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Game System FAQ

by Tekkenomics

              Tekken 5 Game System & General FAQ
                         Version 2.11


       ---------  -------  |  /  |  /  -------  |\     |  5
           |      |        | /   | /   |        | \    |
           |      |---     |/    |/    |---     |  \   |
           |      |        |\    |\    |        |   \  |
           |      |        | \   | \   |        |    \ |
           |      -------  |  \  |  \  -------  |     \|


           Written by: Drake the Demon ([email protected])
   Formatted and maintained by: Wild Man X ([email protected])
                   Written on: October 12, 2009


               This FAQ version will be available at:
              Tekkenomics (http://www.tekkenomics.com)
                 GameFAQs (http://www.gamefaqs.com)
                     IGN (http://faqs.ign.com)
          Tekken Zaibatsu (http://www.tekkenzaibatsu.com)
                Neoseeker (http://www.neoseeker.com)
              SuperCheats (http://www.supercheats.com)
       Games Radar / Cheat Planet (http://www.gamesradar.com)



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                            Table of Contents                           ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 i.    Version Updates

 ii.   Legal Stuff <NEW>

 iii.  FAQ Description

 iv.   Legend

 v.    Game System & General Moves

       1.  TACKLE ATTACKS & ESCAPES

           1a. TACKLE ATTACKS
           1b. CRAIG'S MOUNT POSITION

       2.  CRUSH SYSTEM BASICS

       3.  SUPERCHARGER (1+2+3+4)

           3a. Special Supercharger Attacks
           3b. Special Power Ups

       4.  ATTACK REVERSAL: (b+1+3 or b+2+4)

           4a. Special Reversals

       5.  PARRY

           5a. SPECIAL PARRIES
           5b. AUTO PARRY / REVERSAL

       6. KING'S THROW ESCPES
       
       7. MORE GENERAL TERMS

 vi.   Other Stuff
 
 vii.  About Tekkenomics <NEW>
 
 viii. Special Thanks



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                           i. Version Updates                           ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


1.00 - (07-21-05)  First release


1.10 - (06-01-06)  Added "Table of Contents", added "Other Stuff" section


2.00 - (05-15-09)  First release outside of TZ forums and Tekkenomics
       website, format changes, various other changes
       
       Game System & General Moves
            - Added "MORE GENERAL TERMS"
            - Fixed a few typos
            - Changed some of the formatting
       Other Stuff
            - Moved "MORE GENERAL TERMS" to "Game System & General Moves"
       Other
            - Added "FAQ Description", "Legend" and "Special Thanks"
              sections


2.01 - (05-18-09)  Added Drake's e-mail address


2.02 - (06-04-09)  Added link to Games Radar / Cheat Planet


2.03 - (06-21-09)  (See below...)

       SUPERCHARGER
            - Organized fighters in alphabetical order
       ATTACK REVERSAL
            - Organized fighters in alphabetical order
       PARRY
            - Organized fighters in alphabetical order
       Other
            - Format changes and typo fixes


2.10 - (10-06-09)  Renamed FAQ to "Game System & General FAQ" from
       "Game System & General Moves"

       NEW SECTION
            - Added "Legal Stuff" and "About Tekkenomics" sections
       Legend
            - Made some notation changes
       Other Stuff
            - Added more links
       Other
            - Changed "UPDATED" to "UPDATE"
            - Minor changes and typo fixes


2.11 - (10-12-09)  Minor changes





FAQ Update Legend
-----------------

<NEW>       New content that has been added.

<UPDATE>    Content that has been changed, corrected, or modified in
            any other way.

NOTE: Corrections include adding any notes, changing names, correcting
      various mistakes or typos, and removing anything.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                             ii. Legal Stuff                            ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


You may download and print this FAQ, but under no circumstances can you
put this FAQ on your web page without our permission.  You MAY NOT ALTER
IT IN ANY WAY or claim it as your own.

From this point on, I will only be sending FAQ updates to GameFAQs, IGN,
and Tekken Zaibatsu.  Anyone who has recevived permission to host any of
the Tekkenomics FAQs also has permission to host any of our future
text-based FAQs (unless specified), and can obtain any updates from the
above websites.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                          iii. FAQ Description                          ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


This FAQ is based on the original post by Drake the Demon in the
thread "T5 Game System & General Moves" on the Tekken Zaibatsu Forums,
located at:
http://tekkenzaibatsu.com/forums/showthread.php?s=&threadid=82626




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                               iv. Legend                               ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


------------------
Commands
------------------

1     left punch (triangle button)     2     right punch (square button)
3     left kick (X button)             4     right kick (circle button)
f     tap forward                      F     hold forward
b     tap back                         B     hold back
u     tap up                           U     hold up
d     tap down                         D     hold down
d/f   tap down and forward             D/F   hold down and forward
d/b   tap down and back                D/B   hold down and back
u/f   tap up and forward               U/F   hold up and forward
u/b   tap up and back                  U/B   hold up and back
qcf   quarter circle forward           qcb   quarter circle back
        (d,d/f,f)                              (d,d/b,b)
hcf   half circle forward              hcb   half circle back
        (b,d/b,d,d/f,f)                        (f,d/f,d,d/b,b)


------------------
Notations
------------------

N      neutral joystick position        SSL    side step (left only)
SS     side step (left or right)        SSR    side step (right only)
FC     full crouch position             WS     while standing up from crouch
WR     while running                    [ ]    optional command(s)
( _ )  or                               ...    continue infinitely
+      at the same time                 ~      immediately after
,      followed by                      <      delayed input
*      press and hold button(s)         =      next in sequence
:      "just frame" input - button
         must be pressed on an
         exact frame number


