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{{See also|Notation}}
'''Jargon''' refers to terms of art relating to Tekken.
'''Jargon''' refers to terms of art relating to Tekken.
* For shorthand for game input and stance abbreviations, see [[Notation]].
* For the meaning of values in movelists, see [[Movelist]].
* For frame advantages, which look like “+5” and “-13c”, see [[Movelist#Frame advantage|§ Frame advantage]].


== a ==
== a ==


; air combo
; air combo ''n.''
: see [[Juggle]]
: See [[Combo#Launcher and Juggle|Juggle]].
; active frame
; active frame ''n.''
: the frame where a move can hit the opponent, see also [[Frame#Moves]]
: The frame where a move can hit the opponent. See also [[Frame#Moves]].
; ak
; ak ''n.''
: short for Armor King
: Short for [[Armor King]].
; ali kick
; ali kick ''n.''
: a name for King's d+3+4
: A name for [[King]]'s d+3+4.
; ancient power
; ancient power ''n.''
: a name for Devil Jin's b+1+3_b+2+4, named after a similar move Ogre has in previous games
: A name for [[Devil Jin]]'s b+1+3_b+2+4, named after a similar move Ogre has in previous games.
; attack
; attack ''n.''
: a move that has active frames
: A move that has active frames.


== b ==
== b ==


; bad breath
; bad breath ''n.''
: a name for Nina's d/b,d,d/f,f,u/f,d/b+2+3, Yoshimitsu's d/b+1+2,1_2, and Armor King's Rage Drive R.f,n,d,d/f+1+2
: A name for [[Nina]]'s db,d,df,f,uf,db+2+3, [[Yoshimitsu]]'s db+1+2,1_2, and [[Armor King]]'s R.f,n,d,df+1+2.
; ballerina spin
; ballerina spin ''n.''
: a visual hitstun for some moves that give large frame advantage and wall splat (without knockdown outside of wall)
: A visual hitstun for some moves that give large frame advantage and wall splat (without knockdown outside of wall).
; bazooka kick
; bazooka kick ''n.''
: a name for Lee's d,D/B+4
: A name for [[Lee]]'s d,DB+4.
; bdc
; bdc ''n.''
: short for [[backdash cancel]]
: Short for [[backdash cancel]].
; bigs
; bigs ''n.''
: refers to characters with large hitboxes that aren't Kuma/Panda, typically Gigas, Jack-7, Marduk
: ''(Should generally be avoided. See [[body size]].)'' Characters with large hitboxes that aren't [[Kuma]]: typically [[Gigas]], [[Jack-7]], and [[Marduk]]; might include [[Fahkumram]].
; bk
; bk ''n.''
: short for Blazing Kick, Lee's d,D/B+4
: Short for Blazing Kick, [[Lee]]'s d,DB+4.
; block stun
; [[block stun]] ''n.''
: the time after blocking a move where the defender can't act
: The time after blocking a move where the defender can't act.
; bo
; <span id="bo">bo</span> ''prep.''
: best of, e.g. bo3 means “best of 3”, the number of matches in the set
: Best of. Indicates the number of matches in the set. For example, bo3 means “best of 3”. See also [[#ft|§ ft]].
: the set usually ends early if there's a decisive winner before every match is played, e.g. if a player wins the first 2 matches in a bo3, the third is usually skipped. Best of n = first to (n+1)/2
: The set usually ends early if there's a decisive winner before every match is played, e.g. if a player wins the first 2 matches in a bo3, the third is usually skipped.  
; bow and arrow
: Mostly the same as “ft” (i.e. “first to”) but focusing on a different number: a ft2 is a bo3, a ft3 is a bo5, etc. However, with “best of” a set with an even number of matches can also be represented (which might be used in e.g. a round robin format), and the way draws are handled in both cases is unclear for different reasons: two draws and a win is clearly decisive in a bo3, but not in a ft2; and a win and a draw might be considered decisive in a ft2 but never a bo3.
: a name for Julia's FC.d/f+4,3
; bow and arrow ''n.''
; bracket
: A name for [[Julia]]'s FC.df+4,3.
: the thing that says who plays against whom in each round of a tournament as per its format, usually double elimination
; bracket ''n.''
; break
: The thing that says who plays against whom in each round of a tournament as per its format, usually double elimination.
: short for throw break, may also refer to chickening a reversal
; break ''n.'' &amp; ''v.''
: ''—n.'' Short for [[throw]] break. May also refer to [[chicken]]ing a [[reversal]].
: ''—v.'' To perform a throw break or chicken a reversal.


