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Tekken 6 Move Lists

(Work in Progress)

Written by: Wild Man X (tekkenomics@gmail.com) and Drake the Demon (drake122@seznam.cz) Last Updated: April 21, 2010 Website: Tekkenomics (http://www.tekkenomics.com)

Bound Moves List

Character Select & Legend / Key

Items Moves List

CHOOSE YOUR CHARACTER

Recent Update Info


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Added the Tekken 6 logo Updated Move Lists - Anna, Armor King, Baek

Bound Moves List

Character Select & Legend / Key

Items Moves List

LEGEND & CONVENTIONS


NOTE: Make sure you are familiar with the Legend & Conventions section!

Columns: Column: Explanation:

Command:

Type:

Damage:

Hit Range:

How to execute the move. All commands are listed from '1p' side (left side of the TV screen). If you are on the right (2p) side, reverse the directional and side step inputs. Throw-based sections only. Indicates your position in relation to the opponent. Note that there are throws which can be executed from several positions, even on crouching or airborne opponents. See throw types in the Legend & Conventions. All damages are listed at their base value. If you see 'System' under this column (mostly in case of reversals), the damage is dependent on other factors and is included in the Game System section. (coming soon) Indicates at which level the move hits. Please note that some moves hit 'barely high' or 'barely mid' and

Escape:

Hits: Stance:

Properties:

can whiff opponents they shouldn't according to the hit range description. Also, the 'hits grounded opponents' part of the hit range description may vary depending on the size of the opponent and specific gameplay situations. Throw-based sections only. Lists the command the opponent must press to avoid being thrown. If you see 'System' under this column (in case of tackle and mount attacks), the escape is more complex and is included in the Game System section. (coming soon) String Hit Arts section only. Indicates how many hits the string has. Also lists properties for the strings. Indicates in which stance or position your character recovers in after the move is performed. If the column is empty, the move goes back to the character's basic stance (in Hwoarang's case LFF is considered basic stance). You may also see things like 'BT RC' here. This means your character recovers in multiple stances or positions simultaneously. For example Hwoarang can recover in back turned RFF stance after some of his moves. List footnotes (#), stuns, guard breaks and other move properties. Make sure you don't overlook the hit modifiers [ ] and the footnotes. In throw-based sections the content of this column is limited to special properties, footnotes and the stance YOUR character recovers in.

Commands: Notation: 1 2 f b u d d/f d/b u/f u/b qcf hcf cd Explanation: Left punch (triangle button) Right punch (square button) Tap forward Tap back Tap up Tap down Tap down and forward Tap down and back Tap up and forward Tap up and back Quarter circle forward (d,d/f,f) Half circle forward (b,d/b,d,d/f,f) Crouch Dash (f,N,d,d/f) Notation: 3 4 F B U D D/F D/B U/F U/B qcb hcb CD Explanation: Left kick (X button) Right kick (circle button) Hold forward Hold back Hold up Hold down Hold down and forward Hold down and back Hold up and forward Hold up and back Quarter circle back (d,d/b,b) Half circle back (f,d/f,d,d/b,b) Crouch Dash (f,N,d,D/F)

Notations: Notation: N SS FC WR ( _ ) + Explanation: neutral joystick position side step (left or right) full crouch position while running or at the same time Notation: SSL SSR WS [ ] ... ~ Explanation: side step (left only) side step (right only) while standing up from crouch optional command(s) continue infinitely immediately after

, * :

followed by press and hold button(s) "just frame" input - button must be pressed on an exact frame number

< = ;

delayed input next in sequence used to separate commands used in a combo

Grounded Positions: Notation: KND (FUFT) SLD (FDFA) Explanation: knock down (face up / feet towards) slide (face down / feet away) Notation: PLD (FUFA) FCD (FDFT) Explanation: play dead (face up / feet away) face down (face down / feet towards)

Throw Types: Notation: F L C G Explanation: front throw left side throw crouch throw (from the front on a crouching opponent) ground throw Notation: B R A Explanation: back throw right side throw air throw (opponent in the air) -

