| Conventions | System Select |

 
Running & Attacks
A run can be started when you are 6 or more steps away from your opponent. You start the run with a f,F command. The options during a run depend on the amount of step you have taken, the character your are playing with and the position of your opponent.
 Command  Name  Note
 b  Stop Running  
 N  Running Stomp_Tackle_Shoulder Ram  #1
 1+2  Head Dive  
 3  Leaping Slash Kick  #3 #4 GB
 4  Slide  
 5  Tag  #2
 #1 - Shoulder Ram is unblockable.
 #2 - You can Tag at any time during the Run.
 #3 - The following characters end up KND after the kick : Ling - Anna - Michelle - Julia - Jun - Nina.
 #4 - The kick only causes GB for when done with any characters besides the ones mention in note #3.
 Steps  Action  Note
 6  Run starts at the 6th step  
 from 6 to 22  Running Stomp on a downed opponent  
 from 11 to 18  Tackle on a standing, ducking or back turned opponent  
 from 12 to 22  Possible to do a Head Dive, Slide or Leaping Slash Kick  
 from 18 to 22  Shoulder Ram on standing, ducking or back turned opponent  
 22  Run ends at the 22nd step  
Some characters cannot do a Slide, Leaping Slash Kick or Head Dive. The attack is substituted with another move. For character specific Running moves, check the individual character move lists.
 Character  Command  Note
 Yoshimitsu  3  Standing Left Spin Kick
   4  Fubuki
 Kunimitsu  3  Standing Left Spin Kick
   4  Fubuki
 King  3  Standing Left Kick
   4  Ali Kick
 Armor King  3  Standing Left Kick
   4  Ali Kick
 Gun Jack  3  Standing Left Kick
 Paul Phoenix  3  Shredder
 Jack 2  3  Standing Left Kick
   4  Standing Right Kick
 Ganryu  3  Standing Left Kick
   4  Standing Right Kick
 Eddy Gordo  3  Lunging Brush Fire
 Lee Chaolan  3  Shredder
 Prototype Jack  3  Standing Left Kick
   4  Standing Right Kick
 Alex & Roger  3  Standing Left Kick
   4  Ali Kick
 Devil & Angel  1+2  Laser Beam