Tekken 101: A Beginner’s Guide to Tekken Basics


In trying to answer questions for newer players and even some of the more experienced ones, I have already posted some of this information in other various forums and threads over the last few months. Instead of trying to keep up with all the questions, I though that it would be more useful for newer players as a guide, as these are some of the more commonly asked questions by new players. I’m trying to make this into a comprehensive guide for players new to the Tekken series. I’ve tried to explain most of the fundamental aspects of the game so that newer players can learn and improve their play. If anyone has suggestions on anything that I have left out, please feel free to PM me on Tekken Zaibatsu.


For this guide, the commands will be referred to as followed:

f = forward

b = back

d = down

u = up

N = Neutral, the stick/pads normal resting position.

d/b = down + back

d/f = down + forward

u/b = up + back

u/f = up forward

If these directions are in uppercase, it means the direction should be held instead of tapped. i.e. f means tap forward, while F would be hold forward.

1 = Left Punch

2 = Right Punch

3 = Left Kick

4 = Right Kick

1+2 means press both left and right punch at the same time, 3+4 means press both kicks at the same time, etc.

For a list of these and all other basic commands and notations, check out the Tekken Zaibatsu Legend. These notations are pretty much the standard Tekken terminology and is how pretty much everything is written out on this or any other site, so it’s very useful to know, and I would suggest taking a look at it before reading any further.

Let’s get started.


One of the cornerstones of any fighting game, your movements are how you get around the stage, space out your opponent, and evade attacks. Here are the basic types of movements.

Forward Dash

A movement used to close in on a opponent. Done by double tapping f (f~f). Use this to close the distance between you and your opponent when you knock them down and need to get up close. Some characters moves come out of a forward dash, so if you want to dash and jab with 1 and your character has a ff+1 move, use ff,N+1 instead of ff+1. You can also extend the range of ff+button attacks by holding the second f a bit longer (f~F+1).


If your opponent is far away, pressing f,f will perform a run instead of a dash. During a run you can perform the following actions:

Stop: Tap b to block or D to crouch.

SS Cancel: Tap u~N or d~N.

Stomp: Automatically done during a run on a grounded opponent after 6 steps.

Tackle: After 11 steps this will be performed automatically on a standing or ducking opponent. Can follow up with 1,2,1,2(1,2_2,1)_2,1,2,1(1,2_2,1) for mounted punches/slaps. Some characters can perform additional attacks from a tackle.

Dive: Done by pressing 1+2 after 12 steps, the character will perform a mid-hitting dive forward that can hit grounded opponents. Cannot be performed if your character has a specific WR+1+2 attack.

Slash Kick/Leaping Heel Kick: Done by pressing 3 after 12 steps. Males will do a Slash Kick, females will do a leaping heel kick, unless the character has a specific WR+3 attack. Can be executed instantly with f,f,f+3.

Slide: Done by pressing 4 after 12 steps. Character slides on the ground with a low ground hitting kick. Cannot be performed if your character has an alternate WR+4 attack.

Shoulder Ram: An unblockable shoulder attack that is automatically performed during a run after 18 steps.

There are other character specific attacks that can be performed while running, check individual character movelists for these moves.

Backdash (BD)

A common movement used for spacing, a backdash is usually used to get out of an opponents jab range and to cause their attacks to whiff. If you backdash (b~b), there are frames at the end where you cannot block. Try looking at the backdash and you’ll see after the movement where the character takes a split second to put his foot down and return to normal stance. The backdash can be cancelled into any direction, or into a block with ~N~B (b~b, let the stick go back to neutral or resting position, then hold B) or cancelled into any attack. The most common method of backdash cancelling is d/b. This puts you right into crouch block, and from there you roll the stick from d/b to b for standing block. Note that there are still frames where you are vulnerable, but nowhere near as long as an uncancelled BD. You can cancel a BD into another BD with b~b~d/b~b and repeat with b~b~d/b~b~d/b~b and so on.

The other common way to cancle a BD is with a SS. The command for this is b~b~u_d.

