Generic Arts
Generic arts are your core fundamentals shared among the cast of Tekken. Use this to build a skeleton towards your arsenal.
Sidestepping | Ducking
Sidestepping is done by double tapping up or down (
u,u_d,d).
Sidewalking is done by holding the second up or down respectively (
u,U_d,D).
- More on sidestepping applications under "Art of Iron The Fist: Advanced".
Ducking is done by holding
D_D/B_D/F. Ducking evades highs and blocks/low parries (in the case of
D/F) lows but are vulnerable to mids.
Punishing | Whiff Punishing
Block punishing is done by immediately responding with a correct move when your opponent has performed an
"unsafe" move (moves that are
at least -10 on block). Kazumi's
1,2,2 is -12 on block, Jin responded with
2,4 which has 10 frames of startup. Kazumi required 12 frames to return back to guard yet Jin's
2,4 was coming in at 10 frames, hence a punish occurs! You'll know when you performed a punish correctly if a
"Punish" icon appears on the mid left of your screen.
- More on punishing under "Art of The Iron Fist: Advanced: Frame Data".
Whiff punishing is performed by attacking right after your opponent has completely missed ("whiffed") a move in the open. Control space with back dash cancelling and sidestepping to open up whiff opportunities.
- More on sidestepping, whiff punishing and keep out game under "Art of The Iron Fist - Advanced: Frame Data".
Low Parry | Throwbreaking
Low parry is done by holding down forward
"D/F" for a few frames at incoming lows.
After that window, you're exposed. Low parry will put your opponent into a "bound" state where you can follow up with a juggle.
Throws can be broken on reaction with the correct input. Look at the corresponding limbs involved into order to break them.
Generic throws (
1+3_2+4) are broken with either
1_2 for either.
Command throws require a specific input to the corresponding limb. Jin's and Kazumi's
D/F+1+2 must be broken with
1+2 since
1+2 is involved. Jin's
qcb1+3 must be broken with
1 only, since
1 is the only arm involved and is a command throw.
Parry | Reversal | Power Reversal
Reversals are character specific actions that are usually performed by
b+(1+3)_(2+4). They can reversal any incoming move
provided they are timed correctly and are not knees and elbows.
Power reversals act similarly to power crush in that they can also reversal knees and elbows.
Reversals can be beaten by switching up your timing, knees/elbows, lows and throws.
Chicken | Stun Escape
A
chicken occurs when a player escapes a reversal. Done by buffering your move with
B+(1+3)_(2+4), depending on which limb you're using. Devil Jin is buffering
B+2+4 into the third hit of his
Laser Cannon (
b,f+2,1,2). Since the last hit is a
2, Devil Jin must buffer an additional
b+2+4 into it, to escape potential reversal.
Gut stuns occur from certain counter hit moves. If not teched (by holding
B_F), you'll be wide open.
Hold Down (D) to fall to the floor during a nosebleed stun.