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    Jun by Castel

    Version: 0.2 | Updated: 07/10/99 | Search Guide | Bookmark Guide

    Tekken Tournament Tag
    Jun Move List
    Version 0.2
    By Castel (Castel@tekken.net)
    Date:June 10, 1999
    				
    				Tekken Tournament Tag Conventions
    				---------------------------------
    
    List based on Ben "tragic" Cureton's Tekken 3 Manual:Act 1
    
    1  left punch 
    2  right punch 
    3  left kick 
    4  right kick 
    5  tag button     
     
    f  tap forward F  hold forward 
    d  tap down D  hold down 
    b  tap back B  hold back 
    u  tap up U  hold up 
     
    d/f  tap down forward D/F  hold down forward 
    d/b  tap down back D/B hold down back 
    u/f  tap up forward U/F  hold up forward 
    u/b  tap up back U/B  hold up back 
     
    qcf  quarter circle forward qcb  quarter circle back 
    hcf  half circle forward hcb  half circle back 
        
     
    Notations 
     
    FC  full crouch animation WS  while standing up 
    N  joystick neatral WR  while running 
    SS side step [   ]  optional input 
    ,  followed by ~  immediately after 
    +  at the same time ( _ )  or 
    <  delay input possible =  next in sequence 
    
        
     
    Positions 
     
    PLD  play dead position  face up & feet away 
    KND  knockdown position  face up & feet towards 
    SLD  slide position  face down & feet away 
    FCD  face down position  face down & feet towards 
       
     
    Extra Properties 
     
    BK  leaves your back turned towards the opponent 
    JG  juggle starter 
    RC  move recovers crouching 
    BN  bounce juggle starter 
    OB  forces opponent's back towards you 
    OS  forces opponent's side towards you 
    DS  double over stun 
    KS  knee drop stun 
    GS  guard stun 
    CS  crumple stun 
    SG  opponent staggers backwards 
    TS  forces opponents side towards you when blocked 
    CH  this move requires a counter hit 
     
    #  see corresponding footnote 
    c  CH modifier (ex. JGc is juggle starter on counter hit) 
      
     
    Hit Ranges 
     
    l  hits low - block D/B 
    m  hits mid - block B 
    h  hits high - block B or duck 
    L  hits low and downed opponent - block D/B 
    M  hits mid and downed opponent - block B 
    H  hits high and downed opponent - block B or duck 
    L  hits low and downed big opponent - block D/B 
    M  hits mid and downed big opponent - block B 
    H  hits high and downed big opponent - block B or duck  
    Sm  hits special mid - block D/B or B 
    !  unblockable hit  
    {!}  unblockable - hits downed opponents 
    *!*  unblockable - hits downed big opponents 
    <!>  unblockable - can be ducked  
    
    
    				    Move List
    				    ---------
    
    
    	              		Grappling Techniques
    		      		--------------------
    
    Command        Position  Name                 Escape  Properties 
         
    1+3            front     Arm Bar              1   
    2+4            front     Serpent Twist        2   
    d/f+2+3        front     Striking Shiho Nage  2   
    2+5            front     Tag Throw            2   
    (1+3_2+4_2+5)  left      side                 1   
    (1+3_2+4_2+5)  right     side                 2   
    (1+3_2+4_2+5)  back      German Suplex 
    
    			        
    				Special Techniques
    				------------------
    
    Command                  Name         		        Hit Range            Properties 
    
    WS+1  			 Sparrow Gut Punch     
    f+1,3  			 Screw Punch - Front Kick      
    f+1,4  			 Screw Punch - Can Can    			     JG 
    1,1  			 High Punch - Screw Punch     
     = 3   			  = Front Kick     
     = 4   			  = Can Can    					     JG 
    1,2  			 Twin Punch     
    1,3  			 High Punch - Shin Kick     
    1,4  			 High Punch - Leg Cutter     
    b+1 			 Sparrow Trap    				     #1 
    1+2  			 Double Palm   					     JG 
    1+4,2  			 White Heron     
       = 4    		  = Crescent Kick     
       = d+4    		  = Crescent Sweep    				     JG 
       = 1   		  = High Punch     
         = 2      		   = Uppercut    			             JG 
         = 3      		   = Shin Kick   	  
         = 4      		   = Leg Cutter    				     #2 
         = 1,3      	   = Screw Punch - Front Kick     
         = 1,4      	   = Screw Punch - Can Can    			     JG 
    f+2,[~5]  		 Charging Strike - [tag]    			     JG 
    f,f+2  			 Lunging Sparrow     
    d/b+2,[~5]  		 Rock Shooter - [tag]    			     JG 
    (b_SS)+2  		 Diving Sparrow     
     = 1+2   		  = Spinning Nest     
     = 1   			  = Screw Punch     
       = 3     		   = Front Kick     
       = 4     		   = Can Can    			             JG 
     = 4   			  = Leg Cutter    				     #2 
    (FC,d/f_D/F)+2  	 Sweeping Sparrow    				     RC 
    2+3  			 Sparrow Pirouette     
    b+3,[~5]  		 Back Flip Kick - [tag]    			     JG 
     = 2,[~5]   		  = Charging Strike - [tag]    			     JG 
     = 4   			  = Leg Cutter    				     #2 
    WS+3  			 Sparrow Flip     
    f+3  			 Spinning Roundhouse     
    (d/b+4_3~4)  		 Leg Cutter     
     = 3   			  = Cartwheel Stomp     
     = 1+4   		  = White Heron    				     #3 
     = 4   			  = Double Leg Cutter      
       = 3      		   = Cartwheel Stomp     
       = 1+4      		   = White Heron    				     #3 
     = 4,4   		  = Triple Leg Cutter      
       = 3      		   = Cartwheel Stomp     
       = 1+4     		   = White Heron    				     #3 
    f+4  			 Crescent Kick     
    SS+4  			 Boomerang Sparrow     
    3+4  			 Cartwheel Stomp     
    d+3+4  			 Can Can    JG 
    (FC_WS)+3+4,3+4  	 Cartwheel Helicopter     
    b+(1+3_2+4)  		 High and Mid Attack Reversal      
    d/f  			 Low Parry   
    
    #1 - Becomes a throw on CH 
    #2 - Continue with any of the Leg Cutter Series
    #3 - Continue with any of the White Heron strings  
     
    
    			         Unblockable Techniques 
     			         ----------------------
    
    Command                  Name  			       Hit Range             Properties 
        
    F,4  			 Spinning Hold Drop 
    
    
      			   	String Techniques 
     			        -----------------
    
    Command  		 Name  			       Hit Range 
       
    WS+2,1,1,1,2,1,4,3,3+4   Ten String   
    WS+2,1,1,1,2,1+4,1,3+4   Ten String   
    WS+2,1,1,3  	         Four String 
    
    An HTML version of this FAQ can be found at http://www.tekken.net/zaibatsu/junmove.html
    

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