Sidestep (SS)

A SS is a step to the side that can be used for spacing and for evading an opponents attack. It is performed by quickly tapping u or d. Holding U or D will result in jumping or crouching, respectively. A SS can be cancelled with f to move forward, b to block, d/b to crouch, a jump, or an attack. Some attacks can only be executed from a SS. A SS move is noted as SS+button. say you want SS then jab with 1, but your character has a SS+1 attack, you must SS then either wait for the animation to finish then jab, or SS, cancel with b_f, then go back to neutral position and hit 1.

Sidewalk (SW)

A sidewalk is similar to a sidestep only it is a continuous movement. It is much more evasive than a SS. It is performed by double tapping then holding u or d (u~U or d~D). A SW can cancel into a block (b), forward walk (f), crouch block (d/b), jump or an attack. You cannot get a SS attack from a SW unless you cancel into a SS, by letting the stick return to Neutral then performing a SS.


In Tekken, there are varying heights/levels of attack, each with unique ways to defend against it. Most attacks you can tell just by looking what level (high, mid, or low) they hit at, but some you’ll have to find out by checking the movelists. Let’s look at some of the basic types of attack.

High attack

These include jabs and most characters standing kicks. High attacks can be blocked with Standing Guard, or ducked with Crouch.

Mid attack

Mid attacks can be blocked with Standing Guard, but will hit a Crouching or Crouch Guarding opponent.

Low attack

Low attack will hit an opponent in Standing Guard, but will be blocked by Crouching Guard or avoided by Jumping.


Throws will connect on Standing Guard opponents, but they can be Ducked, or Broken after the grab. Throw Breaking will be discusses later in the guide. some characters have Crouch Throws that will grab opponent in Crouch, but will whiff against standing opponents. Generic Throws for every character are performed by pressing 1+3 or 2+4. Long range Throws, which also track opponent SSing, are done by pressing f+1+3 or f+2+4. Many other characters have other Throws that are executed with different commands, refer to your character’s movelist for these.

Special Mid

Special Mids are attacks that can be blocked with either Standing Guard and Crouching Guard. Most characters generic ducking jab (d+1 or FC+1) are special mids.


Unblockables are attacks that, as the name suggests, cannot be blocked. Most moves that generate a big flashy spark as the execute are unblockable. Most unblockable attacks are slow to execute and have the spark animation that gives them away.

Counterhits (CH)

A counterhit occurs when a character is hit during the startup of an attack animation (i.e. You try to attack, but before the attack actually comes out, you get hit by the opponents attack). When you CH with a move, it is usually given different properties than if you would hit with it on normal hit. Sometimes a CH attack will cause a knockdown, stun, or juggle, when it would normally not on regular hit.

Supercharge/Ki Charge

A move performed by pressing 1+2+3+4. Doing this causes your character to appear to charge up, resulting in their hands/feet glowing. This effect lasts for 3-4 seconds. While your hands are glowing, any hit connected will result in a CH. However, the trade off is you are unable to block for the duration of the glowing hands. Some character have special moves that can only be done after Supercharge.

Wall Jump Attacks

Every character can perform a wall jump attack when their back is to the wall. To perform one, press b,b,u/b with your back directly on a wall.

Item Moves

All characters have item moves, which are moves that can be performed when a certain item is equipped. I will post a link to item move commands and items once someone puts them up on a thread.


With Tekken 5, a system was put in place called the “Crush” system. What this did was give most characters attack that would go under, or (High Crush) High attacks, or jump over, or (Low Crush) Low attacks. Every character has at least one of each type of Crush attack, and it’s effectiveness/crush ability depends on the individual move. For example, Bryan’s d/f+3 ducks almost immediately and Crushes high attacks for almost all of it’s animation. Marduk’s d+1+2 also Crushes highs, but only for part of it’s animation as he can often be thrown or 1,2 jabbed out of it. All hopkicks Crush low, generic duck jabs Crush high. To determine what your characters Crush moves are refer to the individual character sections or movelist.


One of the first thing that most players should learn in Tekken, or any other fighting game for that matter, is how to defend. All the fancy moves and combos won’t be of any use to you unless you can survive the opponent’s attack long enough to start your own offense.

