Notations

This Notation is used throughout both this wiki and in the Tekken community in general, as shorthand for game input, combos, move properties, and more. The goal of this Page is to help understand the readers what this notations mean, but also for contributers of this wiki to know what notation to use, when writing articles for.

Summary

 * 1
 * Left Punch


 * 2
 * Right Punch


 * 3
 * Left kick


 * 4
 * Right kick


 * u
 * Up


 * d
 * Down


 * f
 * Forward


 * b
 * Backward


 * uf
 * Up and forward


 * df
 * Down and forward


 * ub
 * Up and backward


 * db
 * Down and backward


 * n
 * Neutral


 * U
 * Up (Hold)


 * D
 * Down (Hold)


 * F
 * Forward (Hold)


 * B
 * Backward (Hold)


 * UF
 * Up and forward (Hold)


 * DF
 * Down and forward (Hold)


 * UB
 * Up and backward (Hold)


 * DB
 * Down and backward (Hold)


 * Pressed together
 * Pressed together


 * Pressed together, on the same frame
 * Pressed together, on the same frame


 * Followed by
 * Followed by


 * Followed by, immediately
 * Followed by, immediately


 * Followed by, tight input window
 * Followed by, tight input window


 * Followed by, with delayed input
 * Followed by, with delayed input
 * Followed by, with delayed input


 * Held input
 * Held input


 * _
 * or


 * cc
 * u~n (Crouch cancel)


 * ss
 * u~n_d~n (Neutral and Movement)


 * dash
 * f,f


 * qcf
 * d,df,f (quarter-circle forward)


 * qcb
 * d,db,b (quarter-circle backward)


 * hcf
 * b,db,d,df,f (half-circle forward)


 * hcb
 * f,df,d,db,b (half-circle backward)


 * dp
 * f,d,df (Dragon punch)


 * iws
 * Instant while standing


 * From stance
 * From stance


 * From stance transition
 * From stance transition


 * P
 * Successful parry


 * J


 * WR
 * While running (entered by f,f,f)


 * WS
 * While standing


 * FC
 * Full crouch


 * hFC
 * Half crouch


 * BT
 * Back turned


 * SS
 * Sidestep


 * SSL
 * Sidestep left


 * SSR
 * Sidestep right


 * FUFT
 * Face up, feet towards


 * FUFA
 * Face up, feet away


 * FDFT
 * Face down, feet towards


 * FDFA
 * Face down, feet away


 * CD
 * Crouch dash


 * OTG
 * Grounded opponent (“on the ground”)


 * i
 * Active frames (“impact frame”)


 * r
 * Recovery


 * Frame advantage
 * Frame advantage
 * Frame advantage


 * Frame range, inclusive
 * Frame range, inclusive


 * a : Opponent floats during recovery and recovers grounded ("airborne")
 * b : Opponent recovers back turned
 * c : Opponent recovers crouching
 * d : Opponent is grounded during recovery and recovers grounded ("downed")
 * g : Opponent can guard during recovery
 * s : Opponent floats during recovery and recovers standing ("stagger")


 * h
 * High


 * m
 * Mid


 * l
 * Low


 * s
 * Special mid


 * a
 * Aerial


 * H
 * High (hits grounded)


 * M
 * Mid (hits grounded)


 * L
 * Low (hits grounded)


 * S
 * Special mid (hits grounded)


 * Unblockable (modifier)
 * Unblockable (modifier)


 * t
 * Throw


 * pc : Powercrush
 * ps : Parry state
 * js : Jumping state, i.e. low crush
 * cs : Crouching state, i.e. high crush
 * fs : Floating state, i.e. can be juggled
 * gs : Grounded state


 * S!
 * Screw (or Tailspin)


 * W!
 * Wall splat
 * Wall bounce


 * WB!
 * Wall break


 * F!
 * FB!
 * Floor break


 * BB!
 * Balcony break


 * CH
 * Counter hit


 * CL
 * Clean hit


 * Whiffed or blocked moves
 * Whiffed or blocked moves


 * (x?)
 * Repeat string x times


 * []
 * Damage or frame advantage of the following