== c ==
== c ==


; cabinet
; cabinet ''n.''
: a name for an arcade machine
: A name for an arcade machine.
; cali roll
; cali roll ''n.''
: short for California Roll, Xiaoyu's BT.f+3+4, and a name for Lucky Chloe's BT.f+3+4
: Short for California Roll, [[Xiaoyu]]'s BT.f+3+4, and a name for [[Lucky Chloe]]'s BT.f+3+4.
; can-can, can-cans, can-can kicks
; cancans ''n.''
: a name for Asuka, Devil Jin, and Jin's d+3+4, but can also refer to other similar moves, a low kick into a jumping mid or high kick.
: A name for [[Asuka]]'s, [[Devil Jin]]'s, and [[Jin]]'s d+3+4. Might also refer to other fast low high launchers, including strings such as [[Hwoarang]]'s d+4,4 and [[Zafina]]'s d+4,3.
; capo
; capo ''n.''
: short for capoeira, the fighting style used by Eddy (also Christie and Tiger from earlier games); sometimes also refers to Lucky Chloe
: Short for Capoeira, the fighting style used by [[Eddy]]. Might also refer to [[Lucky Chloe]].
; canned 50/50
; canned ''adj.''
: a string with mid/low mixup extensions.
: Coming out of a string, or in an obvious sequence such as after a stance transition. Often derogatory, e.g. “canned mixups” referring to easy to enforce threats where the only counter play is guessing.
; cc
; cc ''n.'' &amp; ''v.''
: short for [[crouch cancel]]
: Short for [[crouch cancel]].
; cd
; cd ''n.'' &amp; ''v.''
: crouch dash
: Short for [[crouch dash]].
; ch
; ch ''n.'' &amp; ''v.'' &amp; ''adj.''
: counter hit
: Short for [[counter hit]].
; chainsaws
: ''—n.'' A situation that occurs when an attack hits an opponent during the startup or active frames of their own attack. Also occurs if an attack hits during the active frames (but not startup) of a throw. Does not occur if the player being hit is also in [[powercrush]].
: refers to Alisa's Destructive Stance and moves done from it
: The frame data or properties of a move when the above occurs.
; charge
: ''—v.'' To get a counter hit with an attack.
: a mechanic in fighting games, that gives access either to extended moveset, enhanced similar moveset, and/or special general properties. See [[ki charge]] and [[Claudio]] Starburst.
: ''—adj.'' Only occurs on counter hit. ''“That's a ch launcher.”''
; cheese
; chainsaws ''n.''
: moves or tactics that are much easier to use than they are to defend against
: [[Alisa]]'s Destructive Stance and moves done from it.
; chicken
; [[cheese]] ''n.'' &amp; ''v.''
: breaking a reversal by pressing either f+1+3 for a caught left limb or f+2+3 for a caught right limb, see also [[Chicken]]
: ''—n.'' Moves or tactics that are much easier to use than they are to defend against.
; connect
: ''—v.'' To use the above moves or tactics.
: to have a move either hit or be blocked by an opponent, i.e. not to whiff a move. Sometimes does refer to specifically on hit and not on block.
; [[chicken]] ''v.''
; counter hit
: To break a reversal by pressing either f+1+3 for a caught left limb or f+2+3 for a caught right limb.
: to hit an opponent as they're trying to attack; note that throws can't be counter hit
; clef cannon ''n.'' (also g-clef cannon)
; crouch
: Originally Michelle's 1,1,1 string from T1, it is now used colloquially to refer to any i10 3-hit string that will combo on counter hit from the 1st hit and knock the opponent down.
: see [[crouch]]
; connect ''v.''
; crush
: To have a move either hit or be blocked by an opponent, i.e. not to whiff a move.
: see [[crush]]
: Sometimes also used to say that a move didn't get blocked, i.e. it hit—confusing everybody.
; [[crouch]] ''n.'' &amp; ''v.''
: ''—n.'' A family of stances (full crouch and half crouch) that give access to new moves.
: The state of [[crush]]ing highs.
: ''—v.'' To enter the above stances or state.
; [[crush]] ''n.'' &amp; ''v.''
: ''—n.'' A state in which certain attacks are guaranteed to be avoided or absorbed.
: ''—v.'' To avoid or absorb an attack with such a state.


== d ==
== d ==


; deathmatch
; deathmatch ''n.''
: a long set of matches between two players, often until one player can no longer continue playing, or until either player is promoted or demoted
: A long set of matches between two players, often until one player can no longer continue playing, or until either player is promoted or demoted.
; demoman
; demoman ''n.''
: short for Demolition Man, Paul's d+4,2:1+2
: Short for Demolition Man, [[Paul]]'s d+4,2:1+2.
; debug
; debug ''n.''
: short for Debugger, Jack-7's b,d/b,d,d/f+1
: Short for Debugger, [[Jack-7]]'s b,db,d,df+1.
; dempsey roll
; dempsey roll ''n.''
: a name for Steve's R.PAB.d/f+3+4,F and its follow up
: A name for [[Steve]]'s R.PAB.df+3+4,F and its followups.
; dewgf
; dewgf ''n.''
: short for dashed electric wind god fist, f,f,n,d,d/f#2 with Devil Jin, Heihachi, or Kazuya
: Short for dashed electric wind god fist, f,F,n,d,df#2 with [[Devil Jin]], [[Heihachi]], or [[Kazuya]].
; dewhf
; dewhf ''n.''
: short for dashed electric wind hook first, f,f,n,d,d/f#2 with Jin
: Short for dashed electric wind hook first, f,F,n,d,df#2 with [[Jin]].
; dj
; dick jab ''n.''
: short for Devil Jin
: Slang for [[crouch jab]].
; drag
; dj ''n.''
: short for Dragunov
: Short for [[Devil Jin]].
; duck
; drag ''n.''
: same as [[crouch]]
: Short for [[Dragunov]].
; duck ''v.''
: To enter [[crouch]].


== e ==
== e ==


; eat
; eat ''v.''
: to get hit by a move
: To get hit by a move.
; elbow
; elbow ''n.''
: a move that can't be parried by regular parries because the attack is an elbow
: An attack that can't be parried by most parries. Usually animated to look like it uses an elbow.
; ewgf
; electric ''n.''
: short for [[ewgf|electric wind god fist]]
: See EWGF and EWHF.
; ewhf
; ender ''n.''
: short for [[ewhf|electric wind hook fist]]
: A move suitable for ending a [[juggle]], often used after a [[screw]].
; ewgf ''n.''
: Short for [[Electric Wind God Fist|Electric Wind God Fist]].
; ewhf ''n.''
: Short for [[Electric Wind God Fist|Electric Wind Hook Fist]].