There are 3 types of Guard in Tekken:

Standing Guard (hold B)

This is that way that you will be blocking most attacks. By holding B you will be able to block high and mid level attacks, but will be hit by low attacks, throws, and unblockables.

Crouching Guard (hold D/B)

By holding D/B, you will be able to guard against low attacks and duck high attacks/throws, but you will be hit by mid level attacks and crouch throws. It is not recommended to duck often or without reason, as generally most launchers and heavy damaging attacks are mid.

Neutral Guard (Hold no direction, or N)

Neutral guard is essentially the same thing as high guard. If you are not hitting a direction or a button, you will be considered to be in neutral guard. However, the difference is if you are neutral guarding, many attack strings will break through your guard after the first hit, so most of the time you want to use B to guard. Some people find that using neutral guard makes it easier to punish after an attack, since they don’t have to move the stick from B to a different direction to execute their attack.

Adv Defensive Techniques

There are other techniques for defending other than Guarding. These include:

Low Parry

This is a universal move accessible to every character that defends against a Low move by putting the opponent into B! state (which will be discussed later). To perform a Low parry, quickly tap d/f on the stick at the moment your opponent’s Low hit would have connected on you. You have a few frames where this works, but if you’re too early, you will be hit, and if you are too late you will be hit. All universal duck jabs are Low Parriable.

Throw Breaking

Most of the throws in Tekken are breakable, meaning, once the opponent grabs you, you have a short window of opportunity where you can break out of the grab. Generic grabs (1+3 or 2+4) are broken by pressing either 1 or 2 immediately after your opponent grabs you. You only have a few frames to do this, so you must be quick. The way to tell what button to break with is by looking at your opponent’s character’s hands. You will notice that during a throw, the character will either have his left arm extended (1 break), right arm extended (2 break), or both arms extended (1+2 break). This is true for all generic throws, as well as most command throws. Side throws are broken depending on what side the opponent is on. If they throw from your left side, 1 break, from the right, 2 break. Back throws cannot be broken. There are some throws like King b+1+2, Asuka d/b+1+2, or Kuma’s stance throw that cannot be broken, but in general you are able to break most throws. Crouch throws and ground throws have no distinct animation to tell what the break is, so it’s a 50/50 guess.


Some characters have a reversal/parry available to them. This is a technique that when timed with the opponents attack, will catch their attack and damage the opponent. Not all characters have one, and different characters have different properties to their reversal/parries. For example, Paul/Nina/Anna/Asuka’s reversal (b+1+3 or b+2+4) is able to catch punches and kicks and it can be countered. King’s reversal (b+2+4) catches only kicks, and is uncounterable. Bryan’s parry (b+1+2) only catches punches. Jin’s parry (b+1+2), instead of giving a throw-type animation, simply negates block stun. Marduk’s Reversal (b+1+3 or b+2+4) puts the opponent into Mount. Some characters have attacks that have an automatic parry in them, such as Armor King’s f+1+2, which parries punches in the initial animation. There are a lot of different types of reversals and parries, and most of them differ in how they work, so check your individual character section to see if your character is able to reverse or parry and how it works.

A note on the usage Reversals/Parries: The biggest problem I notice newcomers have with Reversals/Parries is that they try to use them randomly to try and catch single moves as sort of a twitch reaction. While this may work sometimes, more often than not, using a reversal like this will be either too soon or too late, and you’ll end up eating the move instead of reversing it. The best way to use Reversal/Parry is when you are fairly certain an opponent will be doing a specific move when they start to fall into a pattern. Say a Law player uses 1,2 a lot, and when it hits, he does d/f+1. Instead of blocking the d/f+1, that would be a good time to use the Reversal/Parry to grab his d/f+1, since you know they will probably do it, and the frames are such that a your Reversal/Parry coincides with their attack. Another method is to set up Reversal/Parries with your own blocked moves. For example, I like to use 1,2 or d/f+1 with Armor King. Most people block these moves then try a jab or quick poke of their own. So after I gauge how they react, I start using 1,2 or d/f+1, Punch Parry to catch them. As with most things, just be sure that you don’t get predictable with your Reversal/Parries in this manner or you can be punished if the opponent baits one from you and doesn’t attack.


