD
BS RC
= 4
= Mid Kick Rise
10
m
18
-14
-4
KD
= f_b
= Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
20
-15
+6_KD
KD
BS RC
= 4
= Mid Kick Rise
10
m
18
-14
-4
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
f_b
Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
20
-15
+6_KD
KD
RC
= 4
= Mid Kick Rise
10
m
18
-14
-4
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
SLD
u
Stand Up
x
x
x
x
x
x
3
Low Kick Rise
7
l
26
-19
-8_KD
KD
RC #3
4
Mid Kick Rise
10
m
26
-19
-10
KD
5
Tag Out
x
x
x
x
x
x
(1_d+1)
Roll Sideways
x
x
x
x
x
x
#1 #5
= ~D
= Play Dead Position
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
26
-19
-8_KD
KD
BS RC
= 4
= Mid Kick Rise
10
m
26
-19
-10
KD
= f_b
= Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
22
-16
-7_KD
KD
BS RC
= 4
= Mid Kick Rise
12
m
22
-18
-9
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
f_b
Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
22
-16
-7_KD
KD
RC
= 4
= Mid Kick Rise
12
m
22
-18
-9
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
PLD
u
Stand Up
x
x
x
x
x
x
3
Low Kick Rise
7
l
20
-15
+6_KD
KD
RC
4
Mid Kick Rise
10
m
18
-14
-4
KD
5
Tag Out
x
x
x
x
x
x
(1_d+1)
Roll Sideways
x
x
x
x
x
x
#1 #5
= ~D
= Slide Position
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
20
-15
+6_KD
KD
BS RC
= 4
= Mid Kick Rise
10
m
18
-14
-4
KD
= f_b
= Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
20
-15
+6_KD
KD
BS RC
= 4
= Mid Kick Rise
10
m
18
-14
-4
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
f_b
Roll Forward_Roll Back
x
x
x
x
x
x
= 3
= Low Kick Rise
7
l
20
-15
+6_KD
KD
RC
= 4
= Mid Kick Rise
10
m
18
-14
-4
KD
= ~D
= Recover Crouching
x
x
x
x
x
x
RC
Tech Roll or Quick Rising
Tech Rolling or Quick Rising, is the technique where the character gets up at the moment of impact with the ground instead of waiting
to be fully grounded before getting up. In order to do this you must input the required command as your character hits the ground.
If you do it early or late your character will end up being completely grouned.
Position
Command
Move Name
Note
Any
~5
Tech Tag Out
Any
(~1_~2)
Tech Roll towards the background
= ~D
= Recover Crouching
RC
Any
(~3_~4)
Tech Roll towards the foreground
= ~D
= Recover Crouching
RC
Any
~b
Roll Back
KND
~f
Back Spring
GS
SLD
~f
Hop Up
FCD
~f
Hop Up - Back Turned Towards Opponent
Not all knockdowns can be teched, prime examples would be bounce knockdowns such as Bryan's b+1, spinning knockdowns such as Jin's
f+3 and long range counter hit knockdowns such as Paul's qcf+2. A few special types of tech rolls are possible from specific knockdowns
and unlike Tekken 3 you can tech roll most long range knockdowns in Tekken Tag Tournament.