I’m learning Tekken 5 myself and found some helpful pages at TZ.com. I’ll copy and paste some important stuff that I think might help you guys.
Orginally posted by Nanaya Shiki;
Getting into an advantageous position
If opponent continues to abuse the same move, chances are you can evade them. Evading is better than blocking. A 2 attack can many times be avoided by SSR. A 1 attack, SSL. If there is some distance between your opponent, you can create more by back dashing or performing back dash canceling, bdc (notation to be done quickly: b,b,db,b,b,db, cont.). Know your characters efficiency range so that more options are available to you than before. The worst situation is when you whiff (throw a move but hit nothing at all). The best situation is when your opponent whiffs.
Movement when grounded
There will be many situations where you will be grounded. There are many options.
Stand right up (u, then if you want to block, b)
This is done if you want to either get back up quickly or anticipate a mid or high move and want to block it. You are vulnerable to low and throw attacks.
Stand up crouching (db <or in some cases> u,db)
This should be done if you anticipate a high, low, or a regular throw attack. You are vulnerable to mid and crouch throw attacks <not too many characters have this>. An important note is that there are a large number of mid attacks that will launch you into the air and thus, juggling will pursue.
Roll away from opponent (b)
This should be done if you anticipate a small range low attack. Otherwise, you are vulnerable to some high, mid, and low attacks that have the range or are performed in close range by dashing in. Do not perform this often. If possible, not at all.
Roll towards the opponent (f <in beginning of the rolling animation, 1+2 to cross arm attack> )
This should be done if you anticipate a high attack or were knocked away quite a distance from your opponent. You are vulnerable to mid and low attacks. You are also vulnerable if your cross arm attack does not successfully make the opponent block it. In other words, they side step or back dash out of its attack range.
Roll to the side of opponent (1 or 2)
This should be done if you anticipate a high, mid, or throw attack. It will avoid some low attacks, depending on whether you rolled left or right of the opponent and the opponents attack. You are vulnerable if the opponent successfully hits you with a low ground-hitting capable attack in the correct direction. Most likely, this will create a no-hit situation where you get up and the opponent waits for you.
(This is a compilation of Tekken 5 movement essentials that could make or break your game. They are targeted at spacing and evading. This is a general list.)
Back Dash Cancel
b,b,db,b,b,db,b …
toothy taught me the original notation, speiky made it easier. The back dash is vurnerable moreso in T5 than in T4 so back dash cancelling allows a safer retreat. This move would be used as a spacing tool.
Instant While Standing
db~N+(input) or df~N+(input)
This one’s all about timing. The db performs the ducking move while the N allows the while standing move. The iWS in some moves means ‘instant while standing’. (ex: Kazuya’s iWS+2, Hwoarang’s iWS+4,4)
Crouch Cancel
When FC, f,f or u
Credit to ScrubLord. This is mainly used in juggles. When you are fully crouched, you can cancel the while standing motion by tapping f,f or u. (ex: Bryan’s df+3, cc, db+2, 1, f,f, d+3,2)
Wave Dash (Character specific)
f,n,d,df,f,f,d,df,f,f,d,df,
f …
For a character that can crouch dash (esp. in TTT), this was godly. The Mishimas abused this in TTT, a bit in T4, and it could become a fast alternative to close the gap between you and your opponent in T5. If done quickly, it can become a fast mix-up game, throw game, and/or pressure movement. (ex: Kazuya, Hwoarang, Jin)
Crouch Dash Cancel into While Standing/Rising (Character specific)
f,n,d,df~b+(input)
This is my notation for it because I could pull it off consistently in T4. This allows for WS/WR moves out of a crouch dash. A good example would be Kazuya’s f,n,d,df~b+1,2 and CD+4,4_1 mix-up.
Snake Dash (Character specific)
CD,SS,CD,SS …
The crouch dash (f,n,d,df or qcf) differs from character to character in terms of animation and speed. The snake dash would be used to move offensively while attempting to evade an attack via the side stepping. (ex: anyone who has a qcf or f,n,d,df movement)
Reverse Snake Dash (Character specific)
qcb,SS,qcb,SS …
For anyone with a back sway movement available, this is the reverse snake dash, a defensive movement while attempting to evade attacks. (ex: Nina)
sources;
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=72462
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=69625
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=72457
Also keep in mind T4/T5 are pretty different. In T5 you would fall after hitting the wall. But in T4, if you hit the wall, you might bounce off it which might lead to a longer air juggle. Depending how you hit the wall, you might be lucky enough to tech roll out of it. Lee has a legit infinte in T4 because of this. Also for some of you guys reading stuff at TZ.com, oki (short for okizeme) refers to wake up games.