
Electrics in Tekken are a type of move that players can use to control space and pressure opponents. They are fast, spammable launchers that can punish an opponent even if they block it. The electric move is considered one of the best moves in Tekken, but it requires a lot of practice to execute consistently. Players can use electrics to bait opponents by throwing them out from a distance, catching opponents who try to come in to punish. While electrics are powerful, they can be whiff punished on prediction and reaction, or parried.
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What You'll Learn

Electric's unique properties
Electrics in Tekken are considered a highly desirable move to master due to their unique properties. They are a fast, spammable launcher that can punish an opponent even if they block it. The electric move has a fast recovery on whiff, deceptive range, and can be used to interrupt attacks or pressure. The user can change the timing, and the move can be accessed at any time by pressing forward. Additionally, electrics have different animations and sounds compared to other moves, making them stand out.
One of the most unique electrics is Jin's electric, which immediately screws the opponent instead of launching them in the air. It has less pushback on block but retains the same number of + frames, making it extremely difficult to punish. Jin's electric also deals slightly more damage than other electrics.
Mastering electrics in Tekken requires a significant amount of practice and dedication. They are "just frame" moves, meaning the input must be performed within a single frame. Players can start by practising the fundamental input of f, n, d/f2, and then work on incorporating electrics into their movement, such as back dash electric, side step electric, and wave dash electric.
In terms of strategy, electrics can be used as a poke in neutral or as bait to catch opponents off guard. They are effective at whiff punishing and can be combined with other moves to create combos. However, players must be cautious as experienced opponents may anticipate electrics and counter them with high crush moves or parries.
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Electric's difficulty
Electrics are a fast, spammable launcher that punishes your opponent if they block it. They are considered one of the best moves in Tekken. However, they can also be whiff punished on a prediction+reaction situation. They can also be parried.
The difficulty with electrics is that they are “just frame” moves, meaning that the input is f,n,d/f2 and must be inputted within a frame. This requires a lot of practice, not just with electrics but also with other moves like wavedashing and Korean Backdash. Players must also learn the fundamentals of the game first, rather than just focusing on electrics.
Even after long months of practice, some players still struggle to be consistent with electrics. Learning to do an electric out of movement is especially challenging. A back dash electric, side step electric, or wave dash electric is where the true difficulty lies. The key is to input df and 2 at the same time. Players can start slow and then increase their speed over time.
Another challenge with electrics is that they can be whiff punished. This can be done by listening for the DORYA and using an i15 whiff punisher. However, this is difficult to do, even in training mode. Players must also be able to recognize the whiff animation, which can be difficult to distinguish from other moves.
Overall, while electrics are a powerful move in Tekken, they require a significant amount of practice and skill to execute consistently and avoid being whiff punished.
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Electric's versatility
Electrics are a versatile move in Tekken, with a range of uses and applications. They are a "just frame" move, requiring precise timing to execute successfully. The input for an electric is f,n,d/f2, which means pressing forward, then neutral, then down-forward and the number 2 button simultaneously. This move can be challenging to perform consistently, especially when incorporated into more complex combos or movements such as side steps, back dashes, or wave dashes.
One of the key strengths of electrics is their speed. They are fast launchers that can be used to punish opponents who block or whiff their attacks. The quick recovery time on whiff makes them a useful tool for controlling space and disrupting an opponent's rhythm. Electrics can also be used as a poke in neutral, baiting opponents to create opportunities for punishment. Additionally, they can be employed as a keepout tool, discouraging opponents from getting too close.
The electric move has different variations depending on the character. For example, Jin's electric has unique attributes, such as immediately screwing the opponent instead of launching them into the air, and having less pushback on block. It is considered a powerful move that is challenging to punish. Kazuya's electric becomes a mid-move under specific circumstances, changing the frames on the block from +5 to -5 and removing the pushback.
Mastering electrics requires dedicated practice and a deep understanding of the game's fundamentals. While electrics are a powerful tool, they are just one move among thousands in Tekken. Players should strive to develop a well-rounded skillset to excel in the game, rather than solely relying on electrics.
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Electric's timing
Electrics are “just frame” moves in Tekken, which means that the player must input the command within a frame. The input is f, n, d/f2, which can be practised in training mode. However, it is important to also play against other players to improve overall Tekken skills, rather than just electrics.
The timing of electrics is crucial, and players can use them as a poke in neutral or as bait to catch opponents off-guard. They can also be used to punish whiffs and blocks, or in between an opponent's pressure strings if the player is fast enough. Mastering electrics can be challenging, and even after months of practice, consistency can vary from day to day.
Additionally, players can use electrics in combinations, with some players reporting up to eight electrics in a single combo. However, this requires precise timing and a high level of skill. To improve consistency, players can set the training dummy to guard and practise the electric move. While the entire d, n, d, df motion can be done slowly, the df and 2 inputs must be simultaneous. Players can also walk forward into an electric, as the input timing for this move is quite slow.
The electric move is a powerful tool in Tekken, offering a fast, spammable launcher that punishes opponents even if they block it. It has a very fast recovery on whiff and deceptive range, making it a versatile option in gameplay.
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Electric's punishment
Electrics are a fast, spammable launcher in Tekken that can punish your opponent even if they block it. Kazuya's electric is the fastest, coming out in 13 frames, while Jin's electric is also very powerful, with less pushback on block and higher damage than other electrics. However, electrics can be whiff punished on a prediction+reaction situation and can also be parried.
To master electrics, players need to put in a lot of practice time. It is a “just frame” move with the input being f, n, d/f2, which needs to be inputted within a frame. Players can start by setting the training dummy to guard and practicing the move slowly, gradually increasing the speed. It is important to focus on fundamentals and play against other players to improve overall at Tekken, rather than just electrics.
Additionally, electrics have unique properties depending on the character. For example, Devil Kazuya's electric cannot be ducked under, while Jin's electric immediately screws the opponent instead of launching them in the air. Some characters, like Marduk, can also counter electrics with specific moves.
Overall, electrics are a powerful move in Tekken that can be difficult to execute and punish consistently. With practice and understanding of the character-specific properties, players can utilize electrics effectively in their gameplay.
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Frequently asked questions
Electrics are a fast, spammable launcher that punishes your opponent if they block it. It is a safe, tracking fast launcher that can be used to control space and hope people walk into it.
Electrics are “just frame” moves and the input is f,n,d/f2. This requires a lot of practice. You can set the training dummy to guard and keep doing it.
You can use high crush moves in neutral to discourage your opponent from spamming electrics.










