== f ==
== f ==


; fahk
; fahk ''n.''
: short for Fahkumram
: Short for [[Fahkumram]].
; fake plus
; fake ''n.''
: when you have enough plus frames for something to combo, but the game allows them to block regardless
: A threat which when properly understood is easily beaten. Mostly synonymous with cheese.
; flash
; flash ''n.''
: short for Sword Flash, Yoshimitsu's 1+4
: Short for Sword Flash, Yoshimitsu's 1+4.
; float
; float ''v.''
: to hit an opponent out the air or off the ground and covert it into a juggle
: To hit an opponent out the air or off the ground. Can often be converted into a [[juggle]].
; flowchart
; flowchart ''n.'' &amp; ''v.''
: a planned sequence of moves, usually derogatory
: ''—n.'' A planned sequence of moves, usually derogatory.
; frame
: ''—v.'' To do the above.
: see [[Frame]]
; [[frame]] ''n.''
; ft
: The game's understanding of time, with 60 of them occurring every second of real time.
: first to, e.g. ft2 means “first to 2”, the number of matches a player needs to win to win the set. First to n = best of (n*2 - 1)
; frame trap ''n.'' &amp; ''v.''
: —''n.'' A move which can't be interrupted given the [[frame advantage]], e.g. an i13 attack at +4 (where the opponent's fastest attack is i10).
: —''v.'' To use a frame trap.
; <span id="ft">ft</span> ''prep.''
: First to. Indicates how many match wins a player needs to win the set. For example, ft2 means “first to 2”. See also [[#bo|§ bo]].


== g ==
== g ==


; getup kick
; g-clef cannon ''n.'' (also clef cannon)
: see [[#wake-up kick|§ wake-up kick]]
: See ''clef cannon''.
; ground game
; getup kick ''n.''
: see [[#okizeme|§ okizeme]]
: See [[#wake-up kick|§ wake-up kick]].
; giant swing
; giant swing ''n.''
: the name of Armor King and King's f,hcf+1, a throw which looks like a 1+2 break but is actually a 1 break
: The name of Armor King and King's f,hcf+1, a throw which looks like a 1+2 break but is actually a 1 break.


== h ==
== h ==


; haha step
; haha step ''n.''
: a technique primarily Lei can do to move backwards quickly, utilizing b+3+4 BT transition.
: A [[Haha step|technique]] primarily Lei can do to move backwards quickly, utilizing b+3+4 BT transition.
; harakiri
; harakiri ''n.''
: the name of moves Yoshimitsu can do where he stabs himself
: A name for the various moves Yoshimitsu can do where he stabs himself.
; hayashida step
; hayashida step ''n.''
: a technique Nina can do
: A technique Nina can do.
; hei
; hei ''n.''
: short for Heihachi
: Short for [[Heihachi]].
; hellsweep
; hellsweep ''n.''
: a name for Devil Jin, Heihachi, and Kazuya's f,n,d,d/f+4, often used to refer to any unreactable, high risk/reward low
: A name for Devil Jin, Heihachi, and Kazuya's f,n,d,df+4. Often used to refer to other unreactable, high risk/reward low.
; hwo
; hitbox ''n.''
: short for Hwoarang
: The area of an attack that can hit the opponent during its active frames. For the most part, this matches the visual area occupied by the striking end of the limb doing the attack (e.g. the fist in a punch).
; [[hit confirm]] ''n.'' & ''v.''
: ''—v.'' To confirm that an attack in a [[string]] hit before finishing the string for a [[combo]].
: ''—n.'' ''(Should be avoided. Better to be precise about how many frames the input can be delayed and still combo.)'' A string suitable for hit confirming.
; hurtbox ''n.''
: The area where a character can be hit by an attack. For the most part, this matches the visual area occupied by the character's body.
; hwo ''n.''
: Short for [[Hwoarang]].


== i ==
== i ==
; instant screw/spin
 
: a type of launcher that puts the combo right into the screw/spin state. If these launcher land on the back, they normally only knockdown. example kuma b,f+2
; instant screw ''n.''
: A move that [[screw]]s a grounded opponent. Usually guarantees a juggle afterwards, but the juggle can't make use of a screw since it's already been consumed. If the move hits a [[back turned]] opponent, it usually does a regular knockdown instead. Example: [[Kuma]]'s b,f+2.
; instant spin ''n.''
: See instant screw.
; iwr ''n.''
: Short for [[instant while running]].
; iws ''n.''
: Short for [[instant while standing]].


== j ==
== j ==
; jackhammer ''n.''
: A name for [[Jack-7]]'s f,F+1.
; jail ''n.''
: A [[string]] which when the first attack is blocked forces the next attack to also be blocked.
; jfsr ''n.''
: Short for Just Frame Sky Rocket, a name for [[Hwoarang]]'s f,n,df#4
; js ''n.''
: Short for jumping state, a state where the player will [[crush]] lows and be floated when hit.
; [[juggle]] ''v.''
: To [[combo]] an opponent that's in the air.
; junkyard ''n.''
: A name for Law's b+2,3, a mid low string that leads to a canned mixup. A notorious noob killer because the mixup is strong, but the second hit can be low parried and the mixup is reactable.
; just frame ''n.''
: ''(Should be avoided. Better to be precise about the inputs required, using [[Template:FrameTable]] if necessary.)'' A move or technique that requires precise timing. Some insist that a just frame must be a 1 frame link, but very few things in Tekken are that. Can also refer to moves such as [[Electric Wind God Fist|EWGF]], which doesn't require any specific timing between inputs but requires precise timing of a single pair of directional and attack inputs.