------------------
Grounded Positions
------------------

KND/FUFT   knock down (face up / feet towards) <UPDATE>
PLD/FUFA   play dead (face up / feet away) <UPDATE>
SLD/FDFA   slide (face down / feet away) <UPDATE>
FCD/FDFT   face down (face down / feet towards) <UPDATE>


------------------
Throw Types
------------------

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


------------------
Move Properties
------------------

BT    back turned                      FF    face forward
RC    recovers crouching initially     RCj   RC joystick modifier
                                               (hold D or D/B)
CH    major counter hit                OC    forces opponent to crouch
                                              �(ex. Ganryu - u/f+3+4)
OS    forces opponent's side to        OB    forces opponent's back to
        face you                               face you
        (ex. Hwoarang - CH LFF,b+4)           �(ex. Marshall - BT+1)
JG    juggle starter                   BN     bounce juggle starter
       �(ex. Feng Wei - WS+3)                  �(ex. Bryan - b+1)
BS    block stun - attacking           GB     guard break - defending
        character has huge                      character takes a step back,
        disadvantage if blocked                 or their hands are in the air
�       (ex. Marshall - d/b+4)                  (ex. Feng Wei - f+1+2)
SH    stagger hit - opponent may       DS     double over stun - opponent
        recover KND in some cases               can tap f to escape
        (ex. Lei - SS+1)                        (ex. King - CH f,f,N+2)
MS    minor stun - animations          FS     fall back stun - opponent
        vary, but usually nothing                can tap f to escape
        is guaranteed after                     �(ex. Bryan - CH SS+1,2)
�       (ex. Nina - b,f+3)
KS    kneel stun - opponent falls      CFS    crumple fall stun - opponent
        to one knee, free hits are              slowly falls down, free hits
        sometimes possible                      are usually possible
       �(ex. Anna - d/f+4)                      (ex. Heihachi - CH b+2)
CF    crumple fall - opponent          CS     crumple stun - opponent falls
        quickly falls down, free                down, free hits are usually
        hits are usually possible               possible�(ex. Lee - CH f,f+4)
�       (ex. Roger Jr. - 3+4)
[x]   hit modifier (ex. CFS[1,2])      #      see footnote (ex. #2)
b     block modifier (ex. BTb -        c      counter hit modifier
        character is BT on block)               (ex. BNc - BN on counter hit)
co    crouching opponent modifier      cco    CH on crouching opponent
        (ex. SHco - SH on                     � (ex. JGcco)
        crouching opponent)
cl    clean hit modifier               ccl    CH clean hit modifier
        (ex. JGcl - JG on a                     (ex. FSccl)
        clean hit)
bt    back turned opponent             -      -
        modifier (ex. JGbt -
        JG on a BT opponent)


------------------
Hit Ranges
------------------

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


------------------
Character Specific (Stances, Special Positions, etc.)
------------------

LBR   Labyrinth (Raven)                FLA   Flamingo (Baek)
MST   Mist Step (Lee)                  RKT   Rocket Stance (Roger Jr.)
HMS   Hit Man (Lee)                    LFF   Left Foot Forward (Hwoarang)
CJM   Chaos Judgement (Anna)           RFF   Right Foot Forward (Hwoarang)
LCT   Leg Cutter (Asuka)               LFS   Left Flamingo (Hwoarang)
HPF   Haze Palm Fist (Asuka)           RFS   Right Flamingo (Hwoarang)
RDS   Rain Dance (Ling)                SIT   Sit Down 
                                               (Ganryu & Jack-5 & Kuma/Panda)
AOP   Art of Phoenix (Lei & Ling)      HBS   Hunting (Kuma/Panda)
DRU   Drunken Master Walk (Lei)        ROL   Prowling Grizzly Roll
                                               (Kuma/Panda)
SNA   Art of Snake (Lei)               FKS   Fake Step (Marshall)
DGN   Art of Dragon (Lei)              DSS   Dragon Sign (Marshall)
PAN   Art of Panther (Lei)             DFS   Dragon Fake Step (Marshall)
TGR   Art of Tiger (Lei)               KNP   Kenpo Step (Feng Wei)
CRA   Art of Crane (Lei)               JAG   Jaguar Step (King)
CDS   Crouching Demon (Jin)            FLK   Flicker (Steve)
MNT   Mount Position (Craig)           ALB   Albatross Spin (Steve)
RDP   Ready Position (Craig)           LWV   Left Weave (Steve)
HSP   Handstand (Christie/Eddy)        RWV   Right Weave (Steve)
NEG   Negativa (Christie/Eddy)         DCK   Ducking (Steve)
POG   Pogo (Yoshimitsu)                DKI   Ducking In (Steve)
INS   Indian Sit (Yoshimitsu)          SWY   Sway (Steve & Paul)
DGF   Dragonfly (Yoshimitsu)           WND   Wind Roll (Julia)
MED   Meditation (Yoshimitsu)          -     -


NOTE: For Lei Wulong or Ling Xiaoyu, you might also see the
      Art of Phoenix / Phoenix Stance (AOP) written as "PNX".




