Tekken Tag Tournament 2/System/Crouch Dashes and Sways

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Movement and Defense

This series of lessons is aimed to introduce all possible commands you can do with the directional pad/stick, show practical and creative uses of such commands, and introduce fundamental aspects of movement and defense.

Contents

Crouchdashes and Sways

Objectives

  • To introduce crouchdashes and sways
  • To introduce advanced movement using crouchdashes and sways

Have you ever played Street Fighter and used the shotos? (Ryu, Ken, Akuma). Do you remember how to input directions to get fireballs, uppercuts and copter kicks? Well, those stick movements are also in Tekken, but instead of fireballs and the others, those directional inputs give you a special kind of movement that can be essential to the character you play. We're gonna talk about them in this chapter.

Going Under

Crouchdashes and sways cover distance comparable to a regular dash, but unlike a dash, crouchdashes and sways also dodge high attacks along the way. This is a pretty nice property, since many times it's hard to get close to or away from your opponent without getting jabbed in the face. Be wary though that crouchdashes and sways are not universal, meaning only select characters have a specific crouchdash/sway.

Crouchdash v.1

There are two different crouchdashes in this game, and the type of crouchdash depends on the character too. The first crouchdash we're gonna talk about is the crouchdash with f, n, d, df input (similar to the shoryuken movement, though there's a extra neutral. This input is abbreviated as cd). This crouchdash is associated with the Mishimas and is sometimes called a "Mishima crouchdash" because of their paramount importance to those characters, though some other characters have access to this technique also. This kind of crouchdash is kinda nifty, as you can do this crouchdash after a forward dash (f~f, n, d, df), and you can also do a forward dash after it (f, n, d, df, n, f). Because of this, it's possible to connect them all to a loop of crouchdashes and forward dashes (called a wavedash) by just repeating the cd command over and over, and as long as you're fast enough, you'll get closer to your opponent quicker than running! Wavedashing is a great tool to get closer to your opponent and also a pressure tool since you can do both crouchdash and forward dash attack with it. For Mishima players, learning to wavedash effectively is a priority one!

Crouchdash v.2

The second crouchdash in this game can be inputted by holding the down direction and sliding it to the forward direction, similar to the hadouken motion (d, df, f. Abbreviated as qcf, which stands for quarter circle forward). Again, only some characters have this kind of crouchdash. This kind of crouchdash is easier to input, but sadly, you can't connect a forward dash with it. However, it's possible to connect a sidestep after it, giving it a different way to pressure opponents. Snakedash (qcf~u_qcf~d), as we call it, combines sidestep and a crouchdash and is more evasive than a wavedash, so it's recommended when you want to dodge attacks along the way. Remember, Snakedash is also possible with a f, n, d, df crouchdash too (cd~u_cd~d).

Sways

Sways, unlike crouchdashes, are used more to dodge attack because of its backward movement and evasion to high attacks. Sways are inputted by holding down then sliding it to back, similar to the copter kicks motion (d, db, b. Abbreviated as qcb, which means quarter circle back. Because of its nice properties and character-specific attacks, it's used as a nifty tool for baiting and evasion. It's also possible to add a sidestep with it (qcb~u_qcb~d. Called snakestep) and because of its evasive properties, snakesteps give you an easier alternative to backdash cancelling (but there are risks too since you can't completely block). Sadly, only a few characters have this kind of movement, so backdash cancelling is still necessary to practice.

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