Learn every normal move in Tekken 5! This guide breaks down commands, hit areas, and notes for all 50+ moves to help you dominate the competition.
Alright, let's dive into the bread and butter of Tekken 5: your normal moves! These are the punches, kicks, and elbows you'll be throwing out constantly. Mastering these is super important, so we're going to break down every single one. Don't worry if it looks like a lot – we'll go through them step-by-step.
Think of these moves as your basic toolkit. Each one has a specific purpose, whether it's to poke, start a combo, or keep your opponent guessing. We've got over 50 moves here, so let's get them all down!
| NAME | COMMAND | HIT AREA | NOTES |
| Barrista Knuckle?* | f,F+1,2_f,F+1,(2) | mm | |
| Tank Elbow* | d+1 | m | |
| Quick Elbow Sting* | 2,1 | hh | |
| Double Hammer Hook* | f+2,1 | hh | |
| Hook Smash Combo* | f+2,d+1 | hm | |
| Flash Tomahawk* | db+2 | m | |
| Knee Lift* | f+3 | m | |
| Anger Rush - Sting* | df+3,1,2,f+1 | mhhh | |
| Anger Rush - Head* | df+3,1,2,3,1+2 | mhhmh | |
| Anger Rush - Crouching* | df+3,1,2,3+4 | mhhx | -> Crouching |
| Anger Rush - Body* | df+3,1,d+2 | mhm | |
| Kong Rush* | df+3,df+1,2 | mmh | |
| Wild Stomp* | f+4 | m | |
| Jump-In Middle* | ub_u_uf+4 | m | Jumping move. |
| Pushing* | 1+2 | m | |
| Mongolian Chop* | uf+1+2 | h | |
| Climbing Tackle* | f+3+4 | m | |
| Set Up Beast* | db+3+4 | x | -> Crouching |
| Raid Kick* | wr3 | m | |
| Stun Knee* | wr4 | m | |
| Quick Uppercut* | wr1+2 | m | |
| Quake Kick* | downed foe: db+4 | l | |
| Wake-Up Hammer* | face-down downed 2 | m | |
| Wake-Up Sweep* | face-down downd d+2 | l | |
| One, Two Punch | 1,2 | hh | |
| One, Two Elbow Sting | 1,2,f+1 | hhh | |
| One, Two Stomach Kick | 1,2,3,1+2 | hhmh | Combo |
| One, Two Crouching Style | 1,2,3+4 | hhx | -> Crouching |
| Jab - Body Blow | 1,d+2 | hm | |
| Swing Uppercut | df+1 | m | |
| Knuckle Hammer | b+1 | m | |
| Straight - Shoulder Impact | 2,d+1+2 | mm | |
| Elbow Swing | f,F+2 | h | |
| Alligator | d+2,4 | mm | |
| Body Blow | df+2 | m | |
| Rolling Back Knuckle | b+2 | m | |
| Bicycle Kick# | run_f,f,F+3 | m | |
| Stomach Kick | df+3 | m | |
| Stomach Kick Combo | df+3,1+2 | mh | |
| Step In Low Kick | d+3 | l | |
| Stomach Heel | df+4 | m | |
| Knee Slicer | d+4 | l | |
| Leg Scissors# | db+4 | l | |
| Heel Bazooka | b+4 | h | |
| Salcon Punch? | f+1+2 | h | Possibly, this is "Monkey Combo Punches," as it is written "Sarukon Panchi" in Japan. "Saru" means "monkey," "kon" may be from "Kombo" ("Combo)." |
| Shoulder Impact | d+1+2 | m | |
| Head Attack Grinder?@ | df+1+2 | m? | |
| Sway Double Hammer | db+1+2 | m | |
| Foot Stomp | ub_u_uf+3+4 | m | Jumping move. |
| Crouching Style | 3+4 | x | -> Crouching |
| Sit Break Kick | fc DF+4 | l | |
| Craig Horn | fc 1+2 | m | |
| Shoulder Throw | fc 1+2:b | m - throw | (No escape) |
| Hell Stab | wr1 | m | |
| Tornado Chop | wr2 | h | |
| Craig Cannon | b+2+3 | ! | ~b -> cancel |
| Rolling Hammer | ss2 | m |
- Moves marked with an asterisk (*) are often key parts of combos or have special properties.
- Pay attention to the 'HIT AREA' column (l=low, m=mid, h=high). This tells you what kind of attacks your opponent can block.
- Some moves have follow-ups indicated by commas (,) or underscores (_). Practice chaining these together!
- Don't forget about the 'Crouching' and 'Jumping' moves – they have unique applications.
- The 'Salcon Punch?' note is interesting – it shows how moves can have different names or origins!
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