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                     v. Game System & General Moves                     ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


=====================================================================
                    1. TACKLE ATTACKS & ESCAPES
=====================================================================


Ultimate Tackle (all characters except Craig):
----------------------------------------------------------
WR,N (approx. 3 steps)

- Does 5 damage, hits from all directions, crouching opponents as well;
- FRONT/SIDE TACKLE: can be escaped with 2 (like a normal throw)
- FRONT/SIDE TACKLE: can be over-turned with 1+2 (when your back is about
  to hit the ground); this escape chains into your own tackle attacks
  (and also Craig's Mount if you used him)
- BACK TACKLE: cannot be escaped

Some characters can do standing Ultimate Tackles as well:

Devil Jin (d_d/b_FC)+1+2
Kazuya (d_d/b_FC)+1+2
Raven (d/b_FC)+1+2
King FC+1+2
Paul (d/b_FC)+1+2

These have the same escapes as the running Ultimate Tackle and also do 5
damage.



********************************
1a. TACKLE ATTACKS
********************************


(1,2,1_2,1,2),(1,2_2,1) - Ultimate Punches
(all characters except Yoshimitsu and Craig)
--------------------------------------------------------
- Each punch does 5 damage
- Can be done from a front/side or back tackle:
- FRONT/SIDE TACKLE: the 1st and 4th punch can be escaped by pressing
  the OPPOSITE button (example: the 1st punch is done with 2, you need
  to press 1 to escape)
- FRONT/SIDE TACKLE: the 2nd, 3rd and 5th punch cannot be escaped
- BACK TACKLE: the 1st punch can be escaped by pressing the SAME button
  (example: the 1st punch is done with 2, you need to press 2 to escape)
- BACK TACKLE: the 2nd, 3rd, 4th and 5th punch cannot be escaped

SPECIAL: Paul can reverse the 1ST RIGHT PUNCH after a FRONT/SIDE tackle
         with 1,1,2; the reversal does 30 damage, but Paul will also lose
         5 points because of the punch.


1+2 - Cross Arm Lock (Nina, King, Paul, Jin & Devil Jin only)
---------------------------------------------------------------------------
- Does 25 damage
- Can only be done from a front/side tackle, or after the third Ultimate
  Punch (left or right)
- All characters can escape it with 1+2,2,2,2,2
- Craig, Nina, King, Paul, Jin & Devil Jin can reverse it with 1+2,2,2,2,2,2;
  the reversal does 10 damage (NOTE: the reversal input must be done before
  the actual animation)


3+4 - Leg Cross Hold (Nina, King only)
---------------------------------------------------
- Does 20 damage
- Can only be done from a front/side tackle, or after the third Ultimate
  Punch (left or right)
- All characters can escape it with 1+2,1,1,1,1
- Craig, Nina & King can reverse it with 1+2,1,1,1,1,1; the reversal does 10
  damage (NOTE: the reversal input must be done before the actual animation)


(1_2) - Sword Stab (Yoshimitsu)
--------------------------------------------
- Does 25 damage
- Can be done from a front/side or back tackle
- This is the only attack Yoshimitsu can do from an Ultimate Tackle
- Cannot be escaped


2,D+1,1,N,4,1,1+2 - Ultimate Punishment (Paul)
--------------------------------------------------------------
- Does 61 damage
- Can only be done from a front/side tackle
- Only the first punch can be escaped (with 1, or Paul can reverse it with
  1,1,2)


Other character specific tackle attacks (King's Arm Twist after Cross Arm
Lock, etc.) cannot be escaped, this is already mentioned in the movelists.



********************************
1b. CRAIG'S MOUNT POSITION
********************************


Craig's tackle system is completely unique. His running tackles (including
the unblockable one) are replaced with a special Spear Tackle. He can also
execute this move (the Spear Tackle) from his Vale Tudo Style with 1+2. But
the Spear Tackle is not the only way he can get to Mount Position. He has
numerous transitions from his basic stance and throws as well. Furthermore,
he also goes to Mount Position if he over-turns a standing or running
Ultimate Tackle.


VTS,1+2 (Spear Tackle to Mount)
---------------------------------------------
- Does 12 damage, hits from all directions, crouching opponents as well
- Can be escaped with 1+2 (only from close range)
- Cannot be escaped if you see a little arched lunge before Craig hits you


WR,N (approx. 3 steps) (Spear Tackle to Mount)
-> replaces running Ultimate Tackle
--------------------------------------------------------------
- Does 12 damage, hits from all directions, crouching opponents as well
- Can be escaped with 1+2


WR,N (more than 3 steps) (Spear Tackle to Mount)
-> replaces running Unblockable Tackle
-----------------------------------------------------------------
- Does 12 damage, hits from all directions, crouching opponents as well
- Cannot be escaped


Other Mount transitions:
-----------------------------------
b+1+2 (Craig Mounts after successful high attack reversal)

b+3+4 (Craig Mounts after successful mid attack reversal)

qcf+1,1+2 (Craig Mounts after the throw)

qcf+2,1+2 (Craig Mounts after the throw)

d/b+(1+3_2+4) opponent grounded,
face up and sideways (Craig Mounts after the ground throw)


Mount Position Attack escapes:
------------------------------------------

Craig does: 1 (Melon Masher, 35 dmg) -> escape: 2
Craig does: 2 (Melon Masher, 35 dmg) -> escape: 1
Craig does: 1~2 (Melon Masher, 35 dmg) -> escape: 1
Craig does: 2~1 (Melon Masher, 35 dmg) -> escape: 2
Craig does: 1+2 (Mongol Chop, 40 dmg) -> escape: don't press anything! *
Craig does: 3+4 (Skull Crush, 40 dmg) -> escape: don't press anything! *
Craig does: 1+3 (Neck Lock, 40 dmg) -> escape: 2
Craig does: 2+4 (Knee Bar, 40 dmg) -> escape: 1

* Craig only completes this move if you press any button and try to escape.



