Tekken 7 Basics PPSSPP

Discussion in 'Tekken' started by meta, Aug 15, 2018.

  1. meta

    meta Newbie Gamer

    Topics:
    6
    MOVEMENT CONVENTIONS

    f - tap forward once d/f - tap down/forward once
    b - tap backwards once d/b - tap down/back once
    d - tap down once u/f - tap up/forward once
    u - tap up once u/b - tap up/back once

    F - Hold stick forward D/F - Hold stick down/forward
    B - Hold stick back D/B - Hold stick down/back
    D - Hold stick down U/F - Hold stick up/forward
    U - Hold stick up U/B - Hold stick up/back

    N - Neutral joystick position (Joystick is centered and not touched)
    SS - Short Sidestep (u,N or d,N)
    QCF - Quarter circle forward (Circle stick from Down to Forward)
    QCB - Quarter circle back (Circle stick from Down to Back)
    HCF - Half circle forward (Circle stick from Back to Down to Forward)
    HCB - Half circle back (Circle stick from Forward to Down to Back)


    LINKING & SPECIAL CONVENTIONS

    + - Moves must be done together
    , - Moves must be done right after the other
    ~ - Moves must be done IMMEDIATELY after the other
    _ - Or (When used between two moves, they are interchangeable)
    > - Move following the > has the option of being slightly delayed
    : - Move Following the : has to be precision timed to execute (Just Frame)
    # - Hold movement before '#' until the end of string, or until N (Neutral)
    FC - Do move while in a fully-crouched position
    WS - Do move While standing up (Returning the stick to neutral from a crouch)
    WR - While running (f,f,f or f,F#)
    BT - Back is turned towards opponent
    FD/FT - Lying on the ground Face Down / Feet Towards opponent
    FD/FA - " " Face Down / Feet Away from opponent
    FU/FT - " " Face Up / Feet Towards opponent
    FU/FA - " " Face Up / Feet Away from opponent
    CH - Counterhit (Hitting your opponent in the middle of their move execution)
    Clean - Clean Hit (Hitting your opponent from a very close range)
    [] - Brackets surrounding an item indicate an optional move
    () - Indicates a stance name (or groups moves together for easier reading)
    {} - Indicates the buttons needed to be pressed in order to break a throw
    . - Pause 1/3 a second between button presses (Tenstring timings only)
    (B!) - BOUNDING RE-JUGGLE (Sample Juggles only)
    (S!) - SCREWING TAILSPIN JUGGLE EXTENDER (Sample Juggles only) - Tekken 7


    TEKKEN 7 ATTACK STATUS CONVENTIONS

    *Juggles* - Move knocks opponent into the air, allowing for additional hits
    *Stuns* - Opponent will be stunned after the move hits
    *Parries* - Move will auto-negate an opponent's incoming attack
    *Reverses* - Move will catch an opponent's incoming attack and throw them
    *Cancels* - Move can be stopped before execution
    *Against Wall* - Move must be done with your back against a wall
    *Unblockable* - Move cannot be blocked
    *Screws* - MOVE SPINS AIRBORNE OPPONENT TO ALLOW FOR A LONGER JUGGLE
    *Rage* - MOVE PERFORMS SPECIAL ATTACK WHEN IN RAGE MODE (LOW ON HEALTH)
    *Power* - ATTACK EXECUTION IGNORES INCOMING ATTACKS


    NEW TEKKEN 7 MOVES
    If an old character has a new move that they did not have in the
    previous Tekken games, or if the command/properties for that move has
    changed, I've notated that move in CAPITAL LETTERS!

    As quick reference, here is a list of the Rage Arts and
    Power Crushes for the cast of Tekken 7:

    Character Rage Power
    --------- ------- -------
    Alisa b+1+2 b,f+2
    Asuka d/f+1+2 f+1+2
    Bryan d/f+1+2 f,f+2
    Claudio d/f+1+2 b+1+2
    Devil Jin b+1+2 d+1
    Dragunov d+1+2 1+2
    Feng d+1+2 f,f+3+4
    Gigas 1+2 d+1+2, d+3+4
    Heihachi d+1+2 d/f+1+2
    Hwoarang LFL d+1+2 RFF 3~4, LFL b+3, RFL b+4
    Jack-7 b+1+2 u/b+1+2
    Jin b+1+2 3+4
    Josie d/f+1+2 d/f+3+4
    Katarina 3+4 f+3+4
    Kazumi d+1+2 f+2
    Kazuya d/f+1+2 f+2
    King d/f+1+2 f+2+3
    Lars 1+2 d/f+1+2
    Law 1+2 f,f+3, DSS 1+2, DSS f+3, Trick 1+2, Trick f+3
    Leo d/f+1+2 1+2
    Lili 3+4 f,f+2
    Lucky Chloe 3+4 b+1+2
    Paul 1+2 b+1+2
    Shaheen 1+2 f,f+4
    Steve 1+2 d/b+1+2
    Xiaoyu b+1+2 d/f+3
    Yoshimitsu b+1+2 f+3+4


