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T E K K E N -   S Y S T E M

Blocking

BLOCKING- Knowing where to block is KEY to being able to hang with advanced players. Learn how to block high, mid, and low attacks. High and Mid attacks need to be blocked high. Throws cannot be blocked, so duck, then retaliate with a pop-up move. Unblockables also can't be ducked (duh...), but they take a few seconds to charge. Attack immediately when you see the flashy special effects. Finally, the ground attacks should be blocked high, since they cut down on a ducking opponent.

BLOCKING TIMING- You will need to know when you can block. You can't block if you are already in an attack, reversal, or throw animation. Also, dashing, back stepping, crouch-dashing, side stepping, or running renders you helpless. You cannot block while in the air, or if you are in a minor or major stun. Be careful when you get up, since if you hold toward or down-toward, you can get hit. Minimize these dangerious situations where it is impossible to defend yourself.

ACTIVE AND NEUTRAL GUARD- Since Tekken 2, Namco has implemented a neutral guard where the player blocks automatically if the joystick is in the neutral position. This has carried over to Tekken 3, and follows the same principles. High or mid attacks will be blocked automatically, but low attacks won't (unless the joystick is in the low neutral position). If the low attack strings together with a high attack (Jin's three punches or Nina's low to high attack), the neutral guard won't block the sucessive hits. It is best to use active guard method, which is holding back and blocking each move separately. Active Guard is a must for blocking the 10-hit strings, which repeatedly hit high and low.

BREAKING THROWS- The system has been simplified from Tekken 2's insane button pressing. However, you still need to know the throw and press the buttons to escape instantly. Now pressing either LP or RP will break the throw, depending on which throw they perform. You can tell which button to press by seeing which arm extends more then they reach out to grab you (RP if their right arm extends the most). Side throws can be escaped by pressing LP if they are on your left side, and RP if they are on your right side. The most deadly throw of all -- the back throw -- cannot be escaped.

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