=====================================================================
                        2. CRUSH SYSTEM BASICS
=====================================================================


Well, the crush system is simple in general. However making a list of all
crushes for all characters would be almost impossible, since everyone has
at least 10 crushes, not talking about the general crush moves everyone
can do...

Most lows where the character is considered crouching crush highs and most
jumping moves crush lows. There are some weird crushes too (Lee's f+2 - you
wouldn't tell but it crushes highs).

If the opponent does a low move (no matter how fast he is) and you start
a low crush (even if he acted first - with frame advantage) you WILL
automatically avoid the low and also hit him in the process (unless his
low move is a crush for the move you do, then both of you whiff).

Furthermore, there are special moves that for example crush highs at the
start up and lows AFTER the start up (Lee's d,d/b+4 in Tekken 5.0). Only
a few though.



=====================================================================
                      3. SUPERCHARGER (1+2+3+4)
=====================================================================


- Your character does a power up and his/her fists glow bright red
- During this period, you cannot block and all hit you receive will be
  counter hits
- The attacks you execute will also register as counter hits, and you will
  cause guard damage if the opponent blocks
- This effect lasts for only a few seconds after the power up
- Some characters have special power ups too, or can do special attacks
  from a Supercharger



********************************
3a. Special Supercharger Attacks
********************************


Asuka:
---------------
1+2+3+4~D/F+3+4,3+4,1+2 (Ultimate Tackle & a Punch) (5,5 dmg)
= (2,1,2,1_2,1,1,2) (Special Ultimate Punches) (5,5,5,10_5,5,12,10 dmg)

- This only works if the tackle hits from the front; a side or back hit will
  result in a normal Ultimate Tackle with normal (escapable) follow ups
- Also hits crouching opponent
- The tackle cannot be escaped like a normal one, but you can press 1+2 on
  a certain frame to over-turn it and continue with your own Ultimate Tackle
  (or Craig's Spear Tackle) attacks
- The punches are not escapable


Ganryu: - <Thanks to E C>
----------------
1+2+3+4~2~3 (Supercharger to Sumo Hug) (0 dmg)

- Can only be done against Julia Chang
- It only works if the move hits from the front; a side or back hit will
  result in a normal Ultimate Tackle with normal (escapable) follow ups
- Also hits crouching opponent
- Ganryu regains 3 life points during the hug
- To escape the hug, Julia can press 1 and slap Ganryu for 40 damage (and
  crumple stun); the slap cannot be avoided


Heihachi:
-------------------
1+2+3+4~d~u,(u_u/f)+3,4 (Supercharger to Dragon Axle) (30,22 dmg)

- All hits are mid, cause guard break if blocked (note the second kick
  cannot be neutral blocked)
- Damages are listed at 100%, but Heihachi is charged, so the first hit
  will be CH, and the second a juggle hit, real damage is usually 36,15


Marshall Law:
-----------------------
1+2+3+4,1,3 (Supercharger to Blackout) (10,7 dmg)

- Hits high, then low; real damage will be higher because Law is charged


Yoshimitsu:
---------------------
1+2+3+4~b,f,u,d+3+4 (Supercharger to Poison Knee Taunt) (0,1 dmg)

- It only works against Bryan Fury
- First hit is mid, second is unblockable, but can be ducked
- The second hit causes crumple fall (CF) on hit and does incredible
  (1) damage

1+2+3+4~b,f,u,d+1+4 (Supercharger to Poison Sword Spin) (1 dmg)

- Unblockable, cannot be ducked and causes crumple fall, along with some
  damage (again 1)



********************************
3b. Special Power Ups
********************************


Heihachi:
--------------
b+(1+3_2+4) (Heaven's Wrath)

- This move has identical effects to the Supercharger
- Works as an attack reversal if the opponent tries to interrupt


Jin Kazama:
----------------------
Mental Alertness (aka Lingering Soul) transitions

- After certain moves, Jin can press d+1+2 or 1+2 to get charged (check
  his movelist for the list of transitions, he has many)

b+1+2 (Force Block)

- Jin also gets charged after his b+1+2, Force Block
- This move also repels all incoming attacks and can chain to an Attack
  Reversal or the Omen Stance


King:
--------------
1+2+3+4,1+2+3+4 (Double Supercharger Dance)

- During the first charge, King will start 'dancing', but this can be
  cancelled to any move.
- Doing another charge during the dance will make the cancel impossible,
  but you'll be fully charged after the dance is over.


Paul Phoenix:
------------------------
FC,D (Paul's Crouching Taunt)

- If you hold down the D button for about 2 seconds, Paul will do a taunt
  and become charged after the animation
- He can execute his Incomplete Somersault from the taunt as well
  (FC,D,u+2+3+4)


Raven:
---------------
d+1+2 (Summon Force)

- This move has identical effects to the Supercharger
- Raven can also execute one of his unblockables after the charge
  (d,d/b,b,u/b,u,u/f,f+1+2)
- After numerous d+1+2 charges (about 20-25), Raven can do:

~b,f,u,d+3+4 (Summon Mirage)
- This move creates an illusion, Raven's copy/copies (?) for a very short
  time.



