Standard move

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(Redirected from Hopkick)

A standard move is a move that many characters share, either with exactly the same frame data (generic move) or with a similar function (archetypal move). As a whole they make up big part of Tekken’s overall “system”. Understanding their function will make it easier to both pick up and play against new characters quickly.

Generic moves

See also: Generic movelist

This list of generic moves is not comprehensive.

Jab

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
7
+1
+8
i10
t27 r17

The jab, also known as one jab, is the baseline fastest standing attack. It functions as both an offensive tool—giving frame advantage even on block—and a defensive one—being able to interrupt almost anything, with a fast enough recovery that it’s almost impossible to whiff punish.

Crouch jab

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch jab

d+1

s
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f
  • hFC.1 is the same move with cs1~
Crouch jab

hFC.1

s
5
-5
+6
i10
cs1~
t34 r24 FC
  • Transition to r24 with f
  • Transition input can be delayed 16f

The crouch jab, also known as duck jab, dick jab, or junk punch, is a primarily defensive tool. Its main value is being both fast and high crushing, enabling it to beat almost any opposing attacking option—highs are crushed, and mids and lows are too slow.

However, its payoff on hit is small, and the risk is high: It can be low parried, and its hitbox is so bad it's almost guaranteed to whiff against an opponent doing any movement whatsoever.

Note that unlike other crouching moves it’s able to recover standing. This helps many characters convert the plus frames on hit into real pressure by allowing standing moves to be done right away.

Crouch straight

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Straight

d+2

s
8
-4
+7
i11
cs4~
t34 r23 FC
hFC.2 is the same move with cs1~
Crouch Straight

hFC.2

s
8
-4
+7
i11
cs1~
t34 r23 FC

The crouch straight is similar in function to the crouch jab, except it’s 1 frame slower. The tradeoff for this is a better hitbox, more damage, and more frame advantage. However, since the crouch jab’s main function is to relieve pressure, this tradeoff is mostly not worth it, so this is not used often.

Crouch spin kick

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Spin Kick

d+3

L
12
-17
-3
i16
cs4~
t49 r33 FC
hFC.3 is the same move with cs1~
Crouch Spin Kick

hFC.3

L
12
-17
-3
i16
cs1~
t49 r33 FC

The crouch spin kick is a more damaging version of a crouch shin kick. It has better range and hits grounded. The tradeoff for this is that it's slower and has worse frames on hit and block. Since many characters have a better ground hitting move and you rarely would need both a high crush and ground hit, it is not used much.

Crouch shin kick

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Shin Kick

d+4

l
7
-13
-2
i12
cs4~
t44 r32 FC
Remapped to d+3+4 for some characters
Crouch Shin Kick

hFC.4

l
10
-15
-4
i12
cs1~
t46 r34 FC

The crouch shin kick is similar in function to the crouch straight, except it’s 1 frame slower. The tradeoff for this is, once again, a better hitbox, but more notably it's a low instead of a special mid—and for that it also gets worse frames. This makes it not a strictly defensive tool, since it’ll also do some damage against a defending opponent.

Jumping knuckle

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jumping Knuckle

uf+1

m
12
-12
-1
i18
js9~31 fs32~34
t49 r31
Floor Break
  • Alternate input:
    • ub+1
    • u+1

The jumping knuckle is a low crushing mid. Depending on a character it may be the fastest low crushing move, but risk-reward is pretty bad.

Hook

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Hook

uf+2

h
17
-12
+9g~10g
i15~16
t46 r30
Balcony Break
  • Alternate input:
    • ub+2
    • u+2

The hook is a +9 on hit high and can break a wall. Since it is unsafe, it's not really used much.

Delayed hopkick

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Delayed Hopkick

uf,n,4

m
25
-11~-9
+34a (+24a)
i23~25
js9~30 fs31~33
t53 r28

The delayed hopkick is a jumping launcher that deals a huge amount of damage. However, it's so slow that it often gets floated and is borderline reactable, and it's unsafe on block, so its main function is as a punisher for stagger lows and for hard reads against lows.

Archetypal moves

Archetypal moves are defined by and named after the most iconic version of it. Whether or not a particular move falls into an archetype is often hard to answer, with the definition of the archetype often somewhat vague. The archetypes listed here attempt to be as well-defined as possible while still matching popular perception about whether a move “counts” as a this or that.

Mid check

Mid checks put a stop to most funny business.

The mid check is the most central archetype in Tekken. This move—almost always a left hook and bound to df+1—acts as a general purpose answer to both slow and evasive moves.

Its defining characteristic is being a fast (usually i13), safe-on-block mid. It usually has good tracking and respectable enough frames that it doesn't lose the turn on block. It often has extensions that, depending on their usefulness, come at a tradeoff of frames on the base move, with the extension giving it mental frame advantage.

By being both low risk and covering most enemy options, the mid check is arguably the most oppressive attack in the game, and the strength of a character is heavily influenced by how good theirs is.

