Both of these generic grabs have the unique feature of holding forward with the grab to extend the reach i.e. The first is 2+4 grab where you reach with your right hand the second is 1+3 grab where you reach with your left hand. Every character has 2 generic commands for grapples. Grapples are a very fundamental part of Tekken, especially because it is quite challenging to break. Many characters get access to specific attacks while they are in a running state, for example Julia: There are 3 windows of breaking the unblockable tackle as seen in the gif below: Floor Stomp - Automatic after 2 or more steps on grounded enemy: If your opponent decides to stay lying on the floor, you will step on them as you run past him/herīut if you run into your opponent after 2 or more steps, you get an unblockable tackle where you pin your opponent on the ground and you can unleash any combination of up to 4 punches using either limb.Slash Kick - 3 anytime during the run: A Bruce Lee style leaping dragon kick on your opponent that leaves you at a lot of (+) frames if they block it and knocks them down if they get hit, but it's easily sidesteppable.Shoulder Tackle - Automatic after 3 steps: Your character automatically shoulder charges into the other character carrying the momentum of running those 3 steps. Slide - 4 after 2 or more steps: Your character does a baseball slide doing a quick low attack that knocks down your opponent.Cross Chop - 1+2 after two or more steps: Your character does a double fisted head-first dive into your opponent.Running is an important tactic in Tekken because it is a very quick way to cover ground from an enemy far away for you to keep pressure and when you are in a running state, you have access to a core set of attacks: If they aren't punishable, then they would usually be able to be evaded with a sidestep or a duck or even a low parry to counter them as seen in the gif below: Lastly, the attack strings are usually very punishable and that's why you won't see people throw them out in the open during matches all that much. These things aren't used in competitive play which is why I couldn't find any footage of it used in a match, but here are Ling Xiaoyu and Kazuya Mishima's from the TTT2 Prologue's model viewer: These are usually the weapons that are done to eliminate mashers or torment people that are new to the game since they wouldn't know when to anticipate a low or a high to evade or low parry (covered later). It is like the title, a series of 10 attacks all alternating between high, mid, and low attacks allways ending with a devastating strike. Other strings can also be delayed, and hence baits your opponent to punish your attack when you have the last followup ready to catch him/her like Law's b+1,2,1:Įvery character also has at least one 10 hit string in their arsenal. Some strings might not have a first move that has such a fast startup BUT they can still be used for deadly mixups where the strings can branch into different attacks as seen in the gif below:Ĭharacters like Nina, Asuka, Anna, and others have attack strings that can branch into different moves where your opponent will be forced to guess between high and low attacks which can be really useful in closing rounds. There are lots of strings out there in everyone's movelist that have these sort of properties and can be useful like in Dragunov's case, the 1 is a 10frame jab so it is highly likely you will be capable of getting the first hit as a counter hit. Therefore the 1,2 is an NC or a "Natural Combo" and the 1,2,1 is a NCc or a "Natural Combo only on counter hit". However, if the first hit was done with a counter hit, then all of the next 2 punches were guaranteed. As you saw with Dragunov's 1,2,1 getting the first hit only guaranteed the second and the 3rd was blocked. However, the properties of these attack strings are definitely something that should be considered as seen in the gif below.Īs you see, these are different from target combo's in Street Fighter in the sense that they don't necessarily mean every hit following the first attack will be guaranteed if landed cleanly. He'll do a left, right, left punch combination which is simple enough. For example, you hit 1,2,1 from Dragunov. These don't require any timing per se and can be "mashed" out. This section will just provide you with the explanations of what types of attacks are available ot each and every character in Tekken.Īttack strings are simply a flurry of attacks that come out your character following a prescribed combination of button inputs. Now it's time we looked at how you can attack your opponent.
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