== k ==
== k ==
; kat ''n.''
: Short for [[Katarina]]
; kaz ''n.''
: Short for [[Kazuya]]
; kbd ''n.''
: Short for korean backdash, a name for [[backdash cancel]].
; knd or knockdown ''n.''
: ''(Should be avoided. Write the correct four-letter orientation with preferrably the [[frame advantage]].)'' Any situation where the player falls to the ground in any orientation. Usually not convertable into a [[combo|juggle]].
: ''(Should be avoided. Write the correct four-letter orientation with preferrably the [[frame advantage]].)'' A move that doesn't launch, but knocks the opponent down.
: ''(Should be avoided. Write FUFT instead.)'' Grounded position where the player is face-up and feet-towards the opponent.
: Lei's grounded stance from the FUFT position. See [[Lei stances#Grounded Stances|Lei grounded stances]].
; knee ''n.''
: An attack that can't be parried by most parries. Usually animated to look like it uses a knee.
; kuni ''n.''
: Short for [[Kunimitsu]].


== l ==
== l ==
; laser scraper ''n.''
: A name for [[Devil Jin]]'s b,f+2,1.
; launch ''v.''
: To hit the opponent into the air.
; launcher ''n.''
: A move capable of launching the opponent.
; [[low parry]] ''n.'' &amp; ''v.''
: ''—n.'' A generic move that parries low attacks and sends the opponent airborne, done by pressing DF.
: ''—v.'' To do the above move.


== m ==
== m ==


'''Mashing'''
; m4 ''n.''
: Short for [[magic four]].
; mash ''v.''
: To attack recklessly.
: What your opponent accuses you of doing when they get hit by the third hopkick in a row.
; match ''n.''
: A series of rounds, usually going until a player wins 3 rounds. The hierarchy goes round → match → set.
; matterhorn ''n.''
: The name of [[Lili]]'s d+3+4, a massively evasive mid launcher.
; maven ''n.''
: Short for [[Master Raven]].
; md ''n.'' &amp; ''v.''
: Short for micro [[Run|dash]].
: A shorter version of a normal dash used in specific combos.
; mirror ''n.''
: A match where both players use the same character.
; mixup ''n.''
: A combination of moves which can't all be defended against with a single option, forcing the defender to guess. The simplest example is a low combined with a mid: the low beats standing [[guard]], and the mid beats crouching guard.


attacking recklessly, often at minus frames.
== n ==


'''Maven'''  
; nc ''n.''
 
: Short for natural combo.
Master Raven
: ''(Should be avoided in movelists as per [[Movelist#Notes|Movelist § Notes]]).'' A string that can't be blocked when the first move in the string hits.
 
; ncc ''n.''
== n ==
: Short for natural combo on counter hit.
: ''(Should be avoided in movelists as per [[Movelist#Notes|Movelist § Notes]]).'' A string that can't be blocked when the first move in the string counter hits.


== o ==
== o ==


; okizeme
; okizeme ''n.''
: pressure on a grounded opponent
: Pressure on a grounded opponent.
; open
; open ''n.''
: without walls, "in the open"
: Without walls, e.g. “in the open”.
; [[option select]] ''n.''
: Something that beats all or many of an opponent's options.
; otgf, omen ''n.''
: Short for [[Electric Wind God Fist|Omen Thunder God Fist]].


== p ==
== p ==


; P1, P2
; p1 ''n.''
: Player 1, Player 2, refers to the side a player is on, P1 is the left side, P2 is the right side. Online allows both players be play the same side relative to their screens, them being on P1 or P2 depends on if they can sidestep a certain way out of crouch. Example "So I will switch sides, so he is P2, and can't sidewalk the correct way after my d/f+1+2"
: Short for Player 1. See also P2.
; Pretzel
: The side a player is on. P1 is the left side, and P2 is the right side. Online allows both players to play on the same side with each player's camera mirrored.
: d/b, hcb, d/f, the motion input for Geese' Raging Storm
: This affects gameplay in two ways. The first is that some players are more comfortable doing motion inputs on one side more than the other. The second is that from [[crouch]] it's only possible to sidestep into the background. This is most notable after generic d+4 on hit, which is -2 and recovers crouching. If the opponent's mid check only tracks right, then it can't be stepped if you're on P1, but it can if you're on P2. Vice versa for any move that only tracks left.
; p2 ''n.''
: Short for Player 2. See also P1.
; [[punish]] ''v.''
: To hit an opponent while they're still recovering from their attack.
; punisher ''n.''
: A move that's useful for [[punish]]ing an opponent.
; pretzel ''n.''
: The motion input for [[Geese]]'s Raging Storm, db,hcb,df.


