Wavu Wiki Movelist

Movelist

From Wavu Wiki, the 🌊 wavy Tekken wiki

A movelist, often referred to as frame data, is a list of moves a character can do and details of those moves' properties. Movelists vary both in how many of a character's moves they list, and in how detailed those listings are.

Wavu Wiki movelists strive to be as comprehensive and readable as possible while also being dense enough for use as reference material, so reading them can be daunting at first. This page aims to help with that.

Layout for Wavu Wiki movelists

Name

The name of the move. These are mostly from the in-game movelist.

Input

The input to perform the move, written in notation. This is often used as the move's name.

For strings, the input of the previous moves in the string is shown but washed out.

Damage

How much damage the move does without any modifiers.

For strings, the damage of the previous moves in the string is shown but washed out.

Hit level

The hit level of the move.

For strings, the hit level of the previous moves in the string is shown but washed out.

Range

The maximum range recorded of the move hitting a Heihachi on-axis, using the distance value from the in-game frame data display.

For strings, this is the range of the whole string, including the forward movement between the string.

For moves with motion inputs, this is the range of the move performed with the fastest input and as much buffering as possible. In other words, this is the range of the move with the least amount of motion from the input diluting the measurement.

This measurement is not super accurate. Assume an error of about ±0.03.

Tracking

The tracking score of the move as per Tracking § Measurement in each direction from the attacker's perspective. Left tracking means the opponent steps right, and vice versa.

Frame advantage

Any number with a + or - in front it indicates frame advantage from the attacker's perspective.

These may be modified with the following:

a
Opponent will be floated during recovery and will recover grounded ("airborne")
b
Opponent will recover back turned
c
Opponent will recover crouching
d
Opponent is grounded during recovery and will recover grounded ("downed")
g
Opponent can guard during recovery
s
Opponent will be floated during recovery and will recover standing ("stagger")

If there are multiple numbers, this indicates that there are differing states of the recovery.

If a number is in brackets, this indicates when the opponent can do a tech recovery. This is not strictly speaking the frame advantage, since it doesn't count how long the tech recovery itself takes.

If there is no number in brackets, then the opponent can't do a tech recovery.

Example 1. Kazumi's d/f+1,2 is "-13c" on block. This means:

  • The opponent recovers crouching 13 frames before Kazumi has recovered
  • The opponent can't do a tech recovery

Example 2. Lee's 2,1,3 is "+20a (+11a)" on hit. This means:

  • The opponent is airborne for 20 frames after Lee has recovered
  • The opponent can do a tech recovery 11 frames after Lee has recovered

Example 3. Kazuya's d/f+2 is "+13 +59a" on counter-hit. This means:

  • The opponent is standing for 13 frames after Kazuya has recovered
  • The opponent is airborne for the next 46 frames
  • The opponent can't do a tech recovery

If a move has multiple active frames, the frame advantage is for the first active frame.

However, if a move has many active frames and often doesn't connect on the first, then the frame advantage for the last active frame is also written down, separated by "~". For example, King's f,F+1+2 is "-5~+14" on block.

Block

The frame advantage on block. Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).

For breakable throws, this is the frame advantage when the throw is broken.

Can be modified as per the above section.

Hit

The frame advantage on hit. Blank if the move is not an attack (e.g., a stance transition or a cancel).

For throws, this is the frame advantage after the throw.

For parries without an attack, this is the frame advantage after a successful parry.

Can be modified as per the above section.

CH

The frame advantage on counter-hit. Blank if this is the same as on hit.

Can be modified as per the above section.

Startup

The frames where the move can hit, also known as the active frames.

Written with "i" in front by convention. This allows one to say, "That move is i13," as shorthand for, "That move hits on frame 13."

If a move has multiple active frames, the first and last active frame are separated by "~". For example, "i23~25" means the move hits from frame 23 to frame 25.

If a move is part of a string, the first frame is not the start of the string, but the start of the move. In this case, the number starts with a "," to try and clarify this. For example, Lee's 1,2 is ",i12", meaning the active frames of the 2 are 12 frames after the active frames of the 1. This is useful for knowing how much time there is to interrupt the string when the previous move whiffed.

If a move has multiple hits, the active frames for each hit are separated by a space. For example, Lee's f+1+2 is "i13 i29~30", meaning the first hit is active on frame 13 and the second hit is active on frames 29 and 30.

If a move has a motion input, the time to do that input is not taken into account, so these moves are slower in practice. For example, Heihachi's EWGF is i11 but needs at least 3 extra frames to input, so the fastest it can be done with perfect input is 14 frames.

