Tekken 5 Normal Moves list including commands, hit areas, and notes for moves like Chokuzuki - Hidari and Kazamaryuu Gorengeki.
Walkthrough
- 1Chokuzuki - Hidari: Command is 1,d+3. Hit area is hl.
- 2Gedangeri: Command is 1,d+3.
- 3Straight Thrust - Left Low Kick: Command is 1,d+3.
- 4Zanshin - Ni: Command is b+1. Hit area is x. Leads to Zanshin 2. Can dash forward (f) or crouch dash (DF).
- 5Tenshouzettou: Command is db+2>2>3. Hit area is mhm.
- 6Turning Palm Destroying Sword: Command is db+2>2>3.
- 7Ragou: Command is b,f+2>1>2. Hit area is mhm.
- 8Sake Chuudanzuki: Command is uf+2. Hit area is m. This is a jumping move.
- 9Side-Stepping Mid Thrust: Command is uf+2.
- 10Hidari Joudan Ushiro Mawashigeri: Command is db+3. Hit area is h.
- 11Left High Back Spin Kick - 2: Command is db+3.
- 12Seiichuusen Midarezuki: Command is 1+2. Hit area is mmmm.
- 13Straight Thrust Punch Flurry: Command is 1+2.
- 14Chokuzuki - Gyakuzuki: Command is 1>2. Hit area is hh.
- 15Chokuzuki - Gyakuzuki - Uchimawashi Kakatootoshi: Command is 1>2,3. Hit area is hhm.
- 16Kazama-Style Five-Strike Combination: Command is 1,3,2,1,3. Hit area is hhmml. Can transition to Zanshin by pressing d (only if it hits).
- 17Chokuzuki - Tategeri - Hidari Sokutou: Command is 1,3~3,3. Hit area is hmm.
- 18Straight Thrust - Lengthwise Kick - Left Sword Kick: Command is 1,3~3,3.
- 19Hidari Chuudan Chokuzuki - Chuudan Mae Mawashigeri: Command is df+1>4. Hit area is mm.
- 20Left Mid Straight Thrust - Mid Forward-Spinning Kick: Command is df+1>4.
- 21Hidari Chuudan Chokuzuki - Gedan Mae Mawashigeri: Command is df+1,4~4. Hit area is ml.
- 22Left Mid Straight Thrust - Low Forward-Spinning Kick: Command is df+1,4~4.
- 23Mukuro Uchi: Command is d+1. Hit area is m.
- 24Corpse Striking: Command is d+1.
- 25Gyakuzuki - Hidari Chuudan Chokuzuki - Chuudan Mae Mawashigeri: Command is 2,1,4. Hit area is hmm.
- 26Reverse Thrust - Left Mid Straight Thrust - Mid Forward Spinning Kick: Command is 2,1,4.
- 27Gyakuzuki - Hidari Chuudan Chokuzuki - Gedan Mae Mawashigeri: Command is 2,1,3~3. Hit area is hml.
- 28Reverse Thrust - Left Mid Straight Thrust - Low Forward Spinning Kick: Command is 2,1,3~3.
- 29Gyakuzuki - Joudan Ushiro Mawashigeri: Command is 2,4. Hit area is hh.
- 30Reverse Thrust - High Back-Spnning Kick: Command is 2,4.
- 31Migi Hijiuchi: Command is f+2. Hit area is h.
- 32Right Elbow Strike: Command is f+2.
- 33Dounuki: Command is f,F+2. Hit area is m.
- 34Piercing the Body: Command is f,F+2.
- 35Migi Mawashizuki: Command is f,N,d,DF+2. Hit area is h.
- 36Right Spinning Thrust: Command is f,N,d,DF+2.
- 37Saisoku Migi Mawashizuki: Command is f,N,d~DF+2. Hit area is h. Requires very fast d~DF+2 input. Known as "electric" in America.
- 38Fastest Right Spinning Thrust: Command is f,N,d~DF+2.
- 39Fumikomi Migi Gedan Mawashigeri: Command is f,N,d,DF+4. Hit area is l.
- 40Step-In Right Low Spin Kick: Command is f,N,d,DF+4.
- 41Fumikomi Migi Gedan Mawashigeri - Doumawashi Kaitengeri: Command is f,N,d,DF+4,3+4. Hit area is lm.
- 42Step-In Right Low Spin Kick - Hip-Turning Swivel Kick: Command is f,N,d,DF+4,3+4.
- 43Migi Tsukiage: Command is df+2. Hit area is m.
- 44Right Rising Thrust: Command is df+2.
- 45Migi Uraken - Hidari Chuudan Mae Mawashigeri: Command is b+2,3. Hit area is hm. Can transition to Zanshin by pressing d+1+2 (only if it hits).
- 46Right Backfist - Left Mid Forward-Spinning Kick: Command is b+2,3.
- 47Hidari Chuudan Mawashigeri: Command is f+3. Hit area is m. .
- 48Left Mid Forward-Spinning Kick: Command is f+3.
- 49Tategeri: Command is f+3~3. Hit area is m.
- 50Lengthwise Kick: Command is f+3~3.
- 51Tategeri - Hidari Sokutou: Command is f+3~3,3. Hit area is mm. .
- 52Lengthwise Kick - Left Sword Kick: Command is f+3~3,3.
- 53Hidari Kakato Otoshi: Command is f,F+3. Hit area is m.
- 54Left Heel Drop: Command is f,F+3.
- 55Kazamaryuu Rokurengeki: Command is f,F+3,1,3,2,1,4. Hit area is mhhmml. .
- 56Kazama-Style Six-Strike Combination: Command is f,F+3,1,3,2,1,4.
- 57Kuuzankyaku: Command is run_f,f,F+3. Hit area is m. This is a jumping move.
- 58Air-Slicing Kick: Command is run_f,f,F+3.
- 59Hidari Sokutou: Command is df+3. Hit area is m. .
- 60Left Sword Kick: Command is df+3.
- 61Hidari Kansetsugeri - Hidari Sokutou: Command is d+3,3. Hit area is lm.
- 62Left Indirect Kick - Left Sword Kick: Command is d+3,3.
- 63Hidari Uchi Mawashigeri - Migi Gedan Mawashigeri: Command is b+3,4. Hit area is hl.
- 64Left Inward-Spinning Kick - Right Low Spinning Kick: Command is b+3,4.
- 65Doumawashi Kaitengeri: Command is 4~3. Hit area is m. This is a jumping move.
- 66Hip-Spinning Swivel Kick: Command is 4~3.
- 67Migi Chuudan Maegeri: Command is f+4. Hit area is m. .
- 68Right Mid Forward Kick: Command is f+4.
- 69Migi Sokutou: Command is df+4. Hit area is m. .
- 70Right Sword Kick: Command is df+4.
- 71Migi Gedan Ushiro Mawashigeri: Command is d+4. Hit area is l.
- 72Right Low Back-Spinning Kick: Command is d+4.
- 73Migi Gedan Mawashigeri: Command is db+4. Hit area is l.
- 74Right Low Spin Kick: Command is db+4.
- 75Ushirogeri: Command is b+4. Hit area is m.
- 76Back Kick: Command is b+4.
- 77Sanchindachi: Command is b+1+2. Hit area is x. Leads to a charged state. The name "Sanchindachi" is a basic form of karate, meaning "three fight standing." Its pronunciation may be irregular, possibly derived from Korean "Samjeong" or Chinese "Sanzhang," or from colloquial Okinawan dialects. "Karate" has two different kanji compounds: "empty hand" and "foreign hand" (where "Kara" could mean "Korea" or "China").
- 78Chokuzuki: Command is ub+1+2. Hit area is !. Can be cancelled by pressing ~b,B.
- 79Straight Thrust: Command is ub+1+2.
- 80Tobi Nidangeri: Command is d+3+4. Hit area is sh. This is a jumping move.
- 81Jumping Double Kick: Command is d+3+4.
- 82Zanshin: Command is 1+3+4. Hit area is x. This is just a taunt.
- 83Lingering Mind: Command is 1+3+4.
- 84Oni Hachimon: Command is wr1>2. Hit area is mm. Can dash forward with ~f,F.
- 85Oni Eight Gates: Command is wr1>2.
- 86Hidari Joudan Ushiro Mawashigeri: Command is wr3. Hit area is h.
Tips
- Many moves have follow-up options or transitions, indicated by symbols like '~' for fluid transitions or '>' for sequential inputs.
- Pay attention to the hit area indicators (h, m, l, hl, mm, mhm, etc.) to understand the move's range and height.
- Some moves can transition into Zanshin, a taunt state, which can be useful for specific strategies or baiting opponents.
- The input for Saisoku Migi Mawashizuki (Fastest Right Spinning Thrust) requires a very fast d~DF+2 sequence.
- The move Sanchindachi has a special charged state and its name has interesting etymological roots in karate and potentially Korean or Chinese languages.
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