Move Properties: Notation: BT RC CH OS Explanation: back turned recovers crouching initially major counter hit forces opponent's side to face you (ex. Hwoarang - CH LFF,b+4) juggle starter (ex. Feng Wei - u/f+4) block stun - attacking character has huge disadvantage if blocked (ex. Marshall - d/b+4) stagger hit - opponent may recover KND in some cases (ex. Nina - b+4) minor stun - animations vary, but usually nothing is guaranteed afterwards (ex. Nina - b,f+3) kneel stun - opponent falls to one knee, free hits are sometimes possible (ex. Anna - d/f+4) crumple fall - opponent quickly falls down, free hits are usually possible (ex. Roger Jr. - 3+4) hit modifier (ex. CFS[1,2]) block modifier (ex. BTb Command: FF RCj OC OB Explanation: face forward RC joystick modifier (hold D or D/B) forces opponent to crouch (ex. Ganryu - u/f+3+4) forces opponent's back to face you (ex. Marshall - BT,1) bounce juggle starter (ex. Lee - CH b+4) guard break - defending character takes a step back, or his hands are in the air (ex. Feng Wei f+1+2) double over stun - opponent can tap f to escape (ex. King - CH f,f,N+2) fall back stun - opponent can tap f to escape (ex. Bryan - CH SS+1,2) crumple fall stun - opponent slowly falls down, free hits are usually possible (ex. Heihachi CH b+2) crumple stun - opponent falls down, free hits are usually possible (ex. Lee - CH f,f+4) see footnote (ex. #2) counter hit modifier

JG

BN

BS SH

GB DS

MS

FS

KS

CFS

CF

CS

[x] b

# c

co

cl bt

character is BT on block) crouching opponent modifier (ex. SHco - SH on crouching opponent) clean hit modifier (ex. JGcl - JG on a clean hit) back turned opponent modifier (ex. JGbt - JG on a BT opponent) move can cause floor destruction technically jumping state

cco

(ex. BNc - BN on counter hit) CH on crouching opponent (ex. JGcco) CH clean hit modifier (ex. FSccl) move can cause "bound" property when used in combos (and also floor destruction) technically crouching state -

ccl B!

F! TJ

TC -

Hit Ranges: Notation: h m l s ! [!] Explanation: high (block B or duck) mid (block B) low (block D/B or jump over) special mid (block B or D/B) unblockable unblockable, hits grounded Notation: H M L S <!> T Explanation: high, hits grounded mid, hits grounded low, hits grounded special mid, hits grounded unblockable, can be ducked throw (duck or input escape command)

Character Specific: (Stances, Special Positions, etc.) Notation: SDW HAZ MST HMS CJM LCT HPF DRU SNA DGN PAN TGR CRA SNAs FUFTs FUFAs FDFTs FDFAs AOP RDS CDS MNT VTS HSP RLX FLE INS DGF MED Character(s): Raven Raven Lee Lee Anna Asuka Asuka Lei Lei Lei Lei Lei Lei Lei Lei Lei Lei Lei Lei & Ling Ling Jin Craig Craig Christie/Eddy Christie/Eddy Yoshimitsu Yoshimitsu Yoshimitsu Yoshimitsu Explanation: Shadow Stance / Labyrinth Haze Mist Step Hitman Chaos Judgement Leg Cutter Haze Palm Fist Drunken Master Walk Snake Dragon Panther Tiger Crane Sit Snake Face Up, Feet Towards Stance Face Up, Feet Away Stance Face Down, Feet Towards Stance Face Down, Feet Towards Away Phoenix Rain Dance Crouching Demon / Mental Alertness 2 Mount Position Vale Tudo Stance / Ready Position Handstand Relaxed Position / Negativa Flea Indian Sit Dragonfly Meditation Command(s): b+3+4 3+4 1,2~f 3+4 b+3 d/b+4 b+2,1 f+3+4 f+2+3 f+2+3,SSL f+2+3,SSR f+2+3,SSL,SSL f+2+3,SSR,SSR TGR,3,f d+3+4 d+2+3 d+1+2 d+1+4 b+1+4 (Lei); d+1+2 (Ling) b+3+4 b+1 3+4,1+2 3+4 f+1+2 d+3+4 d+1+2 d+3+4 u+1+2 3+4 Alternate Notations: BT, LBR SNK SNKs KNDs PLDs FCDs SLDs PHX, PNX BT RDP NEG, NGV POG -