== q ==
== q ==
Line 194: Line 296:
== r ==
== r ==


; RA
; ra ''n.''
: short for Rage Art
: Short for [[Rage Art]].
; Rave Spin
; rave spin ''n.''
: Lei's d/b+4,4, see [[Hell Sweep]]
: The name of Lei's db+4,4.
; RD
; rd ''n.''
: short for Rage Drive
: Short for [[Rage Drive]].
; Reversal (as a concept)
; rdc ''n.''
: in most fighting games, a move one does right as they leave a stunned state, suck as blockstun, hitstun, or wake up. A good reversal is a move that is servisable as a reversal, due to having some form of invincibility, being able to parry, or anything in that manner. Example in Tekken - doing Rage Art after getting hit, expecting opponent to continue pressing buttons - that is using RA as a reversal.
: Rolling Death Cradle, one of King's chain grabs.
; Rush step, Razor Rush, Wolf Rush
; reversal ''n.''
: Lei's stance entered with fn, Razor Rush is the punch string with stance transitions, Wolf Rush is the the kick string with distinctive features. [[Lei Razor_Rush]]
: A [[parry]] that can be [[chicken]]ed.
: ''(Rarely used in Tekken, but common in other fighting games.)'' A move with early frames in some state (invincibility, [[parry]], [[powercrush]], [[crush]], evasion) that make it effective for challenging the opponent's [[frame advantage]]. ''“Their earliest reversal in the stance is a low crush, and they are minus enough in this situation that the low crush won't work, thus you can use any type of move to put them out of stance safely.”''
; round ''n.''
: The smallest unit of a format, played until one player dies or time runs out. The hierarchy goes round → match → set.
; rush step ''n.''
: Lei's f~n, a movement stance that gives access to [[Razor Rush]] (punch string) and Wolf Rush (kick string).


== s ==
== s ==


; S1, S2, S3, S4, etc.  
; s1, s2, s3, s4, etc. ''n.''
: short for the number of the season, S1 = Season One
: The “s” is short for season. Refers to the broadly yearly patches that make major changes to the game.
 
; sabaki ''n.''
; Snake Dash
: Any move that will auto-parry punches during its startup.
: Crouch Dash loops by side stepping to return to standing faster
; set ''n.''
; stagger or staggers on block
: A series of matches. The hierarchy goes round → match → set. In a tournament context, the number of matches played is decided by its format. See also [[#bo|§ bo]] and [[#ft|§ ft]]. In a casual context, a set is as long as the players want it to be.
: an animation that plays when certain lows that almost universally around -25 or worse
; slack kick ''n.'' (also ''slicer'')
: Originally a move used by Bruce (since T2) and Bryan (since T3), it is now used as a colloquial term to refer to WR moves that grant you plus frames on block and send your opponent rolling back on hit/counter hit.
; slicer ''n.'' (also ''slash kick'')
: See ''slash kick''.
; slide ''n.''
: [[Slide]] is a long-range Low attack that sends your character sliding across the ground feet-first at the opponent. Only available from Full Crouch and is a move shared by Law, Lee, and Shaheen. The input is FC.df,d,df+3.
; snake dash ''n.'' &amp; ''v.''
: ''—n.'' A technique for doing multiple crouch dashes in a row by cancelling the previous one with a sidestep.
: ''—v.'' To do the above technique.
; stagger ''n.''
: A move that when blocked changes its recovery (to something that looks like a stagger) and prevents any string extensions from being done. Usually over -23 on block and so punishable by a delayed hopkick.
; sticky ''n.''
: Pressure that's difficult to escape with backdashes.


== t ==
== t ==


; T7, TK7
; t7, tk7 ''n.''
: short for Tekken 7
: Short for Tekken 7.
; TTT2, Tag2
; ttt2, tag2 ''n.''
: short for Tekken Tag Tournament 2, previous game in the franchise
: Short for Tekken Tag Tournament 2.
; Tombstone
; tombstone ''n.''
: a throw shared by jack, king and armor king. Though jack's does less damage and has a different break  
: A throw shared by [[Jack-7]], [[King]], and [[Armor King]] that looks like the wrestling move. Jack's does less damage and has a different break.
; Someone's turn
; turn ''n.''
: on connect players are at a certain frame advantage, if first player's fastest attacking move at this advantage will hit first against opponent's fastest attacking move - it is said that it's the first player's turn in that situation.since fastest attacking move on every character (mostly) is 10f, their +1 is enough to constitute that it's their turn. Thus one's turn = one's frame advantage
: The situation where the [[frame advantage]] is significant enough that attacking for the player at the disadvantage is inadvisable, and thus it is the other player’s “turn”. This occurs when almost any safe move is blocked, so the game often plays out with a back and forth flow of each player taking a turn to attack. However, it should be understood that a turn can be challenged or stolen, even at -9, if the advantaged player is doing slow enough moves, and that it’s not a binary thing—every extra frame of advantage can end up making the difference between winning or losing an exchange.


== u ==
== u ==
; unsafe  
 
: when a move is enough negative on block and in range of the other character's block punishment
; unsafe ''n.''
: A move that can be [[punish]]ed on block (and very rarely on hit). For the most part, this is any move that is -10 or worse, since most opponent's fastest attack is i10. However, such a move can be safe if it has a lot of pushback and the opponent has no moves that are fast enough and can reach. Conversely, a move that is normally safe at -6 can be unsafe against [[Yoshimitsu]] if flash has enough range (although it's more typical for a -8 move to be punished by NSS flash, since that has more range), and a -8 move can be unsafe against [[Xiaoyu]] if b+1 has enough range.
; unga ''n.''
: Also “unga bunga” and other simian sounds. Mostly pejorative term for a play style based on high risk aggression, disrespecting frames, and/or hard reads.


