A Running Attack is an attack that can only be performed while the Tekken character is running. They have existed since the first game and are commonly known as While Running (WR) attacks. Almost all characters have at least one unique while running move, but all characters also have access to generic shared ones.
How to perform[]
Running is done by either f,F (tap and hold forward) when far enough from the opponent or by f,f,f (tap thrice), which also works from closer ranges. A while running (WR) move can be performed at any phase in the run, but most shared running attacks also require a certain amount of steps taken before they can be performed.
In Tekken Tag Tournament, if a character was just tagged in, there is a small window where the second character can perform a running attack with f,f,n before the desired attack.
This was altered slightly in Tekken Tag Tournament 2 to be f,f,f instead.
[]
Tackle[]
- Main article: Tackle
A mid throw that is automatically performed by running 2 steps at the enemy that allows follow-up attacks on the ground.
Shoulder Tackle[]
A Shoulder Tackle, or Unblockable Tackle before Tekken 7, is performed by running 3 or more (max range) steps towards the enemy. In games before Tekken 7, it was an unblockable attack, while in 7, it is blockable but now has Power Crush properties.
Notably like the Rage Art, low attacks and throws will not interrupt the shoulder tackle.
Sliding Dash[]
A low sliding attack performed by running at least 3 steps and pressing 4. Some characters, like King, perform a different move instead.
Running Cross Arm[]
- Main article: Running Cross Arm
A long range mid attack performed by running at least 3 steps and pressing 1+2.
In Tekken 2, when using Devil or Angel, the input must be f+1+2 otherwise an Inferno will be performed. In Tekken Tag Tournament, Devil and Angel cannot perform a Running Cross Arm.
Others[]
Slash Kick (WR+3)[]
Many characters have access to a generic Slash Kick performed by pressing 3 while in a running state (can be performed almost instantly with f,f,f+3). While some characters have unique versions of this move with varying properties, its function is virtually the same on all characters. It is a jumping kick that leaves the attacker in an advantageous state (on plus frames) if blocked, but is fairly susceptible to sidestepping due to its linearity.
Not all characters have access to a generic WR+3, but they usually do have a similar move that fills its role (for example, Kazumi has WR+2 that generally functions the same, except for the jumping part).
Hop Kick (WR+3)[]
This attack is exclusive to Paul Phoenix and Lee Chaolan. The Hop Kick can chain to Triple Kick Combo, Double Hop Kick High or Double Hop Kick Low.
Fubuki (WR+4)[]
Prior to Tekken 6, this attack would be used by Yoshimitsu and Kunimitsu in place of the generic slide. This move can only be performed after running 4 or more steps.
Reverse Cartwheel (WR+3+4)[]
This attack is exclusive to Yoshimitsu and Kunimitsu. Yoshimitsu can only perform this running variation in Tekken and Tekken 2. It can chain to Shark Attack.
Running Exploder (WR+3+4)[]
This attack is exclusive to King I, King II, Armor King, Armor King II, Roger/Alex and Roger Jr.
Sliding Attack (WR+3+4)[]
This attack is exclusive to Jack, Jack-2, Prototype Jack, Ganryu and Kuma I. The Jack series as a whole abandoned it with Gun Jack onwards, whereas Kuma II and Panda have never been able to perform it.
Stagger Kicks (WR+4,4,4)[]
This attack is exclusive to King I, King II, Armor King, Armor King II, Roger/Alex, Roger Jr. and Gon. The running version is a unique move and cannot be extended to five kicks on a counter hit or follow up with a Spinning Uppercut.