=====================================================================
                4. ATTACK REVERSAL: (b+1+3 or b+2+4)
=====================================================================


- Only a few characters can do attack reversals: Anna, Asuka, Devil Jin,
  Nina, Paul, Wang
- Attack reversals cannot catch full body attacks, shoulder rushes, knees,
  elbows, low attacks, throws* (note that they can catch throw shifts)
- Damage: (1/2 damage of the reversed move + 25)
- To escape an attack reversal, the opponent must input the correct chicken
  command: f+1+3 or f+2+4
- The chicken is f+1+3 is the reversed attack was a left kick or left punch
- The chicken is f+2+4 is the reversed attack was a right kick or right punch
- A successful chicken does 13 damage
- Some special attacks require a different chicken command (u/f+1+3 or
  u/f+2+4)

* The only throw attack reversals can catch is the Ultimate Tackle (the
  reversal only does 25 damage in that case)



********************************
4a. Special Reversals
********************************


Craig Marduk - b+1+2 or b+3+4 (High or Mid Trap)
------------------------
- b+1+2 is a high attack reversal
- b+3+4 is a mid attack reversal
- Damage is always 8
- These reversals cannot be chickened
- A successful reversal is an automatic Mount Position transition


Feng Wei - b+1+3 or b+2+4 (Punch Reversal) <Thanks to JURASSIC & Sidnei>
-------------------------
- High & mid punch reversal
- Damage is 1/2 damage of the reversed move + 25
- Cannot be chickened


Heihachi - b+1+3 or b+2+4 (Heaven's Wrath)
-------------------------
- This move works as a Supercharger, but if Heihachi is attacked during
  the animation he will auto reverse
- This move can catch some elbows and knees too
- Damage is 15
- Heihachi also suffers 50 damage
- This reversal cannot be chickened


Jin Kazama - b+1+2~f,f,b+(1+3_2+4) (Side Step Attack Reversal)
----------------------------------
- This is a regular attack reversal, except it side steps
- The 1+3 version is a SSL
- The 2+4 version is a SSR


King - b+1+3 or b+2+4
-----------------------
- b+1+3 is a right punch reversal (damage is 30)
- b+2+4 is a kick reversal (damage is 1/2 damage of the reversed move + 25)
- these reversals cannot be chickened
- King can also reverse some low kicks (the second hit of Hwoarang's
  RFF f+3,4 for example)
- After a successful right kick reversal King can execute a JF Figure Four
  Leg Lock (b+2+4:3+4)


Nina Williams - b+(1+3_2+4)
------------------------------
- If Nina reverses a left punch with her regular attack reversal, she
  can continue with the Back Hand Slap (qcf+1+2) multi throw parts
- This reversal cannot be chickened, but it can be escaped with 2 as a
  throw attack


Raven - SDW,f+1+2 (Sixth Sense Punch Reversal)
-------------------
- High & mid punch reversal
- Damage is 25
- Cannot be chickened



=====================================================================
                              5. PARRY
=====================================================================


- A parry can stop incoming attacks like an attack reversal, but:
- A successful parry does no damage and cannot be chickened
- All characters get a free attack/juggle starter after a successful parry
- Attacks the parry cannot catch are the same as those listed in the attack
  reversals section (above)


Generic Low Parry: (all characters - d/f)
-----------------------
- Low & special mid attack parry
- Can also catch slides



********************************
5a. SPECIAL PARRIES
********************************


Baek Doo San - b+1+2 (Punch Parry)
------------------------
- High & mid punch parry
- After a successful parry, Baek can go to Flamingo with B


Bryan Fury - b+1+2 (Punch Parry)
--------------------
- High & mid punch parry
- After a successful RIGHT punch parry, Bryan can do a Vulcan Punch
  with 2 (22 damage + minor stun)
- After a successful LEFT punch parry, Bryan can do a Mach Breaker
  with 2 (30 damage)
- Bryan auto-taunts after the Mach Breaker counter hits and he can
  continue with the Bruiser Combo (f+2,1,4,2,1,4,2)
- Steve can escape and punish the Mach Breaker with ~B~2 for 22 damage


Ganryu - b+(1+3_2+4) (Twin Wall)
----------------
- High & mid punch parry
- After a successful parry, the opponent is back turned and Ganryu can do
  a Pedal Press Back throw with ~1+2 (for 22 damage and opponent stays BT)


Ganryu - SIT,D,f (Shiranui)
----------------
- High & mid punch parry
- After a successful parry, the opponent is back turned and Ganryu can do
  a Pedal Press Back throw with ~1+2 (for 22 damage and opponent stays BT)


Jin Kazama - b+(1+3_2+4) (Parry)
---------------------
- High & mid attack parry


Lee Chaolan - b+1+2 or HMS,1+2 (Mist Illusion)
-----------------------
- High & mid punch parry
- After a successful parry, the opponent is back turned
- An unsuccessful parry works as a taunt


Lei Wulong - f+3+4 or DRU,f+3+4 (Drunken Master Parry)
---------------------
- High & mid punch parry
- After a successful parry, the opponent is side turned
- After an unsuccessful parry, Lei can do all DRU attacks


Ling Xiaoyu - 1+4 or RDS,1+4 (Parry)
---------------------
- High & mid attack parry


Ling Xiaoyu - RDS,(d/f_d)+1+4 (RDS Low Parry)
---------------------
- Low & special mid attack parry
- Can also catch slides


Marshall Law - b+(1+3_2+4) (Parry)
----------------------
- High & mid attack parry
- After a successful parry, Law can go to DSS with ~b,f


Marshall Law - b+1+2 or (DFS_DSS),b+1+2 (Fake Step)
----------------------
- High & mid punch parry
- After a successful parry, Law can do special attacks with (1_2_3_4)
- After an unsuccessful parry, Law can do all DFS attacks


Steve Fox - 2~f (Punch Parry)
-------------------
- High & mid punch parry
- After a successful parry, Steve can do a special attack with 1
  (for 30 damage)