== v ==
== v ==
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== w ==
== w ==


; <span id="wake-up kick">wake-up kick</span>
; <span id="wake-up kick">[[wake-up]] kick</span> ''n.''
: refers to attacks done from a grounded position, primarily those done by pressing 3 or 4, see also [[Wake-up]]
: A kick done from a grounded position, primarily those done by pressing 3 or 4.


== x ==
== x ==
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== y ==
== y ==


; yoshi
; yoshi ''n.''
: short for Yoshimitsu
: Short for [[Yoshimitsu]].


== z ==
== z ==
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== Uncategorized ==
== Uncategorized ==


; <Char>cord
; <Char>cord ''n.''
: refers to a Discord server dedicated to the character, e.g. Leicord for the Lei Wulong Discord
: A Discord server dedicated to the character, e.g. Leicord for the [[Lei]] Discord.
 
{{Navbox system}}

Latest revision as of 01:30, 20 August 2024

See also: Notation

Jargon refers to terms of art relating to Tekken.

a

air combo n.
See Juggle.
active frame n.
The frame where a move can hit the opponent. See also Frame#Moves.
ak n.
Short for Armor King.
ali kick n.
A name for King's d+3+4.
ancient power n.
A name for Devil Jin's b+1+3_b+2+4, named after a similar move Ogre has in previous games.
attack n.
A move that has active frames.

b

bad breath n.
A name for Nina's db,d,df,f,uf,db+2+3, Yoshimitsu's db+1+2,1_2, and Armor King's R.f,n,d,df+1+2.
ballerina spin n.
A visual hitstun for some moves that give large frame advantage and wall splat (without knockdown outside of wall).
bazooka kick n.
A name for Lee's d,DB+4.
bdc n.
Short for backdash cancel.
bigs n.
(Should generally be avoided. See body size.) Characters with large hitboxes that aren't Kuma: typically Gigas, Jack-7, and Marduk; might include Fahkumram.
bk n.
Short for Blazing Kick, Lee's d,DB+4.
block stun n.
The time after blocking a move where the defender can't act.
bo prep.
Best of. Indicates the number of matches in the set. For example, bo3 means “best of 3”. See also § ft.
The set usually ends early if there's a decisive winner before every match is played, e.g. if a player wins the first 2 matches in a bo3, the third is usually skipped.
Mostly the same as “ft” (i.e. “first to”) but focusing on a different number: a ft2 is a bo3, a ft3 is a bo5, etc. However, with “best of” a set with an even number of matches can also be represented (which might be used in e.g. a round robin format), and the way draws are handled in both cases is unclear for different reasons: two draws and a win is clearly decisive in a bo3, but not in a ft2; and a win and a draw might be considered decisive in a ft2 but never a bo3.
bow and arrow n.
A name for Julia's FC.df+4,3.
bracket n.
The thing that says who plays against whom in each round of a tournament as per its format, usually double elimination.
break n. & v.
—n. Short for throw break. May also refer to chickening a reversal.
—v. To perform a throw break or chicken a reversal.

c

cabinet n.
A name for an arcade machine.
cali roll n.
Short for California Roll, Xiaoyu's BT.f+3+4, and a name for Lucky Chloe's BT.f+3+4.
cancans n.
A name for Asuka's, Devil Jin's, and Jin's d+3+4. Might also refer to other fast low high launchers, including strings such as Hwoarang's d+4,4 and Zafina's d+4,3.
capo n.
Short for Capoeira, the fighting style used by Eddy. Might also refer to Lucky Chloe.
canned adj.
Coming out of a string, or in an obvious sequence such as after a stance transition. Often derogatory, e.g. “canned mixups” referring to easy to enforce threats where the only counter play is guessing.
cc n. & v.
Short for crouch cancel.
cd n. & v.
Short for crouch dash.
ch n. & v. & adj.
Short for counter hit.
—n. A situation that occurs when an attack hits an opponent during the startup or active frames of their own attack. Also occurs if an attack hits during the active frames (but not startup) of a throw. Does not occur if the player being hit is also in powercrush.
The frame data or properties of a move when the above occurs.
—v. To get a counter hit with an attack.
—adj. Only occurs on counter hit. “That's a ch launcher.”
chainsaws n.
Alisa's Destructive Stance and moves done from it.
cheese n. & v.
—n. Moves or tactics that are much easier to use than they are to defend against.
—v. To use the above moves or tactics.
chicken v.
To break a reversal by pressing either f+1+3 for a caught left limb or f+2+3 for a caught right limb.
clef cannon n. (also g-clef cannon)
Originally Michelle's 1,1,1 string from T1, it is now used colloquially to refer to any i10 3-hit string that will combo on counter hit from the 1st hit and knock the opponent down.
connect v.
To have a move either hit or be blocked by an opponent, i.e. not to whiff a move.
Sometimes also used to say that a move didn't get blocked, i.e. it hit—confusing everybody.
crouch n. & v.
—n. A family of stances (full crouch and half crouch) that give access to new moves.
The state of crushing highs.
—v. To enter the above stances or state.
crush n. & v.
—n. A state in which certain attacks are guaranteed to be avoided or absorbed.
—v. To avoid or absorb an attack with such a state.

