Tekken 4/5 Advanced Basics: Where Do I Start?

time the b,f+1 a lot later so that it hits their foot, don’t do it right away… i think. if you can do julia u/f+4, d+1, FC df+4,3, d/f+4, 2, b,f+1 but not your michelle combo, then i dunno =X

backdash cancel, down is to crouch (d/b was to crouch in T4), return of a lot of old juggles, old juggling system, plays much faster, restored some of the old movements, sidestep isn’t as strong as T4, and so on.

T4 has a lot of new moves for the characters that ended up being integrated into their strategy for T5 though, such as Ling’s 4~3, so it’s not to say that transitioning from TTT to T5 is much easier than T4 to T5.

oh yeah, there’s walls, but there’s not much difference… once they hit a wall, you do your super buff canned string.

omg im juss a noob :wow:

Hey I want to get started at Tekken too. Eddy beats me, anyone who mashes with him owns me. HELP.

Walls are different from T4 to T5… in T4, you have a chance to roll out from a wall once you hit it, so you don’t get stuck and eat a huge combo. In T5, you hit a wall, you are fucked until you fall and roll away.

i usually use Jin, what would you saw is the best way to punish a wiffed or blocked deathfist??

that combo i listed is quite easy… known as the “wonder juggle,” scrubs like me learned how to do it before learning how to really play the game =P
but yea, if hitting the b,f+1 is a problem of aiming for their foot, then that should solve it. i had trouble connecting at first.

if you’re planning playing T5 Julia, the timing for the last hit is much easier. the combo is also much simpler =P

Eddy is only good with mashers because one of the more common masher strings mixes up between low and mid a lot. Learn the string and also parry low, done by hitting downforward when they attack you, and you should be fine.

T4 or T5? Jin plays differently in each, but trying to launch them for a juggle is normally the best thing to do if you have the chance.

with jin launch and b,f+2,1 pause d/b+2,2,3

so if they wiff try to cd/wd in and cancel into ws+2 or if they have stupid recovery go for cd+1

Fixed for great justice.

Or you could do launch, b,f+2,1 pause 1,3~3 d+4 to keep them at your feet instead of knocking them across the stage.

Since you are so sick and incredible that you need to start playing a new game because you own your college friends maybe you should check out the local tourn Feb 26…

http://www.shoryuken.com/forums/showthread.php?t=78064

Start with Nina, she’s easy to use and has a DAMN GOOD oki game.

Snaps, didn’t even see the other matches. My player is set to auto-repeat, so I guess when I saw that at 5 in the morning yesterday the same characters in the second match made me think it was a single 3-round beatdown.

Yea, the later Eddy matches were good.

Wall Oki > Regular Oki

Seems to be a problem with most Tekken players is that they are alot like the players on here. They go like “so you know the 1,2,3,4 button set up right?”

“…yeah”

“ok so then what you do is position yourself so that you can 1,2 off a sidestep and then followup with the 2,4 if that hits then the 2,1(2)#3 should be easy then finish with a QCF4(*#3m-44-2-1), watch for wavedashing and oki when the goes for the grab”

:confused: “…uh…go back to the part after you said ok…” :confused:

I went to the beginners thread on the tekkenzaibatsu website and the whole thing is just doubledutch to me

Not incredible:shake:, I face scrubs but I’ll definately attend if I can.:sweat:

I play with Asuka and honestly I think she’s a fairly abusable beginner character. I mean…how much easier than f+2 can you get for a dashing launch? O.o

Just pray to god they dont block it. My good that launcher has negative frames of block.

want a “flashy” hworang combo that’s REALLY REALLY REALLY easy??? (yes, it’s not really flashy, but scrubs are like, 0_0)

dp+4, 3~4, d+3, 3

that’s forward, neutral, d, d/f+4,

then slide 3 to 4 as they’re falling

then do that double kick… i think that’s 3, but it might be 4. it’s where is does two side kicks, one low, one launcher

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.