Tekken 6 Kazuya Guide - Running Followup

Tekken 6 Kazuya Guide - Index

 

Last Updated

06.12.09

         
               
 

!B ddash 31 f3 (last hit as 8th hit) running followup

 
 

enemy action

running

step2 wr3

step2.5 wr3

step3 wr3

what to do

 
 

groundroll (1_d1)

14 dmg running stomp

whiff

whiff

whiff

keep running

 
 

backroll (b)

36 dmg running tackle

whiff

whiff

blocked

keep running

 
 

backroll getup 4 (b, 4)

43 dmg running tackle

get hit

get hit

get hit

keep running

 
 

backroll getup 3 (b, 3)

43 dmg running tackle

whiff

whiff

whiff

keep running

 
 

forwardroll (f)

whiff (ultimate tackle)

connects

connect or block

whiff (jumps over)

stop to b24 db2 !B _ wr3

 
 

forwardrolljumpthing (f1+2)

you get hit

connects

connect or block

whiff (jumps over)

stop to b24 db2 !B _ wr3

 
 

getup block low (db)

36 dmg running tackle

connects

connects

connects

keep running

 
 

getup block high (db,n_u)

36 dmg running tackle

blocked

blocked

blocked

keep running

 
 

stay grounded

14 dmg running stomp

whiff

whiff

whiff

keep running

 
 

wait and lightning kick (d3_d4)

you get hit

whiff

connects

you get hit

stop to lowparry _ wr3

 
 

getup 3 (u, 3)

you get hit

ch connect

connects

you get hit

stop to lowparry _ wr3

 
 

getup 4 (u, 4)

you get hit

you get hit

if enemy times right

you get hit

if enemy times right

you get hit

stop to whiff to ewgf

 
 

springkick (b3+4)

18 dmg running tackle

connects

connects

connects

keep running

 
 

techroll (1_2_3_4)

36 dmg running tackle

blocked

blocked

blocked

keep running

 
 

springup (f)

36 dmg running tackle

whiff

blocked

blocked

keep running

 
 

techroll left and sidewalk left

36 dmg running tackle

connects

connects

connects

keep running

 
 

techroll right and sidewalk right

36 dmg running tackle

connects

connects

connects

keep running

 
 

wait for start of running stomp and getup low block

blocked, shit hard and safe

connects

connects

connects

keep runnning _ wr3

 
               
 

It is possible that the better players might be able to sidestep_sidewalk the tackle and or wr3

 
               
 

When you you run towards your opponent, if you think hes going for lightningkick or low kick, you can just stop your run with df to get a lowparry.

However, if the opponent is doing getup4 or b3+4 you will take some damage.

 
               
 

If you want to play it safe then stop running into defense, out of getup4 range if you dont see enemy techrolling or backrolling.

If enemy whiffed getup4 you get ewgf. If enemy whiffs getup3 or lightning kick, you can attack with ff3 or HS1.

 
               
 

If enemy seems to be able deal with this, then go back to oki. Avoid unnecessary risks

 
               
 

Blocked can mean that it can be jabbed out of air. Needs more testing