d

deathmatch n.
A long set of matches between two players, often until one player can no longer continue playing, or until either player is promoted or demoted.
demoman n.
Short for Demolition Man, Paul's d+4,2:1+2.
debug n.
Short for Debugger, Jack-7's b,db,d,df+1.
dempsey roll n.
A name for Steve's R.PAB.df+3+4,F and its followups.
dewgf n.
Short for dashed electric wind god fist, f,F,n,d,df#2 with Devil Jin, Heihachi, or Kazuya.
dewhf n.
Short for dashed electric wind hook first, f,F,n,d,df#2 with Jin.
dick jab n.
Slang for crouch jab.
dj n.
Short for Devil Jin.
drag n.
Short for Dragunov.
duck v.
To enter crouch.

e

eat v.
To get hit by a move.
elbow n.
An attack that can't be parried by most parries. Usually animated to look like it uses an elbow.
electric n.
See EWGF and EWHF.
ender n.
A move suitable for ending a juggle, often used after a screw.
ewgf n.
Short for Electric Wind God Fist.
ewhf n.
Short for Electric Wind Hook Fist.

f

fahk n.
Short for Fahkumram.
fake n.
A threat which when properly understood is easily beaten. Mostly synonymous with cheese.
flash n.
Short for Sword Flash, Yoshimitsu's 1+4.
float v.
To hit an opponent out the air or off the ground. Can often be converted into a juggle.
flowchart n. & v.
—n. A planned sequence of moves, usually derogatory.
—v. To do the above.
frame n.
The game's understanding of time, with 60 of them occurring every second of real time.
frame trap n. & v.
n. A move which can't be interrupted given the frame advantage, e.g. an i13 attack at +4 (where the opponent's fastest attack is i10).
v. To use a frame trap.
ft prep.
First to. Indicates how many match wins a player needs to win the set. For example, ft2 means “first to 2”. See also § bo.

g

g-clef cannon n. (also clef cannon)
See clef cannon.
getup kick n.
See § wake-up kick.
giant swing n.
The name of Armor King and King's f,hcf+1, a throw which looks like a 1+2 break but is actually a 1 break.

h

haha step n.
A technique primarily Lei can do to move backwards quickly, utilizing b+3+4 BT transition.
harakiri n.
A name for the various moves Yoshimitsu can do where he stabs himself.
hayashida step n.
A technique Nina can do.
hei n.
Short for Heihachi.
hellsweep n.
A name for Devil Jin, Heihachi, and Kazuya's f,n,d,df+4. Often used to refer to other unreactable, high risk/reward low.
hitbox n.
The area of an attack that can hit the opponent during its active frames. For the most part, this matches the visual area occupied by the striking end of the limb doing the attack (e.g. the fist in a punch).
hit confirm n. & v.
—v. To confirm that an attack in a string hit before finishing the string for a combo.
—n. (Should be avoided. Better to be precise about how many frames the input can be delayed and still combo.) A string suitable for hit confirming.
hurtbox n.
The area where a character can be hit by an attack. For the most part, this matches the visual area occupied by the character's body.
hwo n.
Short for Hwoarang.

i

instant screw n.
A move that screws a grounded opponent. Usually guarantees a juggle afterwards, but the juggle can't make use of a screw since it's already been consumed. If the move hits a back turned opponent, it usually does a regular knockdown instead. Example: Kuma's b,f+2.
instant spin n.
See instant screw.
iwr n.
Short for instant while running.
iws n.
Short for instant while standing.

j

jackhammer n.
A name for Jack-7's f,F+1.
jail n.
A string which when the first attack is blocked forces the next attack to also be blocked.
jfsr n.
Short for Just Frame Sky Rocket, a name for Hwoarang's f,n,df#4
js n.
Short for jumping state, a state where the player will crush lows and be floated when hit.
juggle v.
To combo an opponent that's in the air.
junkyard n.
A name for Law's b+2,3, a mid low string that leads to a canned mixup. A notorious noob killer because the mixup is strong, but the second hit can be low parried and the mixup is reactable.
just frame n.
(Should be avoided. Better to be precise about the inputs required, using Template:FrameTable if necessary.) A move or technique that requires precise timing. Some insist that a just frame must be a 1 frame link, but very few things in Tekken are that. Can also refer to moves such as EWGF, which doesn't require any specific timing between inputs but requires precise timing of a single pair of directional and attack inputs.

k

kat n.
Short for Katarina
kaz n.
Short for Kazuya
kbd n.
Short for korean backdash, a name for backdash cancel.
knd or knockdown n.
(Should be avoided. Write the correct four-letter orientation with preferrably the frame advantage.) Any situation where the player falls to the ground in any orientation. Usually not convertable into a juggle.
(Should be avoided. Write the correct four-letter orientation with preferrably the frame advantage.) A move that doesn't launch, but knocks the opponent down.
(Should be avoided. Write FUFT instead.) Grounded position where the player is face-up and feet-towards the opponent.
Lei's grounded stance from the FUFT position. See Lei grounded stances.
knee n.
An attack that can't be parried by most parries. Usually animated to look like it uses a knee.
kuni n.
Short for Kunimitsu.

l

laser scraper n.
A name for Devil Jin's b,f+2,1.
launch v.
To hit the opponent into the air.
launcher n.
A move capable of launching the opponent.
low parry n. & v.
—n. A generic move that parries low attacks and sends the opponent airborne, done by pressing DF.
—v. To do the above move.