Wang Jinrei - b+1 (Neutralizer)
---------------------
- High & mid attack/string parry
- The Neutralizer can stop entire strings like Feng's 1,2,2 and also
  some attacks the normal parries cannot
- After a successful parry, Wang can do a special attack with (1_2_3_4)



********************************
5b. AUTO PARRY / REVERSAL
********************************


- Special attacks that shift to a parry/reversal in certain situations


Anna Williams - b+3 (Cat Stance)
--------------------
- Auto reversal - front throw (damage: 25, cannot be escaped)
- Auto reversal - low & special mid attack
  (damage: 21 or 25 CH if the string has at least 2 hits; cannot be escaped)


Anna Williams - FC,f+2 (Right Hand Stab)
----------------------
- Auto parry - high & mid attack


Asuka Kazama - 2+3 (Sparrow Pirouette)
------------------
- Auto reversal - high & mid punch
- Damage: 21
- Cannot be escaped


Asuka Kazama - d/f+1+2 (Raging Storm)
----------------------
- Auto reversal - low & special mid attack
- Damage: 32
- Cannot be escaped


Bruce Irvin - f,f+2 (Cross Straight)
-------------------
- Auto reversal - high & mid punch
- Damage: (?)25-32
- Cannot be escaped


Feng Wei - 1+2 (Iron Shield)
--------------
- Auto reversal - high & mid punch
- Damage: 28
- Cannot be escaped


Feng Wei - f,f+1+2 (Push Hands)
------------------
- Auto reversal - high & mid punch
- A successful auto reversal causes a long freeze stun
- Damage: 25
- Cannot be escaped


Feng Wei - f+3+4 (Shifting Clouds = Kenpo Step)
----------------
- Auto parry - high & mid attack
- Auto reversal - high & mid string (if the string has at least 2 hits)
  (damage of the reversal: 21; escape: Feng's attack can be just frame
  blocked as a high or mid attack)


Jin Kazama - b+1,2 (Crouching Demon - Suigetsu Strike)
------------------
- Auto reversal - high & mid punch
- Damage: 24
- Cannot be escaped


Kazuya Mishima - f+2 (Soul Thrust)
--------------------
- Auto reversal - high & mid RIGHT punch
- Damage: 30
- Cannot be escaped


Lei Wulong - TGR,f (Art of Tiger Defense)
------------------
- Auto parry - high & mid attack


Lei Wulong - PAN,f (Art of Panther Defense)
------------------
- Auto parry - low & special mid attack


Lei Wulong - CRA,N (Art of Crane Defense)
------------------
- Crane stance auto-evades all low and special mid attacks
- If the low/special mid attack has at least 2 hits, Crane only evades
  the first one


Ling Xiaoyu - RDS,f+1+2 (Spinning Push Hands)
-----------------------
- Auto reversal - high & mid punch
- A successful reversal causes minor stun
- Damage: 18
- Cannot be escaped


Marshall Law - DSS transitions
(~b,f after certain moves - see the move list)
------------------------------
- Auto parry - high & mid attack
- After a successful parry, Law is still in DSS
- ? <this may work with DFS as well> ?


Steve Fox - b+2 (Jaw Jolt)
---------------
- Auto reversal - high & mid punch
- Damage: (?)25-32
- Cannot be escaped


Wang Jinrei - b+1+2 (Pinwheel Punch)
-------------------
- Auto reversal - high & mid punch
- Damage: 35
- Cannot be escaped



=====================================================================
                       6. KING'S THROW ESCAPES
=====================================================================


Here are King's throw escapes. I realize throw escapes are not something
that belongs to the game system discussion, but King is an exception. His
multi escapes are pretty complex IMO...


First, I write King's input. The escape is in the brackets [].
= is taken from the site legend.
Special notations are marked with /!/


(Thanks to Shimma for a lot of info)


Throws & Multi Throws:
----------------------

1+3 or f+1+3 [1]
2+4 or f+2+4 [2]
qcf+1 [1] (also use 1 to escape while you are 'upside down')
= 1+2,1+2 [-] (use 2 to escape while you are 'upside down')
= 1+3,3,4,1+2 [-] (use 1+2 to escape while you are 'upside down')
f,hcf+1 [1]
qcb+1+2 [1+2]
d/b+1+2 [1+2] (or press :3+4 to reverse)
b+1+2 [-]
= 1+2 [1+2]
= 1+3 [1]
= 2+4 [2]
= 3+4 [3+4]

FC+1+2 [see tackle escapes]
= (1,2,1_2,1,2) [see tackle escapes]
 = (1,2_2,1) [see tackle escapes]
 = 1+2 [see tackle escapes]
  = 1+2 [-]
 = 3+4 [see tackle escapes]
  = :1+2 [-]
= 1+2 [see tackle escapes]
 = 1+2 [-]
= 3+4 [see tackle escapes]
 = :1+2 [-]