Aside from the standing mid check, most characters also have an even faster (usually i11) mid check from crouch, ws4. This serves to make crouch a formidable stance, since its mid check is faster than everything short of a jab, which crouch goes under.

Magic four

A magic four is a fast (between i11 and i13) high that launches on counter hit, typically used to punish openings in an opponent's pressure. Commonplace in Tekken 7 but generally nerfed in Tekken 8, only a few characters still kept the counter hitting property (such as Asuka and Jin).

Stature kick

A stature kick is a standing low that is not easily reactable, plus on hit, and -14 or better on block.

It functions as a relatively safe mixup and pressure tool on opponents who are getting too defensive.

Despite the name, a stature kick is not necessarily a kick, but it almost always is.

An iteration of this type of move is a hatchet kick, named after Bryan's qcb+3, which does all of the above while exchanging a bit of speed for some forward movement and even more frame advantage on hit.

Hopkick

A hopkick is a fast (usually i15) jumping (usually js9~) mid that launches on hit and is unsafe on block (usually -13).

It functions as both a hard counter to lows and as a mixup tool.

Orbital

An orbital is a slow jumping (usually js9~) mid that launches on hit and is usually safe on block. It's named after Bryan's uf+4, Orbital Heel.

It functions similarly to a hopkick as a hard counter to lows, but usually isn't as effective as a mixup tool since it can be reactable.

A hunting hawk is very similar to an orbital with the addition that it has multiple hits and the second hit doesn't come out unless the first connects. Compared to orbitals they have more forwards movement and are much worse on whiff.

Power low

A power low is a low that is not easily reactable and gives 28 or more guaranteed damage on hit or clean hit. It's usually very unsafe on block. Having a power low substantially increases a character's comeback and mixup potential.

Snake edge

See also: Snake Edge

A snake edge is an easily reactable low with a big payoff on normal hit. It's named after Bryan's df+3, Snake Edge. It often high crushes and can function as a counter to jab strings and magic fours on a hard read, but is otherwise just a callout move.

Hellsweep

A hellsweep is an unreactable low that knocks down on hit and is heavily launch punishable on block. The term is named after the Mishimas' f,n,d,df+4 series of moves, but there are many moves with similar properties on various characters.

Demoman

Paul's Demoman (d+4,1:1+2) is very similar to a hellsweep, but it requires a clean hit for the string to be natural and properly give a knockdown. Other moves, such as Eddy's low out of Negativo stance, share this property.

Slide

See also: Slide

Law, Shaheen, Lee all have a unique low slide done with FC.df,d,df+3 that gives a knockdown into a followup (though Lee only gets it on counterhit). They are similar speed to a hellsweep and travel much further, but they have the added downside of being an esoteric input done from full crouch, which is something the opponent may be able to see and anticipate the slide. This is likely not a problem up close, as you can simply fake out the input and do any mid option from crouch to mix them up. Slides are also somewhat less punishable on block than hellsweeps, requiring the opponent to float you with the use of a quick crouch move (like a WS4) and then go for a scaled juggle combo.

Shadow cutter

A shadow cutter is a low that high crushes and launches only on counter hit. It's named after Lars' db+4, Shadow Cutter.

It functions as a hard counter to jab strings where it can get a counter hit before the string ends, encouraging opponents to only use single jabs. Most are borderline reactable and very punishable on block, such that against alert opponents it becomes less useful outside of a hard read.

There is often some overlap between shadow cutters and snake edges, such that some moves could be described as both. If one has to be chosen, the line is generally drawn around the behavior on normal hit, with a snake edge giving 28 or more guaranteed damage on hit. In addition, a shadow cutter can be unreactable, but a snake edge cannot.

Clef cannon

A clef cannon is an i10 high string that's a guaranteed combo if the first hit is a counter hit, but not if it's a normal hit. It's usually a 3-hit string, with the 3rd hit being counterhit confirmable. It's named after Julia's 1,1,1, G-Clef Cannon.

It functions as an ultra fast counter hit tool, for when a magic four isn't quite fast enough. It usually knocks down for a wall splat, making it particularly dangerous at the wall.

Slash kick

A slash kick is a running, plus on block mid that knocks down. Named after Bruce and Bryan's f,F+3, Slash Kick, it is now colloquially used to refer to most wr mids that gives + frames on block. A common examples is Dragunov's wr2. Slash Kick and Leaping Slash Kick are often used interchangeably, as the only difference would be the jumping properties.

Used to close distance and/or apply pressure.

Leaping slash kick

A leaping slash kick is a running, jumping, plus on block mid that knocks down. Named after Jin's f,f,F+3, Leaping Slash Kick. It's usually around i22, +9 on block and does 30 damage. Slash Kick and Leaping Slash Kick are often used interchangeably, as the only difference would be the jumping properties.

Used to close distance and/or apply pressure.

Wall jump attack

Wall jump attacks or wall runs are situational moves that can only be used when a character's back is against a wall. Every character has a generic version of this of some sort not listed in the in-game movelist, with the input typically being b,b,u/b.

Certain characters have unique wall-related moves with some unique utility.