View Poll Results: Which Mishima has the most bad-ass EWGFs

Voters
29. You may not vote on this poll
  • Kazuya Mishima

    6
    20.69%
  • Heihachi Mishima

    5
    17.24%
  • Devil Jin

    14
    48.28%
  • Jin

    4
    13.79%
+ Reply to Thread
Page 1 of 20
1 2 3 11 ... LastLast
Results 1 to 10 of 199

Thread: The Official Tekken Club

  1. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    The Official Tekken Club





    The Official Tekken Club
    powered by JOOMCOOL.COM....dorrriiaaah!
    (previously known as Tekken Discussion thread)The Official Tekken Club powered by JOOMCOOL.COM serves as an important hub for all the tekken players all around the world.Be it console players or Arcade players,we welcomes everyone in here.

    Tekken (鉄拳) is a series of fighting games developed and published by Namco. Originally an arcade game, versions exist for the PlayStation, PlayStation 2, PlayStation Portable, PlayStation 3, Xbox 360, WonderSwan, and Game Boy Advance. The story in each game in the series (with the exception of the non-canon game Tekken Tag Tournament) documents the events of the fictional martial arts tournament, The King of Iron Fist Tournament, with the game's chronological number corresponding with the current iteration of the tournament. The tournament is always hosted by a financial corporation called the "Mishima Zaibatsu", with the tournament prize generally being control of the company offered to the victor (who then is free to host the next King of Iron Fist tournament). The arcade versions are known to traditionally use PlayStation based hardware for each installment, and subsequently each arcade version was eventually made for its respective PlayStation.

    The Characters
    Last edited by BennyT; 11-11-09 at 06:14 PM.



  2. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    Tekken 6 Newbie Guide

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

    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.

    Movement
    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).

    Run
    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_2,1,1,2 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 second to put his foot down and return to normal stance. The backdash can be cancelled into any direction, of into a block with ~N~B or cancelled with an 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.
    Defending/Types of Attacks

    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 attacks.

    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 certain characters 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.
    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 opponent.

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

    Throws
    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 both Standing Guard and Crouching Guard. Most characters generic ducking jab (d+1 or FC+1) are special mids.

    Unblockables
    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. 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.
    Misc. 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 as soon as your opponent's Low hit would connect 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.

    Generic Tackle
    A generic tackle is performed when running

    Reversals/Parries

    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.
    [snapback]29533434[/snapback]


    credit goes to: Soul-X for this wonderful guide
    Last edited by BennyT; 11-11-09 at 06:04 PM.



  3. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    The Notations

    Movement

    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 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 the '#' until the end of string or until N (Neutral)
    FC - Do move while in a full-crouched position
    WS - Do move While standing up (Returning the stick to neutral from a crouch)
    RN - While running (f,f,f or f,F#)
    BT - Back 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 during their move execution)
    Clean - Clean Hit (Hitting your opponent from a very close range)
    [] - Brackets surrounding an item indicate an optional output or stance name
    () - Parenthesis is to group moves together for easier reading
    {} - Curved brackets indicate the buttons needed to break a throw
    . - Pause 1/3 a second between button presses (Tenstring timings only)
    (B!) - BOUNDING RE-JUGGLE (Sample Juggles only)

    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
    Cancels - Move can be stopped before execution
    Against Wall - Move must be done with your back against a wall
    Unblockable - Move cannot be blocked
    BOUNDS - WHEN MOVE IS USED TO END A JUGGLE, OPPONENT WILL BE RE-JUGGLED UP
    Last edited by BennyT; 11-11-09 at 06:02 PM.



  4. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    The PSN List/Xbox live/Players out there:
    Pm me your PSN,or your IC card name i'll put it up
    Last edited by BennyT; 11-11-09 at 06:05 PM.



  5. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    Tekken


    US Release Date: November, 1995
    The Scoop: As the original game was a 3D fighter, Tekken was already separated from its 2D peers and gave it a special feel. Adding to this unique flavor was the fact that each button represented a different limb of the fighter, as opposed to different attack types or strengths. Furthermore, Tekken placed the fighters in an infinite playing field, so combat was completely unrestrained.

    Tekken 2
    US Release Date: August, 1996
    The Scoop: Tekken 2 was, admittedly, a very similar game to the original, but there were a few additions worthy of note. The most significant of those additions was the new set of combat systems, like back throws, reversals and chain-throws. The game, of course, also had a healthy boost in the visuals department and a number of special moves were tweaked for balance. Not a huge step forward for the franchise, but a notable one.