FC,d/b,d,d/b+1+2 [1+2]
d/b,f+2 [2]
d/f+2+3 [2]
(f,f,f_WR)+2+4 [1+2]
d+1+3 (crouch) [1]
d+2+4 (crouch) [2]
1+3 or f+1+3 (air) [-]
2+4 or f+2+4 (air) [-]
d+(1+3_2+4) (air) [-]
= 1+2,1+2 [1]
= 2,1,3,4 [2]
(f,hcf+1_f,f,f+2+4) (air) [-]
1+3 or 2+4 or f+1+3 or f+2+3 (left side) [1]
1+3 or 2+4 or f+1+3 or f+2+3 (right side) [2]
1+3 or f+1+3 (back) [-]
2+4 or f+2+4 (back) [-]
b,f+1+2 (back) [-]

f,N,d,d/f+1+4 [1]
= 1+2,1+2 [1]
= 1+2,4,2+4 [2]
 = 4,3,4,3+4,1+2 [-]
= 2,1,1+2+3 [1+2]
 = 1+3,3+4,2+4,1+2,1+2+3 [2]
 = 2,1,3,1+2+4,1+2+4 [1]

f,N,d,d/f+2+3 [2]
= 1,2,3,1+2 [1] (does 10 damage to King if you escape)
= 1+2,1,3,1+2 [1+2] (does 10 damage to King if you escape)
 = 1,3,4,1+2,3+4 [-]
= 1+2,3,1,1+3 [2] (does 10 damage to King if you escape)

f,D/F+1+2 [1+2] -> Full Nelson Chain
SS+2+4 [1_1+2_2] -> Full Nelson Chain /!1/
d/f,d/f+2+4 (crouch) [2] -> Full Nelson Chain

f,D/F+1+3 [1] -> Reverse Arm Slam Chain
f,D/F+2+4 [2] -> Reverse Arm Slam Chain

3+4,1+4 [1] -> Mexican Magma Drive Chain
3+4,2+3 [2] -> Mexican Magma Drive Chain


Full Nelson Chain
 (multi parts after f,D/F+1+2 or SS+2+4 or d/f,d/f+2+4)

= 2,2,1+2 [-] /!2/
 = 1,2,3+4 [1]
  = 2,1,3,4 [1]
  = 3,1,2,3+4,1+2+3+4 [2]
 = 3+4,1+2,1+2+4 [2]
  = 1,2,3+4,1+2 [-]
   = 2,1,3,4 [1]
   = 3,1,2,3+4,1+2+3+4 [2]


Reverse Arm Slam Chain
 (multi parts after f,D/F+1+3 or f,D/F+2+4)

= 2,1,1+2 [1_2] /!3/
 = 2,2,1+2 [2]
  = 1,2,3+4 [1]
   = 2,1,3,4 [1]
   = 3,1,2,3+4,1+2+3+4 [2]
  = 3+4,1+2,1+2+4 [2]
   = 1,2,3+4,1+2 [-]
    = 2,1,3,4 [1]
    = 3,1,2,3+4,1+2+3+4 [2]
 = 3+4,1+2 [1]
  = 1,2,3+4 [-]
   = 2,1,3,4 [1]
   = 3,1,2,3+4,1+2+3+4 [2]


Mexican Magma Drive Chain 
(multi parts after 3+4,1+4 or 3+4,2+3)

= 1,4,2,3 [-]
 = 2,1,(1+3_2+4) [1_2] /!4/
  = 1+2,1,2,(1+2+3_1+2+4) [1_2] /!5/
   = 2,2,1+2 [-]
    = 1,2,3+4 [-]
     = 2,1,3,4 [1]
     = 3,1,2,3+4,1+2+3+4 [2]
    = 3+4,1+2,1+2+4 [2]
     = 1,2,3+4,1+2 [-]
      = 2,1,3,4 [1]
      = 3,1,2,3+4,1+2+3+4 [2]
   = 3+4,1+2 [-]
    = 1+2,3,4,(1+3_2+4) [1_2] /!4/
     = 2+4,3+4,1+3,1+2,(1+2+3_1+2+4) [1_2] /!5/
    = 1+2,4,1+2,1+2+3 [1+2]
  = 2,3,1,1+2 [1+2]
= 2+4,1+2,1+2 [1]
= 3+4,3+4,1+2 [2]
 = 1,1,1+2 [1]
 = 3,4,1+2,3+4 [2]


Ground Throws:
----------------------

The escapes here are dependant on King's input.
- use 1 if he used d/b+1+3
- use 2 if he used d/b+2+4
(Thanks to Shimma for the clarification on this)

d/b+(1+3_2+4) (FACE UP & FROM LEFT) [1_2]
d/b+(1+3_2+4) (FACE UP & FROM RIGHT) [1_2]
d/b+(1+3_2+4) (FACE UP & FROM THE HEAD) [1_2]
d/b+(1+3_2+4) (FACE UP & FROM THE FEET) [1_2]
d/b+(1+3_2+4) (FACE DOWN & FROM LEFT) [1_2]
d/b+(1+3_2+4) (FACE DOWN & FROM RIGHT) [1_2]
d/b+(1+3_2+4) (FACE DOWN & FROM THE HEAD) [1_2]
d/b+(1+3_2+4) (FACE DOWN & FROM THE FEET) [1_2]
D/B+1+3 (FACE UP & FROM THE FEET) [1]
D/B+2+4 (FACE UP & FROM THE FEET) [2]


Throw Shifts:
----------------------

AFTER One-Two Punches - (1,2_f+1,2)
= 2+4 [2]
= 2+4 (left) [1]
= 2+4 (right) [2]
= 2+4 (back) [-]
= d+2+4 (crouch) [2]

AFTER One-Two Punches to Palm Upper - (1,2_f+1,2),1
= 2+4 [2]
= 2+4 (left) [1]
= 2+4 (right) [2]
= 2+4 (back) [-]
= d+2+4 (crouch) [2]

AFTER Stomach Smash - CH f,f,N+2 /!6/
= 1+2 [1+2]
= 1+2,u,d+3+4 [3+4]

AFTER Black Arrow - b+2(hold down 2)
= d+2+4 (crouch) [2]

AFTER Front Kick - (f+3_f,f+3)
= :1+2 [-]

AFTER Blind Kick - BT+3
= :1+2 [-]


Special Throw Moves:
----------------------

Frankensteiner
 (d/f+3+4) [-] (you must crouch and block low to avoid it)

Konvict Kick to DDT
 (CH f,f+4) [-]

Diving Body Press
 (f,f+2+3 close range hit) [-] (you can block it)

Wall Jump Body Press
 (b,b,u/b clean hit range hit) [-] (you can block it)


Reversals:
----------------------

b+1+3 (right punch reversal) [-]
b+2+4 (right kick reversal) [-]
= /after successful right kick reversal ->/ :3+4 [1+2]
b+2+4 (left kick reversal) [-]


Notations:
----------------------

!1 SS+2+4 from the front is 1+2 escape,
 from the right it's 2 and from the left it's 1.
 From the back it's not escapable.