Originally just a mispronunciation of “tech hit”, this technique is now officially known as a “chicken”. A chicken is a reversal of a reversal. For example, Paul b+1+3_2+4 can reverse punches or kicks. If Paul catches you with his reversal, you can counter it according to which limb he reversed. If Paul reversed a 1 or 3 attack, you would press f+1+3 as soon as Paul attempts his reversal. If he reversed a 2 or 4 attack, you would press f+2+4 as soon as he starts his reversal. For combination button attack such as 1+2, 3+4, 1+4, etc. moves, it depends on the attack and limb used to determine what the proper chicken is.

Stun escapes

Certain stuns can be escaped by tapping f on the control stick immediately after the stun. Note that not all stuns can be escaped. Typically the animation for an escapable stun is where the opponent remains standing clutching his stomach. Be sure to hold B right away after tapping f, or you will not be able to block after escaping the stun, negating your stun escape!

Generic Tackle

A generic tackle is performed automatically when running after 11 steps. Some characters such as Paul, Kazuya, King, A.King, and Raven can do the same tackle with a command from standing. Marduk has his own version of a tackle with special properties. To break the generic tackle, press 2 when it connects. To flip the opponent over and and mount them during their tackle, hit 1+2 just as your back hits the ground. Generic tackles can also be Reversed or Punch Parried.

To escape the mounted punches after a tackle, you can escape the 1st or 4th punch by pressing the opposite punch that they used. For example, if the first or fourth punch they used is a 1, you tap 2 at the same time to block the punch and kick them off you. If it was a 2 punch, use 1 instead. Some characters are able to do an armbar or kneebar immediately after the tackle, or after 3 punches. To escape the armbar, press 1+2,2,2,2,2 before the armbar happens. To escape the kneebar, press 1+2,1,1,1,1

For more details on the generic tackle, check the Tekken Zaibatsu Tackle System.


Getting up from the ground is a question that a lot of people have been asking me about lately, and something a lot of new players don’t understand, which causes them to get up in a risky way and eat another combo. Not fun in a game where 2 combos can put you into danger of a KO. Being able to get back to standing properly can save you a lot of damage from float into B! combos and other damaging oki and is essential for high level play. Here are some basics on getting up from the ground:


Teching, or tech rolling, also called ukemi, is used to quickly roll out to a standing position after being knocked down. Though it can be dangerous in certain situations, this is quite useful, as it bypasses the grounded position. There are 3 types of techs:

-tech roll(side): This is done by hitting a button the instant you land to sideways. 1_2 rolls to the background, 3_4 rolls to the foreground(towards the screen). Using 1_2 vs. 3_4 is only a matter of preference, but you can use it to roll away from a wall. The downside of using a tech roll is that if you tech close enough to the opponent, you are forced to react to the opponents next attack. There are certain setups called tech traps that can be used to catch opponents who tech roll. Such an example is Anna’s d+1+2 unblockable. After certain juggles or floats (d+4,1 being the most notorious), Anna can do her d+1+2 unblockable and if you tech roll you will get hit by the unblockable. Kuma has similar traps with his unblockable.

-Back tech: This is done by holding B as you hit the ground. This causes you to roll backwards and end in a standing position. This is useful to avoid followup ground hits, or avoid the mixup an opponent might try if you were to tech to the side. The downside to this is that if you back tech too close, the opponent can dash in and either float combo you out of your back tech, or dash in and hit you with a mid move, as there are frames towards the end of the back tech that leave you ducking. Also, if you get knocked far away, a backroll tech may put you in range for the opponent to use an unblockable running shoulder tackle.

-Kip tech: Done by holding F as you hit the ground. This causes you to do a kip up as you hit the ground, kicking the opponent as you get back to your feet. Not used very often, but can be used to interrupt an opponents oki.

Note that there are some situations such as bounces and most throws that do not allow you any sort of tech. There are also certain moves like Bryan’s ff+2, Feng d/f+1 on crouchers, etc. that leave you in a techable state.

Next, the different grounded positions and some terms.

Grounded positions

FUHA/FUFT/KND – Face up head away or face up feet towards. The basic grounded position lying on your back.