m

m4 n.
Short for magic four.
mash v.
To attack recklessly.
What your opponent accuses you of doing when they get hit by the third hopkick in a row.
match n.
A series of rounds, usually going until a player wins 3 rounds. The hierarchy goes round → match → set.
matterhorn n.
The name of Lili's d+3+4, a massively evasive mid launcher.
maven n.
Short for Master Raven.
md n. & v.
Short for micro dash.
A shorter version of a normal dash used in specific combos.
mirror n.
A match where both players use the same character.
mixup n.
A combination of moves which can't all be defended against with a single option, forcing the defender to guess. The simplest example is a low combined with a mid: the low beats standing guard, and the mid beats crouching guard.

n

nc n.
Short for natural combo.
(Should be avoided in movelists as per Movelist § Notes). A string that can't be blocked when the first move in the string hits.
ncc n.
Short for natural combo on counter hit.
(Should be avoided in movelists as per Movelist § Notes). A string that can't be blocked when the first move in the string counter hits.

o

okizeme n.
Pressure on a grounded opponent.
open n.
Without walls, e.g. “in the open”.
option select n.
Something that beats all or many of an opponent's options.
otgf, omen n.
Short for Omen Thunder God Fist.

p

p1 n.
Short for Player 1. See also P2.
The side a player is on. P1 is the left side, and P2 is the right side. Online allows both players to play on the same side with each player's camera mirrored.
This affects gameplay in two ways. The first is that some players are more comfortable doing motion inputs on one side more than the other. The second is that from crouch it's only possible to sidestep into the background. This is most notable after generic d+4 on hit, which is -2 and recovers crouching. If the opponent's mid check only tracks right, then it can't be stepped if you're on P1, but it can if you're on P2. Vice versa for any move that only tracks left.
p2 n.
Short for Player 2. See also P1.
punish v.
To hit an opponent while they're still recovering from their attack.
punisher n.
A move that's useful for punishing an opponent.
pretzel n.
The motion input for Geese's Raging Storm, db,hcb,df.

q

r

ra n.
Short for Rage Art.
rave spin n.
The name of Lei's db+4,4.
rd n.
Short for Rage Drive.
rdc n.
Rolling Death Cradle, one of King's chain grabs.
reversal n.
A parry that can be chickened.
(Rarely used in Tekken, but common in other fighting games.) A move with early frames in some state (invincibility, parry, powercrush, crush, evasion) that make it effective for challenging the opponent's frame advantage. “Their earliest reversal in the stance is a low crush, and they are minus enough in this situation that the low crush won't work, thus you can use any type of move to put them out of stance safely.”
round n.
The smallest unit of a format, played until one player dies or time runs out. The hierarchy goes round → match → set.
rush step n.
Lei's f~n, a movement stance that gives access to Razor Rush (punch string) and Wolf Rush (kick string).

s

s1, s2, s3, s4, etc. n.
The “s” is short for season. Refers to the broadly yearly patches that make major changes to the game.
sabaki n.
Any move that will auto-parry punches during its startup.
set n.
A series of matches. The hierarchy goes round → match → set. In a tournament context, the number of matches played is decided by its format. See also § bo and § ft. In a casual context, a set is as long as the players want it to be.
slack kick n. (also slicer)
Originally a move used by Bruce (since T2) and Bryan (since T3), it is now used as a colloquial term to refer to WR moves that grant you plus frames on block and send your opponent rolling back on hit/counter hit.
slicer n. (also slash kick)
See slash kick.
slide n.
Slide is a long-range Low attack that sends your character sliding across the ground feet-first at the opponent. Only available from Full Crouch and is a move shared by Law, Lee, and Shaheen. The input is FC.df,d,df+3.
snake dash n. & v.
—n. A technique for doing multiple crouch dashes in a row by cancelling the previous one with a sidestep.
—v. To do the above technique.
stagger n.
A move that when blocked changes its recovery (to something that looks like a stagger) and prevents any string extensions from being done. Usually over -23 on block and so punishable by a delayed hopkick.
sticky n.
Pressure that's difficult to escape with backdashes.

t

t7, tk7 n.
Short for Tekken 7.
ttt2, tag2 n.
Short for Tekken Tag Tournament 2.
tombstone n.
A throw shared by Jack-7, King, and Armor King that looks like the wrestling move. Jack's does less damage and has a different break.
turn n.
The situation where the frame advantage is significant enough that attacking for the player at the disadvantage is inadvisable, and thus it is the other player’s “turn”. This occurs when almost any safe move is blocked, so the game often plays out with a back and forth flow of each player taking a turn to attack. However, it should be understood that a turn can be challenged or stolen, even at -9, if the advantaged player is doing slow enough moves, and that it’s not a binary thing—every extra frame of advantage can end up making the difference between winning or losing an exchange.

u

unsafe n.
A move that can be punished on block (and very rarely on hit). For the most part, this is any move that is -10 or worse, since most opponent's fastest attack is i10. However, such a move can be safe if it has a lot of pushback and the opponent has no moves that are fast enough and can reach. Conversely, a move that is normally safe at -6 can be unsafe against Yoshimitsu if flash has enough range (although it's more typical for a -8 move to be punished by NSS flash, since that has more range), and a -8 move can be unsafe against Xiaoyu if b+1 has enough range.
unga n.
Also “unga bunga” and other simian sounds. Mostly pejorative term for a play style based on high risk aggression, disrespecting frames, and/or hard reads.

v

w

wake-up kick n.
A kick done from a grounded position, primarily those done by pressing 3 or 4.

x

y

yoshi n.
Short for Yoshimitsu.

z

Uncategorized

<Char>cord n.
A Discord server dedicated to the character, e.g. Leicord for the Lei Discord.