Active
Startup
Recovery
Frame
Input
State
1
f
2
n
3
d
4
d/f2
5
6
7
8
9
10
11
12
13
14
15

Crush

The frames where the move will crush, powercrush, or parry. The type of crush is written before the number with this shorthand:

  • pc: Powercrush
  • js: Jumping state, i.e. low crush
  • cs: Crouching state, i.e. high crush
  • ps: Parry state

The first and last frame of the crush are separated by a "~". If either are unknown or unimportant, they're left blank. For example, most hopkicks are "js9~", meaning jumping state from frame 9 until an unknown or unimportant frame.

The ranges are inclusive. For example, "pc8~19" means powercrush from frame 8 to 19, including frame 8 and 19.

If a move is part of a string, the first frame is not the start of the string, but the start of the move. In this case, the number starts with a "," to try and clarify this. For example, Lee's 2,1,4 is ",cs16~", meaning crouching state from frame 16 of the 4.

If a move has multiple crushes, each is separated by a space. For example, Lee's d+3+4 is "cs25~45 js45~", meaning crouching state from frame 25 to 45, then jumping state from frame 45.

Recovery

The number of frames it takes for the move to recover, also known as the whiff frames. This is the time after the active frames where the attacker can't block. It does not include the active frames.

Written with "r" in front by convention. This allows one to say, "That move is r21," as shorthand for, "That move takes 21 frames to recover."

Includes the state of recovery if not standing, or stance being transitioned to if any, separated by a space. For example, "r24 ZEN" means 24 frames of recovery and a transition to Zenshin. Stance abbreviations are listed in the glossary.

For projectiles, the recovery is from when the projectile is launched, which effectively “includes” the active frames in the recovery.

Notes

Notes are anything that doesn't fit elsewhere.

This is not an entirely freeform field. Many move properties are fairly common, but not common enough to warrant their own spot in the layout. These notes are written in the following convention:

Homing
Is homing. Can't be sidestepped.
Tailspin
Will cause a screw against an aerial opponent. Implies "Wall break".
Spike
Will spike an aerial opponent, preventing them from tech rolling. Implies "Floor break".
Wall break
Can wall break.
Floor break
Can floor break.
Clean hit {frame advantage}
Can clean hit, will be at frame advantage {frame advantage} if it does.
Example: "Clean hit +24a"
Throw break {input}
Throw can be broken with {input}.
Example: "Throw break 1+2"
Throw break {input} on frame {range}
Throw can be broken with {input} during frames {range}.
Example: "Throw break 1+2 on frame 1~20"
Move can be delayed {frames}f
Active frames can be delayed up to {frames} frames. Implies "Input can be delayed {frames}f".
Example: "Move can be delayed 2f"
Input can be delayed {frames}f
Input can be delayed up to {frames} frames after the last active frame of the previous move in the string (when non-delayable strings can no longer be input).
Example: "Input can be delayed 4f"
Transition to {recovery} with {input}
Pressing {input} during startup will change recovery to {recovery}
Example: "Transition to r21 HMS with 3+4"
Transition input can be delayed {frames}f
Input for stance transition can be delayed up to {frames} frames from the first active frame of the last hit (when non-delayable transitions can no longer be input).
Example: "Transition input can be delayed 8f"
Transition to {frame advantage} {stance} with {input} on {block/hit/ch}
Pressing {input} after the move {block/hit/ch} will transition to {stance} with {frame advantage}
Example: "Transition to +9 RSS with F on hit"
Combo from {nth} {hit/CH}
Is guaranteed to hit in neutral if {nth} move in the string {hit/ch}.
Example: "Combo from 2nd hit"
Combo from {nth} {hit/CH} with {frames}f delay
Is guaranteed to hit in neutral if input is delayed up to {frames} frames and the {nth} move in the string {hit/ch}.
Example: "Combo from 3rd CH with 14f delay"
Jail from {nth} attack
Opponent is forced to block if {nth} move in the string is blocked. Implies "Combo from {nth} {hit/ch}".
Example: "Jail from 1st attack"
Jail from {nth} block
Opponent is forced to block if {nth} move in the string is blocked. Does not imply "Combo from {nth} {hit/ch}".
Example: "Jail from 3rd block"
Jail from {nth} {attack/block} with {frames}f delay
Opponent is forced to block if input is delayed up to {frames} and the {nth} move in the string is blocked.
Example: "Jail from 1st attack with 4f delay"