    General Moves for Everyone TEKKEN 7

    N Stand (Neutral Guard)
    B High/Mid Guard, Walk Backward
    D Low Guard, Crouch
    F Walk Forward
    f,f Dash Forward
    b,b Dash Backward
    (u,N)_(d,N) Axis Shifting Sidestep (SS)
    (u,U#)_(d,D#) Axis Shifting Sidewalk (SW)
    d/f Low Parry *When Attacked by a Low/Special-Mid Hit*
    1+2+3+4 Ki Powerup *Block Damage & Auto CH on hit*
    f+2+4 Right Strike Reversal Escape *When Being Reversed*
    f+1+3 Left Strike Reversal Escape *When Being Reversed*

    u/f Low Forward Jump
    1_2_3_4 Jumping Strike
    (U/B)_(U)_(U/F) High Jump
    2 Striking Downward Pounce
    N+3 Landing Mid Gutkick *Stuns*
    N,3 Landing Sweep
    (f,f,f)_(f,F#) Run
    B Stop Running
    1+2 Flying Cross Chop
    3 Flying Side Kick
    4 Sliding Leg Sweep
    N Shoulder, Stomp or Tackle depending on run distance

    Knockdown Recovery Moves (When Lying On Ground FU/FT)
    (1_2_3_4) Tech Roll *Hit as SOON as you hit the ground*
    f Roll Forwards
    3 Rising Low Kick
    4 Rising Mid Kick
    1+2 Flying Cross Chop
    b Roll Backwards
    3 Rising Low Kick
    4 Rising Mid Kick
    f+1+2 Flying Cross Chop
    1_(d+1) Roll Out_(Roll In)
    N Stand Up
    D# Stay Lying Down
    3 Rising Low Kick
    4 Rising Mid Kick
    f Roll Forwards
    3 Rising Low Kick
    4 Rising Mid Kick
    1+2 Flying Cross Chop
    b Roll Backwards
    3 Rising Low Kickn
    4 Rising Mid Kick
    1+2 Flying Cross Chop
    3 Rising Low Kick
    4 Rising Mid Kick
    d+4 Ankle Kick
    b ROLL BACKWARDS
    b+3+4 Rising Kickup (*NOTE - See below)
    f Handspring Kickup *As soon as you hit the ground*
    D/B Tumble Knockback Recovery
    \ *After getting hit by a heavy tumbling attack*

    Recovery moves can be chained together as such:
    1,b,3 - Roll out, roll backwards, rising low kick.

    * NOTE: Instead of a Rising Kickup, b+3+4 will cause Kunimitsu, Paul and
    Steve to perform a Handspring Kickup into a Flying Cross Chop.
    Armor King and King will recover in BT position after a Rising Kickup.

    Tackle Offense Moves (When Opponent is Tackled)
    1_2 1st Mounted Punch *All but Dragunov*
    1_2 2nd Mounted Punch
    1_2 3rd Mounted Punch
    1_2 4th Mounted Punch
    1+2 Armbar *King, Paul*
    1+2 Wristlock *King*
    3+4 Knee Cross Lock *King*
    :1+2 Ultimate STF *King*
    1+2 Armbar *King, Paul*
    1+2 Wristlock *King*
    3+4 Knee Cross Lock *King*
    :1+2 Ultimate STF *King*

    * NOTE: Dragunov has a unique set of attacks after his Tackle. Consult
    the Grappling section of his movelist for detailed information.

    Tackle Defense Moves (When Tackled)
    2 Tackle Dodge *During Initial Tackle Impact*
    1+2 Tackle Flip Reversal *During Tackle Fall*
    1 Right Punch Block *During 1st & 3rd Mounted Punches*
    2 Left Punch Block *During 1st & 3rd Mounted Punches*
    1,1,2 Paul Right Punch Reversal *During 1st Mounted Punch*
    1_2 Back Tackle Flipoff *During 1st Backtackled Punch*
    1+2,2,2,2,2 Arm Lock Escape
    1+2,2,2,2,2,2 Arm Lock Reversal *Jin, Paul, King*
    1+2,1,1,1,1 Leg Lock Escape
    1+2,1,1,1,1,1 Leg Lock Reversal *King*
     
  2. Mark1122

    Mark1122 Regular Gamer

    Topics:
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    Gender:
    Male
    I have this game gusto nyo po ba ipopost ko po later
     

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