You are on page 1of 4

___________ __ __ \__ ___/___ | | _| | __ ____ ____ | | / __ \| |/ / |/ // __ \ / \ | |\ ___/| <| <\ ___/| | \ |____| \___ >__|__\__|__\\_____>___| / __________ \/ __ __ __\/ \______

\ _______ ______ | | __ ___/ |_|__| ____ ____ | _// __ \ \/ / _ \| | | | \ __\ |/ _ \ / \ | | \ ___/\ ( <_> ) |_| | /| | | ( <_> ) | \ |____|_ /\___ >\_/ \____/|____/____/ |__| |__|\____/|___| / \/___ \/ __ __ __ \/ / \ _______ __ ____ | | |__| _______/ |_ / \ / \ / _ \ \/ // __ \| | | |/ ___/\ __\ / Y ( <_> ) /\ ___/| |_| |\___ \ | | \____|__ /\____/ \_/ \___ >____/__/____ > |__| \/ \/ \/ Version 1.12 (12-Feb-2014) by Catlord (catlord@outlook.com) Latest movelist available at http://poorvin.com/tekken/ -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_*-*-*-BUTTON CONVENTIONS-*-*-* _______________ | BUTTON LAYOUT | /-----------------------\ | | | ___ | 1 = [] - Left Punch | / \ | 2 = /\ - Right Punch | | 2 | | 3 = >< - Left Kick | \___/ | 4 = () - Right Kick | __ /\ ___ | | / \ / \ | | | 1 | | 4 | | | \___/ \___/ | It's very important to | [] ___ () | become familiar with the | / \ | NUMERIC conventions of the | | 3 | | buttons (1,2,3,4), as they | \___/ | will be used throughout | >< | the movelist. | | \-----------------------/ *-*-*-MOVEMENT CONVENTIONS-*-*-* f b d u F B D U tap tap tap tap Hold Hold Hold Hold forward once backwards once down once up once stick stick stick stick forward back down up d/f d/b u/f u/b D/F D/B U/F U/B tap tap tap tap Hold Hold Hold Hold down/forward once down/back once up/forward once up/back once stick stick stick stick down/forward down/back up/forward 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) *-*-*-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 *Special* - CHARACTER IS INVINCIBLE DURING A PORTION OF THE MOVE *Critical* - MOVE HAS A CHANCE OF DEALING ADDITIONAL DAMAGE ON HIT -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_NEW TEKKEN REVOLUTION 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 for Tekken pros, here is a list of the Special Attacks and Critical Attacks that have been added to Tekken Revolution: Character --------Alisa Armor King Asuka Bob Bryan Christie Devil Jin Dragunov Eliza Feng Hwoarang Jack-6 Jaycee Jin Jun Kazuya King Special ------f+1+2 f+1+4 d/b+2 f+1+2 d/b+1+2 b+3+4 d+1 d+1+2 b+3 b+1+2 d+3+4 d/f+3+4 d+1+2 d+1 1+2 b+1+2 d+1+2 Criticals -------------------------------------------------b+3 ... (u_u/f)+4,4 ... WR+2 ... FC,d/f+1+2 f+2,1 ... d/f+1+2 ... d/b+3 ... f,f+2 3~4 ... f+2 ... d+3+4 ... f+1+2 f,f+2 .. f,N,d,d/f+2 .. f,N,d,d/f+4,1+2 .. WS+2,1 d/f+3 ... f,f+2 ... b+1 ... f,f+4 3~4 ... f+3+4 ... d/f+3+4 ... RLX 4~3 f+3+4 ... u+4 ... f,N,d,d/f+2 ... f,N,d,d/f+4,4 d/b+3 ... f,f+2 ... QCF+2 ... WS+1+2 d/b+4 ... b+1,2,4 ... u/f+4,2 ... f,f+2 f+3,4 ... f+2,1,2 ... f,f+2 ... d/b+4 LFF f+3 ... RFF 3~4 ... f,N,d,d/f+4 ... SS+4 f,f+1 ... f,f+4 ... WS+1 ... b,d/b,d,d/f+1 f+2+3 ... d/f+4,2,1 ... FC,d/f+4,3 ... SS+3+4 f,f+2 .. f,N,d,d/f+1 .. f,N,d,d/f+2 .. f,N,d,d/f+4 f+2 ... d/b+3 ... u/f+4,3 ... f,f+3 d/f+2 ... f,f+3 ... f,N,d,d/f+2 ... f,N,d,d/f+4,1 f+4 ... f+2+3 ... FC,d/f+1 ... FC,d/f+2

Kuma Kunimitsu Lars Law Lee Leo Lili Miguel Nina Paul Steve Xiaoyu

d+1+2 1+2 d/b+1+2 b+3+4 d/f+3+4 f+1+2 b+1+2 d+1+2 d/b+3+4 d+1+2 d/f+1+2 d/b+1

f+1+2 ... f,f+1+2 ... u+1+2 ... f,f+2 f+1+2 ... f,f+2 ... u/f+2 ... u+3+4 d/b+4 ... b+1+2 ... (u/b_u_u/f)+3 ... (u/b_u_u/f)+4 d/b+4 ... b+3 ... d+2,3 ... FC,d/f,d,d/f+3 f+2,1 ... d/b+3+4 ... d,d/b+4 ... f,f+3 d/f+1+2,1+2,QCF+2 ... BOK 2 ... d/b+4,1 ... f,f+2 d/b+4 ... 1+2 ... QCF+1>2 ... QCF+3+4 f+2+3 ... d/f+2,1 ... d/b+1 ... f,f+2,1 1+4 ... b+1+4 ... f+1+2 ... d,d/f+4 d+4,2,1+2 .. (FC,d/f)_(QCF)+1+2 .. QCF+2 .. f,f+2:1 d/b+2 ... 3,2 ... f,f+2 ... WS+1,2 4~3 ... f,f+1+2,1+2 ... AOP 4~3 ... AOP 1+2

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_General Moves for Everyone =-=-=-=-=-=-=-=-=-=-=-=-=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 1_2_3_4 (U/B)_(U)_(U/F) 2 N+3 N,3 (f,f,f)_(f,F#) B 1+2 3 4 N Low Forward Jump Jumping Strike High Jump Striking Downward Pounce Landing Mid Gutkick *Stuns* Landing Sweep Run Stop Running Flying Cross Chop Flying Side Kick Sliding Leg Sweep 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 4 d+4 b+3+4 f D/B

Rising Low Kick Rising Mid Kick Ankle Kick Rising Kickup (*NOTE - See below) Handspring Kickup *As soon as you hit the ground* 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 *Devil Jin, Jin, King, Nina, Paul* 1+2 Wristlock *King* 3+4 Knee Cross Lock *King, Nina* :1+2 Ultimate STF *King* 1+2 Armbar *Devil Jin, Jin, King, Nina, Paul* 1+2 Wristlock *King* 3+4 Knee Cross Lock *King, Nina* :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 *D.Jin, Jin, Paul, Nina, King* 1+2,1,1,1,1 Leg Lock Escape 1+2,1,1,1,1,1 Leg Lock Reversal *Nina, King* -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-

You might also like