FUHT/FUFA/PLD – Face up, heat towards or face up feet away. Also called Play Dead as this is the position Lei’s moved of the same name puts you in.

FDHA/FDFT – Face down, head away/feet towards. Pretty self explanatory.

FDHT/FDFA/SLD – I’m pretty sure you get the gist of it now.

off-axis – When you are lying down and you are not straight head towards or head away. Basically if you are on the ground with your side turned to your opponent. Some moves that don’t normally hit grounded opponents can hit oponents on the ground if they are off-axis. Examples include Roger ff+2 or Devil Jin b+4 (I think it only hits off-axis right?)

Ground Options

Alright, now let’s look at some of these grounded positions and look at your options for getting back to standing.


You have the most options from this position, which is good, because it’s the ground position you’re left in most often. Note that to do these moves, you have to be in a fully grounded position and not tech.

U (Quickstand): The fastest and safest way to get up from here is simply to tap up, then hold back or d/b to block. This allows you to stand in place and immediately block. In some situations however, quickstanding like this will get you floated, mostly after combos that end in a slamdown. For example, quickstanding after certain Nina combos, her d+4,1 will float you and she can continue with another combo.

B (Roll back): You roll backwards. Has the same problems of being floated during this, especially since it’s slower than quickstanding. However it can be useful to move you out of the way of some grounded hits. Be careful not to use this if you are very close to your opponent as you will usually be hit out of it.

F (Roll Forward): This isn’t very useful in most situations. However, certain moves that leave you grounded and far away from the opponent (Armor King’s fff+2+4 for example) may give you some use for this.

(1_d+1)Sideroll: This is a roll to the side. It can move you out of the way of linear ground attacks. Hit 1 to roll into the background, d+1 to roll into the foreground. After you hit 1_d+1, you can backroll (which gets you some space) forward roll, getup kick (3_4), stay on the ground (hold D), or quickstand (press nothing after 1_d+1 and you will automatically get up.

Kip up attack: Done be pressing b+3+4 or b+4~3(this version executes a frame faster). The generic version of this the character does a rollback onto their shoulders then kicks up and forward returning to their feet. Knocks down on hit. This leaves you vulnerable if blocked. Other versions (King, Armor King, Roger) leave you in backturned position. Other characters (Marduk, Paul, Steve, Yoshi) Do a kip-up in place then dive forward, which is safe but takes a very long time to perform and is easily sidestepped.

Diving attack: This can be done by rolling either backwards or forwards then pressing f+1+2. It is a mid dive attack that is somewhat slow and also punishable unless it is blocked below the knees. Knocks down on hit. You can use this to trick some opponent by rolling back then diving forward as they give chase.

Ankle kick: done by pressing d+3_4. This is a quick low ankle kick from a lying position followed by an automatic quickstand. If blocked it is punishable usually by launch and can be low parried as well. On hit it allows you to safely stand. Very useful for interrupting an opponents attack, but if you whiff/miss you’ll pay dearly. Very short ranged, which really only makes it useful for interrupting a close enemy’s attack.

Getup kick: Done by pressing 3 for a low kick that allows float combos on CH, or a mid kick that knocks down. Both are unsafe on block. A slower attack option, this gives a mid/low mixup and can interrupt opponent’s ground game.

Misc: Some opponents have special moves that they can perform from this position. Jack-6 d+1+2, Ganryu 1+2, Kuma 1+2, Wang has some sort of item move, Lei has several. There are probably more.


Pretty similar to the above position, only quickstanding and getup kicks take slightly longer, and you don’t have use of the kip-up or ankle kicks. Some characters (Marduk, Kuma, Dragunov) have moves they can do from this position.


Another common knockdown position. This is slightly more vulnerable than FUHA, and requires some special attention.

U (Quickstand): As with FUHA, this option is still available, but in this position it is rather risky. the reason being is that from both this and FDHA, you will stand up with your back turned and unable to block immediately. This is unadvisable if the opponent is anywhere near you in this position. Standing up in this position will often cause you to get hit in the back and become backturned. Some characters have specific strategies to knock you down in FUHT and then hit you in the back with a string/launches as you try to quickstand.

B (Backroll): This also rises in BT position and is subject to the same problems quickstand is here. However, since you’re rolling away, some shorter ranged moves that would hit you BT while quickstanding will miss if you backroll. However, you are vulnerable for a longer time than with quickstand.

F (Forward roll): You should almost never do this. Only do if the opponent is far away and you want to quickly close space so as not to set up their unblockable tackle.

Sideroll: Basically the same as the FUHA version.

Getup Kicks (3_4): These are actually a little faster from this position than FUHA. Other than that they are the same.


-Pretty much the same as the above.

***Quick note for all positions*** Tapping 2 while doing any grounded movement options (B or F rolls or quickstand) will cause you to do them a few frames faster. While it’s not generally very useful, to can get you out of some situations that normal B, F, or quickstand can’t get you out of.

Situation Specific Getups

On the Wall

Some tips for getting up when near a wall. Never, ever, ever backroll when near a wall! Backrolling near a wall essentially is just rolling in place, leaving you vulnerable the whole time to B! and wall combos. Usually your best bet on the wall is to tech and then defend the opponents next move accordingly. There are only a few cases where teching is not advised (such as against Bryan, since he can hit you with 1+3+4 taunt then get a free wallsplat into combo). If you are unable to tech, such as after a slamdown on the wall, you have a few choices:

-Quickstand: Same as away from the wall. The only thing you need to be careful of is that when next to a wall, quick hits like generic d+4 and moves that normally hit grounded can pick you up and put you back on the wall. Certain characters like Lee have setups that slam you down, then re-combo you if you try to stand. Be careful of these. Otherwise this is usually a good choice.

-Sideroll: This is generally one of the safest options on the wall. Puts you out of the way of some grounded attacks and edges you away from the wall. But, it also leaves you on the ground and unable to defend.

-Stay grounded: Some opponents will throw out a move that only hits a character that quickstands or siderolls. Sometimes just lying there will get you out of a bad situation.

-Ankle kick: Sometimes a quick ankle kick is enough to interrupt the opponents oki and allow you to get back to your feet. Just be aware that if you whiff or it’s blocked, you’ll be eating a wall combo for big damage.

General Getup Advice

As with many parts of this game, there is never a way to get up that will work in 100% of situations. Some moves are useful at certain times and are a poor choice for others. If you find yourself being picked up and comboed when you try to stand, it may be best to just stay down and eat a ground hit. Another thing to keep in mind is not to be predictable. Don’t always tech roll or back roll. When you get up in the same way every time, it’s very easy for your opponent to pick up on this and punish you for your predictability. Keep mixing it up so that your opponent has to keep adjusting his own strategy.


A combo, by definition, is a sequence of attacks that once the first hit connects, an opponent is unable to guard against. In Tekken, combos are the for the most part how you do good damage. There are several types of combos.

Normal/Natural Combo (NC)

A Normal, or Natural Combo is a canned string of moves that if the first hits, the rest of the string is guaranteed to hit. An example of this is most character’s 1,2 jab string. If the first jab hits, the second punch will always connect. Most characters have some sort of quick poke string that is NC.

Counterhit Natural Combo (NCc)

A CH Natural combo is a string of moves that is only guaranteed when the first hit connects as a Counterhit. Examples would be Law’s b+1,2,1; Devil Jin’s b,f+2,1,2; or Julia’s 1~1,1.

Juggle Combos

The bread and butter of the Tekken series. To perform a juggle combo, you must hit with an attack that knocks the opponent up into the air, otherwise known as a Launcher. After you launch, you may perform a sequence of moves that keep the opponent in the air, or “juggle” them. All characters have a variety of launches and combos to finish them with, refer to the individual character forums to find out your characters launchers and combos.

Bound (B!)

With Tekken 6, a new system has been added to the combo system called Bound (B!). What this does is that when an airborne character is hit with a B! move, they are slammed to the ground and put in a state where you can combo them even further. Check character movelists for B! moves and combos. A Low Parry also puts an opponent in B! state. You may only use one B! per combo, another B! attempt will simply result in a slamdown.


