Tackle is a move that all Tekken characters have, that is automatically performed by running 3-4 steps at the enemy. Some characters can also access the move straight from their Command List, where it is listed as Ultimate Tackle (usually done by d/b+1+2 or equivalent). The tackle functions like a throw, and it cannot be blocked.
The tackle can be followed by a series of up to five punches or slaps (depending on the attacker), called the Ultimate Punch, performed by any combination of 1 (left punch) and 2 (right punch); some characters also have access to an additional Cross Arm Lock (1+2) or Leg Cross Hold (3+4), that can be performed instantly or after three punches. Characters that can perform the Cross Arm Lock include Paul, Nina, King, Jin Kazama and Devil Jin; while the Leg Cross can only be done by King and Nina. In Tekken Tag Tournament 2 onwards, the series of punches or slaps was reduced to four instead.
Starting with Tekken Tag Tournament, Armor King can perform a tackle on a downed opponent with d/b+1+3 or d/b+2+4. This move is called the Mount Position.
Some characters also have unique versions of the tackle; Dragunov has three unique string extensions with either 1, 2 or 1+2, Marduk transitions into his unique Mount tackle instead of a normal tackle, and Yoshimitsu and Negan strike the enemy with their weapon instead of punching, which cannot be escaped.
In Tekken, tackling only serves as a way of bringing down an enemy. The tackle itself deals 5 damage. Ultimate Punch follow-ups were introduced in Tekken 2, however only from the front; follow-ups are not possible if the opponent is tackled from behind. In that game, Paul, Yoshimitsu and Kunimitsu are the only characters able to perform anything besides the default five punches; Paul via his Ultimate Punishment chain, and Yoshimitsu and Kunimitsu using their weapons rather than punching. Paul and Kazuya are the only characters able to perform the Ultimate Tackle as a standalone move. Tekken 3 introduced more follow-ups for certain characters such as King II and Jin, as well as the ability to mix up the punches instead of being limited to 2,1,2,1,2 from the previous game. Tekken Tag Tournament introduced the ability to punch an opponent tackled from behind, however Kunimitsu no longer uses her weapon during a tackle and will punch instead.
Since Tekken 5, Asuka Kazama has a unique tackle.
Running Tackles were removed in Tekken 8, due to the changes to the running mechanic.
Escaping[]
The tackle can be escaped instantly by pressing either 2 or 1+2 (only 1+2 in Tekken 8) the moment it connects, and the tackle can also be overturned by pressing 1+2 right before hitting the ground. Successfully overturning a tackle will also negate the damage incurred from the attacker's tackle.
In Tekken 2, Kazuya's and Paul's Ultimate Tackle is escaped with 2+4; running tackles and back tackles cannot be escaped. The tackle itself can also be reversed with an Attack Reversal.
The tackle can further be escaped by parrying either the first or fourth punch by pressing the corresponding opposing punch button (so a 1 punch is escaped with 2 and vice versa). When tackled from behind, only the first punch can be escaped and the buttons are reversed (1 to escape 1 etc.). The arm bar extension can be escaped with "1+2,2222" and the leg hold with "1+2,1111". Characters that are also able to do these holds themselves (and Dragunov) can also reverse them with either "1+2,222222" or "1+2,111111", but the input window for this is quite a lot smaller. In Tekken 8, the break for arm bar was changed to a simple 1+2 break, the leg hold was changed to a simpler 3+4 break, and no arm bar reversals are possible.
Before Tekken 8, Paul and Dragunov also have an additional ability to reverse a 2 punch with 1,1,2. If timed correctly, this option also parries the 1 punch, meaning that, technically, unless a character is able to do a hold extension, Paul and Dragunov cannot be damaged on the ground in a default tackle.