Site hosted by Angelfire.com: Build your free website today!
T E K K E N -   G R O U N d   A T T A C K S

Ground Moves

TECH ROLL- By jamming on the buttons immediately before you hit the ground, you can perform an "instant recovery." Here your character will quickly roll to the right or left and get back up. Ideal for most situations.

ANKLE KICK- New to TEKKEN 3, perform the ankle kick by pressing D+LK or D+RK. If successful, it will nick the opponent and give you enough time to rise. Use this move to counter any attacks your opponent is trying to do, since it has very high priority. This is a good strategy against opponents who like to hover over you and launch a power move. However you are 100% vulnerable while rising up, so be sure not to miss.

LOW KICK- A standard since the original TEKKEN, this quick low attack can sweep if they are close, or peck them if they are further away. It's done by pressing LK. If it is blocked or evaded, you are open to launchers and throws. Use it when you have been downed for a while and your opponent is rushing in.

MID KICK- Switch between this and the low kick to confuse your opponent. When your opponent is crouching, press RK. It will knock them down if they are close, and stagger if they are hit from a distance. This move does not leave you as vulnerable than the low kick. Watch about for attack reversals, since it is quite easy to see this move coming.

ROLLING AWAY/ ROLLING IN- This is probably the riskiest way of rising, since when you begin the roll, you are vulnerable until you stand. It also takes the longest to recover from. During the roll you can use the low kick, mid kick or flying cross arm. The roll is done by pressing F or B.

FLYING CROSS ARM- Done by pressing LP+RP during a roll.This move has great priority and range, and if they block - it stuns, giving you priority on the next exchange. It can only be done during a roll though, and that makes things more complicated. If the opponent blocks, trying a throw or hop kick. If you miss with the move, you are very vulnerable to anything. The best time to use it is when you roll backwards, lulling the opponent to rush in.

HAND SPRING- To do this move, press B, then B+LK+RKIt's like a kickup that hits on the way up. The priority is quite low, especially towards the end of the move, and it can be snuffed out during the first frames of animation. It's best to use it when your opponent begins an attack, during which you can spring up and surprise them.

ROLL OVER- Press LP or RP to roll into the background, or D+LP or D+RP to roll into the foreground. If you roll over, the effectiveness of the low kick and mid kick are powered up. The low kick will knock down more often and will allow you to recover faster. If your opponent is charging in for the unblockable tackles, roll over, the roll backwards to escape.

<-- Back to Tekken page

Site contents ©1999, Ben Lin All rights reserved.