KIN NSS SAV MTS FLY FLA AKS BBD ROC LFF RFF LFS RFS SIT

Yoshimitsu Yoshimitsu Miguel Bruce Devil Jin Baek Roger Jr. Roger Jr. Roger Jr. Hwoarang Hwoarang Hwoarang Hwoarang Ganryu & Jack-6 & Kuma/Panda

Kincho No Sword Stance / Mutou no Kiwami Savage Stance Muay Thai Stance / Pasart Stance Fly Flamingo Animal Kick Stance Bobbin Dance Rocket Stance Left Foot Forward Right Foot Forward Left Flamingo Right Flamingo Sit

1+2 2+3 3+4 1,2,4 3+4 b+3 d/b+4 b+3+4 b+1+2 DEFAULT 3+4 f+3 f+4 3+4 (Ganryu); d+3+4 (Jack-6 & Kuma/Panda) 3+4 FC,d/f+1+2 b+1+2 d+1+2 f,f+3~b,f 3+4 f+3+4 b+3+4 3+4 3 4 f+3 f+3*,F qcb,N (Bryan & Paul); b+3 (Steve) b+3,f 3+4 d+1+2 f+3+4 DES,f+3+4 f+1,2~F f+3 d+1+2 3+4 d+3+4 b+3+4 f+3+4 f+4 d+1+2 f+3+4

RKT -

HBS ROL FKS DSS DFS JGS PKB FLK ALB LWV RWV DCK DKI SWY

Kuma/Panda Kuma/Panda Marshall Marshall Marshall King Steve Steve Steve Steve Steve Steve Steve Bryan & Paul & Steve Bryan Julia Alisa Alisa Alisa Lars Lars Zafina Zafina Zafina Feng Wei Feng Wei Leo Leo Bob

Hunting Prowling Grizzly Roll Fake Step Dragon Sign / Dragon Charge Dragon Fake Step Jaguar Step Peekaboo Flicker Stance Albatross Spin / Quick Spin Left Weave Right Weave Ducking Ducking In Sway

JAG PAB -

SLI CES DES SBT DBT SEN DEN TRT SCR MNT KNP STC KNK BOK BAL

Slither Step Clockwise Evasive Spin / Wind Roll Destructive Form Single Boot Dual Boot Silent Entry Dynamic Entry Tarantula Stance Scarecrow Stance Mantis Stance Kenpo Step Shifting Clouds Kinkei Stance / Jin Ji Du Li Bokuho Stance / Fo Bu Spinning Ball

WND ROL

Additional Notations Notation: wgf ewgf dewgf whf ewhf ewhf ecd Character(s): Armor King, Devil Jin, Heihachi, Kazuya Devil Jin, Heihachi, Kazuya Devil Jin, Heihachi, Kazuya Jin Jin Jin Explanation: Wind Godfist Electric Wind Godfist Dashing Electric Wind Godfist Wind Hookfist Electric Wind Hookfist Dashing Electric Wind Hookfist Electric Crouch Dash Command: f,N,d,d/f+2 f~N,d~d/f+2 f,N,d,d/f+2 f~N,d~d/f+2 f~N,d~d/f

jfrs jfsr OBT OCR OGR TAC

Baek Hwoarang All All All All

Just Frame Rocket Shooter Just Frame Sky Rocket Opponent's Back Turned Opponent Crouching (Opponent in FC) Grounded Opponent (Opponent on ground) During Tackle

f~n~f:3 f,N,d/f+4 -

Submitted by tekkenomics - Created 12/15/09 (Last Modified 4/23/10) See All Tekken 6 Walkthroughs and FAQs Share |

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