Tekken 4 · Arcade / PlayStation 2 archive

Tekken 4 Combos & Character Guides

22 fighters. Pick your character and get straight to the inputs.

Input key

1 = LP / □   2 = RP / △  3 = LK / ×   4 = RK / ○

Left punch · Right punch · Left kick · Right kick

f / b / d / u = forward / back / down / up. Diagonals combine letters. A comma means next input; + means together; ~ before a direction means hold; Into separates combo steps. ~ between buttons means press them in quick succession. FC means full crouch; WS means attack while rising from crouch; CH means counter hit; n means return to neutral. Tap, crouch, release and timing instructions appear beside the move.

Use the input display settings in the navigation to switch between icons and notation.

Tekken 4 essentials

Position change: 1+3 replaces the regular left throw. Add a direction to reposition the opponent or push them into a wall; the escape is 1.

Wall recovery: A close standing power hit can cause an inescapable wall stun. Airborne wall hits and more distant impacts can allow recovery: 1/2 rolls right and 3/4 rolls left once the feet reach the ground. Wall angle and spacing matter.

Wall jump: With your back near a wall, b,b,u/b performs a wall jump. Its long animation can be interrupted.

22 fighters

Tekken 4 move and combo archive. Commands use 1/2/3/4 notation. Frame results are listed per hit, KD means knockdown and means not applicable. Stagger advantage does not always equal time unable to block. Combo restrictions appear beside each route, recovery setups are not guaranteed. Data combines Tekken Wiki with Tekken Zaibatsu movelists, frame tables and community guides.

Original Tekken 4 character artwork: Namco. Portrait source