Ultimate Beginner Guide ~ Tekken 7 - Summary

Summary

In Tekken, the four main buttons correspond to the character's limbs, with 1 and 2 for punches and 3 and 4 for kicks. Notation may include combinations like 1+2 indicating simultaneous button presses. Movement includes entering the background/foreground and various stances like standing, crouching, while running, etc. Defense involves blocking high, mid, and low attacks, with some attacks having special properties like homing or screw attacks. Power crush attacks can absorb hits except for lows. Rage Arts and Rage Drives are powerful moves available when health is low. Throws can be broken by pressing the correct button during the grab animation. Movement is key in Tekken, with back-dashing and sidestepping being important techniques. Frame data is crucial for understanding attack speed and punishment opportunities. Juggles are essential for combos, with the goal of maximizing damage or setting up for subsequent attacks.

Facts

1. Tekken has four main buttons: 1, 2, 3, and 4, corresponding to the character's limbs.
2. The 1 button is for a left punch, 2 for a right punch, 3 for a left leg, and 4 for a right leg.
3. Some characters have unique button mappings.
4. Online notation uses letters instead of arrows for easier typing.
5. Button combinations (e.g., 1+2, 1+2+4) mean pressing the buttons simultaneously.
6. Black arrows indicate holding the directional input for a longer time.
7. Star inputs indicate releasing the directional input back to neutral.
8. Tekken is a 3D fighter, allowing movement into the background and foreground.
9. Players can double-tap up or down to move in that direction and then hold the last directional input to walk.
10. Back-dashing can be done with a double tap away from the opponent.
11. Players can initiate a run towards the opponent with a double tap forward.
12. Defence in Tekken involves holding backwards to block attacks.
13. Attacks can be categorized as high, mid, and low.
14. High attacks can be blocked standing or evaded by ducking.
15. Mid attacks must be blocked with a standing guard, as crouching will result in a hit.
16. Low attacks must be guarded with a crouching guard or can be low-parried by holding down-forward during the enemy's low animation.
17. Special mid attacks can be blocked with either a standing or crouching guard.
18. Homing moves are used to catch opponents stepping to either side of the character.
19. Screw attacks spin an airborne opponent onto their back, extending combos.
20. Power crush attacks have an armored component, allowing players to neglect all attacks except for lows during startup.
21. Rage Arts are armored moves that deal massive damage when landed.
22. Rage Drives are powered-up versions of another move, indicated by a blue aura.
23. Universal stances in Tekken include standing, crouching, while standing, while running, and jumping.
24. Some characters have unique stances that open up new moves and restrict others.
25. Players can throw opponents with a combination of 1+3 or 2+4, but must be close to the opponent.
26. Throws can be broken with a specific button press, and some characters have alternative command throws.
27. Okizeme refers to attacking a player who is either on the ground or trying to get up.
28. Players can tech rolls, also known as "quick get-ups," by pressing a punch or kick button.
29. Players can sidestep attacks, creating a "whiff" for the enemy and leaving them open to attack.
30. Frame advantage and disadvantage refer to the time difference between two characters' moves.
31. Certain moves have frame advantage, allowing players to act before their opponent.
32. Punishment in Tekken refers to the act of attacking an opponent after they have used a move that leaves them in a disadvantageous state.
33. A 10-frame punisher is a move that can be used to punish an opponent who has used a move that leaves them in a disadvantageous state.
34. The crush system in Tekken allows certain moves to crush a category of attacks, making them invincible for a specific duration.
35. Juggles in Tekken involve launching an opponent and then hitting them several times while they are airborne.
36. Players can use screw attacks to bounce opponents and catch up to them for bigger hits.
37. Wall splats in Tekken refer to moves that splat an opponent onto a wall, allowing for further attacks.
38. Certain arenas in Tekken have breakable walls and other interactive elements.