    Tekken 3

    US Release Date: April, 1998
    The Scoop: Tekken 3 was one of the first "big improvements" in the series. It looked fantastic at the time and still looks respectable, even to this day. The visuals were really just the icing on the cake, however, as Tekken 3 introduced more than a dozen new characters to the roster.

    One of the biggest gameplay changes in Tekken 3 was the ability for characters to step in and out of the background, opening up the combat even more. The game also modified jumping to make it a bit more realistic, and added a side-scrolling beat-'em-up mode called Tekken Force.

    Tekken Tag Tournament
    US Release Date: October, 2000
    The Scoop: Tekken Tag Tournament was essentially an upgraded version of Tekken 3, though it boasted a massive roster (almost 40 characters) and included a two-person tag team system where fighters could be switched out at any time. This system opened up character-to-character chains, as you could tag in your other fighter mid-combo and cause some serious damage.

    Besides the expected updates to graphics and minor gameplay tweaks, Tekken Tag Tournament added Tekken Bowl -- a bowling mini-game. Oh, those crazy developers!

    Tekken 4

    US Release Date: September, 2002
    The Scoop: This title was, in a way, a big departure for the franchise, as it more closely followed the gameplay mechanics of the Virtua Fighter series. Fighters could interact with walls and environmental objects, move up and down stairs, etc. A new switch reversal system kept players from getting trapped in a corner and another edition of the Tekken Force beat-'em-up made an appearance. More graphical updates were also present.

    Although it was a very different game than fans had come to expect, it was still an important step for the franchise.

    Tekken 5
    US Release Date: February, 2005
    The Scoop: As one hardcore fan in the IGN office notes: "it rocks." Tekken 5 felt more like an evolution of Tekken 3 and Tekken Tag than the previous installment, Tekken 4. Tekken 5 reintroduced gamers to the infinite stages setup, as well as returning to flat environments. A "crush system" was also included, which changes the efficiency of certain move types based on what your opponent is doing.

    Tekken 5 also allowed players to customize their characters, including color swaps, different outfits and more. Besides boasting a Virtua Fighter-esque ranking system, Tekken 5 also offered another Tekken Force mini-game titled "The Devil Within."

    Tekken 6

    US Release Date: October, 2009
    The Scoop: Hotly anticipated by Tekken fans, Tekken 6 promises to be one of the finest Tekken experiences to date, with not only an impressive character roster but a number of modes that should keep players busy for quite some time. For example, another scrolling brawler campaign has returned to give players a nice distraction from the traditional one-on-one fighting, and gives hardcore gamers something to grind through and earn items.

    As the first "proper" version of the series to hit current-gen consoles, Tekken 6 should be a welcome addition to the many high-quality fighters that inhabit the modern competitive gaming space.
    Last edited by BennyT; 11-11-09 at 06:10 PM.



  6. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    Signatures:
    Accepting Request For Signature making,
    be it players or Clan
    i'll post it up once i'm done so you guys can get it here
    Banners for TR!CK,IMTS,Lon3ly,Cheap will be coming right up
    Pm me if you guys want any add-on

    p/s:Please download the signature and host it yourself =)

    Clan Signature:


    personal signature:




    Last edited by BennyT; 22-11-09 at 03:51 PM.



  7. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    MatchMaking:

    Okay,this is not what you think it is from you see in the dating site.
    every gathering,tournament,matches going on or you're trying to find fellow players to play with,this is the place.
    Pm me and i will update it in this page so everybody can read it and be there.
    It will be updated daily depends on the matches going on around.



  8. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    Arcade Locations through out malaysia



    Penang/Butterworth
    Penang - Komtar
    Butterworth - Pacific Megamall, BM Plaza, Jaya Jusco & Carrefour

    Perak
    Jaya Jusco Ipoh & Taiping Central

    Kuala Lumpur/Selangor
    Sogo
    The Mines
    1 Utama
    TimeSquare
    Summit
    Last edited by BennyT; 15-11-09 at 02:59 PM.



  9. wowwwwowwowooww nice banner!
    can make me one too? bryan fury as my char
    anyway where do you guys play most of the time? i spend time at my house only
    how do you guys do combo?most of the time i'm just button mashing

  10. Join Date
    Dec 2008
    Location
    Ipoh,Perak,Malaysia
    Posts
    9,546

    Quote Originally Posted by SpawnusFury View Post
    wowwwwowwowooww nice banner!
    can make me one too? bryan fury as my char
    anyway where do you guys play most of the time? i spend time at my house only
    how do you guys do combo?most of the time i'm just button mashing
    of course why not
    what name do you want me to put
    spawnusfury?
    well,first you have to learn the basic move,then you can put it into your combos and connect them



+ Reply to Thread

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts