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Tekken Forces

Roger Junior Tekken 6

 

 

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>> Legend move list

Throws

Command: Name: Type: Damage: Escape: Properties:
[F+]1+3 Head Stomp F   1  
[F+]2+4 Tasmanian Doormat F   2  
qcf+1 Pile Driver F   1  
f,hcf+1 Giant Swing F   1 #1
d/b,d/b+1+2 DDT F   1+2 PLD
d/b,f+2 Tombstone Pile Driver F   2  
d/f+3+4 Animal Rampage F   none #2
[F+](1+3_2+4) Animal Face Crusher L   1  
[F+](1+3_2+4) Animal Rolling Arm Lock R   2  
[F+](1+3_2+4) Reverse Neck Throw B   none  
  1. 1 - Can be tech rolled to reduce damage. On a wall hit, damage changes and not tech rollable.
    2 - Throw comes out if the move connects (hit or block) on a standing opponent is close range.

Basic Arts

Command: Name: Stance: Damage: Hit Range: Properties:
1 Jab     h  
f+1 Forward Jab     h  
(d_d/b)+1 Low Jab RC   Sm  
WS+1 Quick Upper     m  
FC+1 Crouch Jab RC   Sm  
2 Straight     h  
f+2 Forward Straight     h  
d/b+2 Low Straight RC   Sm  
FC+2 Crouch Straight RC   Sm  
3 Kangaroo Kick     h KND
d+3 Low Spin Kick RC   L  
FC+3 Crouch Spin Kick RC   L  
4 Face Jammer     h JGc
(d/f_WS)+4 Fin Kick     m  
d+4 Shin Kick RC   L  
FC+4 Crouch Shin Kick RC   L  

Special Arts

Command: Name: Stance: Damage: Hit Range: Properties:
(1_f+1),2 [b+1+2] One-Two Kangaroo Punch [RKT]     h,h  
= 1 = Kangaroo Hook     m  
= 2 = Kangaroo Arrow     h  
= <3 = Kangaroo Kick     h KND
 d/f+1<2  Elbow Slap Combo      m,m OC[1] OCb[1] SLDc[1]
(d_d/b_FC)+1,N+2 Rolling Jab Rush RC[1]   Sm,m  
f,N,d,d/f+1 Animal Uppercut     m KND
1+2 Double Spin     h,h  
= 3 = Castanet Kick     m ?
= 4 = Animal Sweep     L ?
f+1+2 Animal Gigaton Punch     m KND
= 2 = Double Gigaton Punch     m KND ?
f,f+1+2 Head First Lunge     h_L GB KND #1
d/f+1+2 Animal Headbutt     M KS GB B! ?
d+1+2 [~B] Animal Storm [BT]     h,h ?
= 1+2 [~B] = Animal Storm Combo     h,h ?
 = 2 = Animal Storm Full Combo      m ?  KND ?
d/b+1+2 Kangaroo Attack     m KND
u/f+1+2 Capital Punishment     m JG OCb
(FC_f,N,d,d/f)+1+2 Animal Smash     M KND
(2_f+2),1 Jab Uppercut     h,m  
f,f+2 Dynamic Smash     m KND
d/f+2 Bandicoot Bomb        
d+2 Diving Low Punch     L KS
FC,d/f+2 Dynamite Upper     m JG
(u/f_u_u/b)+2 Elbow Drop PLD   M KS OCb SLDc ?
(WS_f,N,d,d/f)+2,2 Boomerang Knuckles     m,m ?
3~4 Spinning Tail Whip     m,m OC[1] BN[2]
f+3 Promenade     m MS FSc
d/f+3 Tail Flail     m KND ?
d/b+3 Tail Cutter     L JG
b+3 Reverse Bicycle Kick     m  
(u/f_u)+3,3 Round 'N Round     m,h KND[2]
u/b+3 Animal Yo-Yo     m,m,m ? ?
= 3,4,3,4 (?) = Animal Kick Rush     m,m,m,m,m  
= b = Backflip   - - #4
= 1 = Rolling Animal   - - #5
(f,f,f_WR)+3 Cutting Edge     m KND
(WS_f,N,d,d/f)+3,3 Spring Stomp Kick     m,h  
(WS_f,N,d,d/f)+3,3* Charge Stomp     m,M OCb[2] SLD[2]
BT,d+3 Dingo Kick     L ?
3+4 Castanet Kick     m CF
f+3+4 Animal Drop Kick ?   h KND
= 3,4,3,4 = Animal Kick Rush     m,m,m,m,m  
= b = Backflip   - - #4
= 1 = Rolling Animal   - - #5
f,f+3+4 Exploder KND ?   m GB KND #1 #2 ?
(f,f,f_WR)+3+4 Satellite Exploder KND   m GB KND
d/f+3+4 [~d] Animal Rampage[Hurt Pose] KND   Sm OC #3
(d+3+4_FC,d/f+4) Tail Moppin'     L ? ?
b+3+4 [b_d/b] Bobbin' Dance [Cancel]   - - #10 ?
= 1 = Round 'N Round Punch     h GB
= 2 = Galaxy Uppercut     m  
(u/f_u_u/b)+3+4 Kangaroo Stomp     M OC OCb SLDc
BT+3+4 Shrimp Kick     m JG
f+4,3<2 Ayer's Rock BT[1]   m,m,m JG[2] GB[2] KND[3]
f,f+4 Konvict Kick     m KND
d/b+4,3,4,3,4 Animal Kick Rush     m,m,m,m,m  
= b = Backflip   - - #4
= 1 = Rolling Animal   - - #5
b+4 Snap Shot     l MS JGc
b,b+4 Rolling Torpedo     m OC KNDc
u/f+4 Animal Hop Kick     m JG
u/f,N+4 Jumping Hop Kick     m JG
(WR_f,f,f)+4 Ant Kick RC   L #6
= 2 = Spin Upper     m KND
= (4_:4),4 = Ant Kicks RC[all]   L,L MS[2] #7
 = 2  = Spin Upper     m CH KND #8
 = 4,4  = Extended Ant Kicks RC[all]   L,L CH MS[all]
SS+4 Animal Sweep     L JG BS
b+1+2 Rocket Stance RKT - -  
1+2+3+4 Supercharger   - -  
b,b,u/b Wall Jump Body Press FCD   m_T OCb #9
  1. 1 - Hits high at the start of the move or low at the end. The low hit will not cause GB.
    2 - Roger Jr. will recover FCD if the move completely whiffs.
    3 - Properties only apply when the move connects from further away. Throw shift when the move connects (hit or block) on a standing opponent in close range.
    4 - Can be done after the first, third or fifth hit. The kick rush is ended by this move.
    5 - Can be done after the first or third hit. You can continue with any remaining kicks.
    6 - Damage changes if the Spin Upper is inputted or the additional Ant Kicks are just frame inputted or if no more hits are inputted at all.
    7 - Damage on the last hit changes if the first Stagger Kick was CH. The extensions can only be done if the first Ant Kick was CH.
    8 - The Spin Upper can be done after the second or third Ant Kick if the first was CH.
    9 - Body Press front throw shift when hitting a standing opponent in clean hit range. Damage changes in that case and Roger Jr. recovers in PLD position. Throw attempt can be blocked.
    10 - If no follow-up attack is executed immediately, Roger Jr. remains in Bobbin' Dance   position and a charge effect occurs. A fully charged b+3+4,1 punch gives +40 frame advantage on block.

Rocket Stance
(Starting from Rocket Stance only [b+1+2] RKT)

Command: Name: Stance: Damage: Hit Range: Properties:
f Road Runner     m GB KND
d/f Flying Start RC - - #1
1 Flying Hammer Punch     m BN ?
1+2 Road Roller     m,m ? ?
= 3+4 = Road Roller Combo     m,m ? #2 ?
2 Flying Straight     h KND ?
3 Rocket Low     L  
3+4 Rocket Hip Press     m GB KND
4 Rocket Mid Kick     m  
  1. 1 - Continue with any Crouch Dash (f,N,d,d/f) move (ex. RKT,d/f+1 is the f,N,d,d/f+1 - Animal Uppercut).
    2 - Continue with 'Animal Kick Rush' (see Special Arts).

Unblockable Arts

Command: Name: Stance: Damage: Hit Range: Properties:
b+1+4 Wind Up Punch   100 ! KND

String Hit Arts

Command: Name: Stance: Damage: Hit Range: Properties:
b+1+4 Wind Up Punch   100 ! KND

Sample Combos

Command: Damage:
u/f+4; 1+2; 1,2,3 45
u/f+4; f+4,3,2 {B!}; d/b+1+2 52
d/b+3; d/f+1+2 {B!}; u/f+3+4 36
{CH} d/f+2; 1+2; f+4,3,2 {B!}; f+1+2,2 69
3+4; 1+2; 1,2; b+1+2~1+2 {B!}; FC+1+2 71
b+1+2,1; b+3+4~1; d/f+1+2 {B!}; cd+1 76
3~4; b+3+4~1; iWS+3,3* {B!}; f,f; 1+2,3 79

 

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