Added to the game in Tekken 4, the wall system has since changed drastically from T4 > T5 and then again slightly from T5 > T6. The walls effectively limit movement to a degree as well as provide additional pressure and combo opportunities. As you will have obviously noted, some stages have walls. There are two types of walls. Solid walls and breakable walls.

Breakable walls I can’t remember the properties of, whether they break on wallsplat or after a big hit after wallsplat. I’ll look into it and update.

With solid walls you don’t have to worry about them breaking so they will always be a threat even after a wall combo.

With either type of wall, hitting the wall while in the air will result in a minor wall stun (w!), able to be comboed off of. If you hit a character with their back pressed against the wall with a moves that knocks backwards, such as Pauls deathfist, Feng b+1+2, etc. you get a major wall stun (W!) where the opponent “sticks” to the wall for a short period of time, allowing you to get in bigger hits than a minor wall stun. Some throws cause W! as well. A few characters (King, Marduk, Lili, maybe a few others) have special throws that they can perform on a W! or w! opponent.

Wall Strategies

In T6, walls give plenty of opportunity for additional juggle damage. Some characters have stronger wall games than others in terms of wall pressure and combos.

Wall Spacing: Typically, you want your opponents back to the wall and not yours. When a character has a wall behind them, it effectively limits their backdash thereby eliminating some of their movement. It also means that knockdown moves now give a wall stun, making the opponents moveset much more dangerous. It is advised that if you have your back to the wall, try to get away from the wall with SS or sidewalk. Just be careful not to eat a tracking move from your opponent. Keep an eye on your surroundings so you know where the walls are at. Be careful near corners so you don’t SS away from a wall, only to find yourself with your back to another wall. Use the ability to control your tech roll direction (1 or 2 for up, 3 or 4 for down) to distance yourself from walls. Also, some characters have throws that when connected/escaped switch sides with your opponent, making them useful for turning the tables on your opponent

Wall Combos: Find out how much your character benefits from B! in wall combos. Some,if not most characters get a lot of extra damage if they can get a B! in their combo. Others, like Marduk, whose best wall “combo” is arguably his wall throw, receive little benefit from a Wall B! If your character receives a significant damage boost from wall B!, you may want to consider trying to combo without B! near a wall, so when you w! the opponent, you can B! and follow up with a damaging combo. It is often advisable to go for a combo that ends in a high knockback hit, especially one that can land an opponent high up on a wall, giving you more time to dash up and follow with a wall combo.

When comboing, always know about how far away the wall is, as it may be necessary to adjust your juggle accordingly so you can take full advantage of a w!. If you are very close to a wall, you may want to just do a few jabs or a short string to get them to the wall so that when they w! you can dash in and B! and followup with a full wall B! combo.

Breakable Floors

With the addition of Tekken 6, breakable floors have been added. When you are over a breakable floor area, any aerial slamdown, some slamdown moves, and certain throws will break the floor, resulting in a B! This B! recovers a little bit slower than most standard B! attacks, so not all normal B! enders will work. Even with this though you cannot B! twice in one combo.


Tekken is a one on one fighting game. This means that you are pitted against another player. Some players get so used to facing the CPU opponent and practicing their combos that they often forget this. When playing a live, human opponent, you need to be able to see what they are doing and react. If you try to do the same attack over and over again and it’s not working, odds are your opponent is well aware of what you’re doing and knows how to defend it, so start switching up your attacks and try to set it up a different way. If something isn’t working, don’t keep forcing it.

When you play against a human opponent, don’t watch your character. This is one thing I notice a lot of new players do, and when you’re starting off, it’s hard not to do. You are controlling your character, so you should know exactly what you are doing, and you’re not learning anything by watching yourself. Keep your eyes on your opponent’s character, because that is who you’re trying to read. Watch what they do, how they react do certain situations. Do they always get up the same way? Do they always SS a certain way? These are the things you need to be able to see so that you can take advantage of your opponent’s predictability. Once you can get a feel for how your opponent reacts, you can begin to punish his choices.

5 Responses to Tekken 101: A Beginner’s Guide to Tekken Basics

  1. aqeel Ahmad says:

    FLK mean?

  2. Mahir kumar says:


  3. Brent says:


  4. Raunak jha says:

    Raunak Jha
    Ravinder Jha

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