!2 This will be the multi starter instead of
 Full Nelson if you were grabbed from left or right
 with the SS+2+4 input.

!3 Escape is 1 if the multi was started with
 f,D/F+1+3 and 2 if it was started with f,D/F+2+4.

!4 Escape is 1 if the multi was inputted with
 1+3 and 2 if it was inputted with 2+4.

!5 Escape is 1 if the multi was inputted with
 1+2+3 and 2 if it was inputted with 1+2+4.

!6 You can escape the stun after CH f,f,N+2
 with tapping f, but this won't prevent the throws.



=====================================================================
                       7. MORE GENERAL TERMS
=====================================================================


iWS (While Rising moves without crouching or jumping)
------------------

Normally, WS moves can be executed using the following methods:
1. you crouch down with (D_D/F_D/B), then release the button and when you
   are about to get back into standing position, you input (1_2_3_4_1+2_3+4)
   for the WS move.
2. you use (u/f_u_u/b) to jump and input (1_2_3_4_1+2_3+4) for WS moves
   AFTER you have landed.

However, there's a quicker way to do WS moves. You need to input
d,(d/f_d/b),N+(any WS input). To make this easier, you can also do
(qcf_qcb)+(any WS input), but only with certain characters, since many of
them have regular qcf+(1_2_3_4_1+2_3+4) moves.


CC (Crouch Cancel)
------------------

After some moves, your character recovers in crouching (FC) position. Good
example is Lee's HMS+4. Since the sweep floats the opponent, Lee will want
to use some juggles, but he's in FC, so he cannot really do any damaging
moves to follow up. Unless he quickly cancels the crouch and does normal
moves... To do that, he needs to press u right after the sweep animation
is over. After that, he can do:
HMS+4; cc; d/f+1; 1,2~f,N; 1,2~f,N; (w!) 4,3,4 for insane damage.

Few more things to know about CC:
- You can also use f,f to cancel crouch (maybe even b,b, but I'm unsure)
- On paper, a cc takes 1 frame. but in reality, probably no one is able
  to do cc that fast.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                            vi. Other Stuff                             ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Check out Drake's the Demon and Tekkenomics YouTube channels below:
http://www.youtube.com/user/Drake122
http://www.youtube.com/user/tekkenomics


Also, check out the Tekken 5 Move Lists on the Tekkenomics Blog:
http://tekkenomics.wordpress.com/t5-move-lists/




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                         vii. About Tekkenomics                         ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


The main purpose of "Tekkenomics" is to provide you with Tekken FAQs/Guides
and to keep you updated on Tekken news and information.

"Tekkenomics" was originally the name of the website created by me
(Wild Man X), with help from Paulinstein and Drake the Demon, which first
came online on November 6, 2004.  However, due to someone engaging in
piracy on our hosting server the website went down in April 2007.  With
the release of Tekken 6 approaching for consoles, I decided to bring back
Tekkenomics, but in the form of a blog back in June 2009.

"Tekkenomics" contains various Tekken related material, some of which is
difficult to find on any other Tekken based website.  The blog will
contain exclusive articles, original FAQ files, move lists, combos/juggles,
combo videos, in-game matches, Tekken commercials, PC desktop wallpaper,
PSP wallpaper, CG art, fan-based material, and other things.

If you're having problems visiting the "Tekkenomics Blog" at
http://www.tekkenomics.com, then you can also visit it at the following
link: http://tekkenomics.wordpress.com

If you were wondering how we came up with the name "Tekkenomics", back in
my high school days in the year 2000, Paulinstein, me, and some other high
school friends would get together to play Tekken 3 on the PlayStation 1.
At the time, we were also enrolled in Economics. Whenever we would get
together to play, we would say that we were going to study some
"Tekkenomics".  So, basically: "Tekken" + "Economics" = "Tekkenomics".

There are a few references on the web to the name "Tekkenomics" that
aren't related to us or our blog.  There are some members on the Tekken
Zaibatsu forums that go by the names "Tekkenomics", "Tekkenomics_101",
and "TekkenNomics Jr." that aren't related to us. On Tekken Zaibatsu,
we go by the names "Wild Man X", "Paulinstein", and "Drake the Demon".
The things on the web that ARE related to us are at: GameFAQs, Neoseeker,
IGN, 1UP.com, Gamerhelp, Gamespot, MySpace, AIM, MSN Messenger, Hotmail,
GMail, YouTube, PicasaWeb, Blogger, WordPress, ImageShack, and Twitter.




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~                                                                        ~
~                          viii. Special Thanks                          ~
~                                                                        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Name                    Reason
----                    ------

Shimma                  Providing a lot of info for "KING'S THROW ESCAPES"
                        section.

E C                     Providing info for the "Special Supercharger
                        Attacks" section for Ganryu.

JURASSIC                Providing info for the "Special Reversals" section.

Sidnei                  Providing info for the "Special Reversals" section.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

EoF