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'''Notation''' is shorthand for game input. It's used extensively throughout both this wiki and the wider Tekken community. Notation is distinct from | '''Notation''' is shorthand for game input. It's used extensively throughout both this wiki and the wider Tekken community. Notation is distinct from [[jargon]], e.g. âactive framesâ. | ||
== Basic Input == | == Basic Input == |
Revision as of 10:14, 9 January 2021
Notation is shorthand for game input. It's used extensively throughout both this wiki and the wider Tekken community. Notation is distinct from jargon, e.g. âactive framesâ.
Basic Input
Notation | Meaning |
---|---|
1 | Left Punch |
2 | Right Punch |
3 | Left Kick |
4 | Right Kick |
Notation | Meaning |
---|---|
u | Up |
d | Down |
f | Forward |
b | Backward |
n | Neutral (no direction) |
U | Up (Hold) |
D | Down (Hold) |
F | Forward (Hold) |
B | Backward (Hold) |
Notation | Meaning | Example |
---|---|---|
/ | Diagonal directional input | u/f |
+ | Pressed together | 1+2 |
, | Followed by | 1,2 |
~ | Followed by, immediately | 1~2 |
: | Followed by, tight input window | 1:2 |
< | Followed by, with delayed input | 1<2 |
^ | Held input | 1^ |
Notation | Meaning | Example | |
---|---|---|---|
CH | Counter-hit | CH 1,1 | 1,1, where the first hit is a counter hit |
CL | Clean hit | CL 1,1 | 1,1, where the first hit is a clean hit |
() | Whiffed or blocked moves[1] | (1,2),1 | 1,2,1, where the first 2 hits whiff or get blocked |
(x?) | Repeat string ? times | 1,2,f~n(x3) | 1,2,f~n repeated 3 times |
[] | Damage | [16] 1,2 | 1,2, doing 16 damage in total |
- â This is mostly important for counter hits: CH 1,2,1 means that the first hit is a counter hit, whereas CH (1,2),1 means that the last hit is.
Combo annotations
Notation | Meaning |
---|---|
R! | Requires rage |
S! | Screw |
W! | Wall splat or wall bounce |
F! | Floor break |
WB! | Wall break |
BB! | Balcony break |
Stances
Stances give access to additional moves. They also often prevent the use of regular, standing moves. If a stance only has one move and one transition, it's usually preferable to just write the full input.
WR | While running |
WS | While standing[s 1] |
FC | Full crouch |
BT | Back turned |
FUFT | Face up, feet towards |
FUFA | Face up, feet away |
FDFT | Face down, feet towards |
FDFA | Face down, feet away |
Pseudo-stances are not really stances, but it can be helpful to notate them as if they were.
Abbreviation | Stance | Character | Input |
---|---|---|---|
HMS | Hitman Stance | Lee | 3+4 |
INF | Infinite Kicks | Lee | (pseudo) |
MS | Mist Step | Lee | f~n |
- â Called âwhile risingâ in-game
Spaces and commas
When writing out a combo, consistent use of spaces and commas helps with readability.
Commas are only used to separate inputs within a string, and should not have a space after them.
Spaces are used to separate almost everything else: strings, stances, damage, counter/clean hit, and combo annotations.
Spaces can be omitted in some cases if it improves readability. The most notable case is writing movement stances in lowercase and without a space, e.g. âws2â instead of âWS 2â. This should be avoided if there's also a directional input, e.g. write âWS b+1â and not âwsb+1â or âWSb+1â.
Conditions
Some moves can only be done under certain conditions. In these cases, the notation for that move's "input" includes some non-input representing that condition.
Notation | Meaning | Example |
---|---|---|
p | Successful parry | b+1+2,p,4 |
Motion inputs
Motion inputs must specify when the final directional input is a hold. This clarifies that the attack input can't be pressed on the same frame. It also often indicates that the input can't be fully buffered.
Character | Move | Explanation |
---|---|---|
Bryan | f,b+2 | The b and 2 can be pressed on the same frame, will still work if b is pressed earlier |
Heihachi | f,F+2 | The second F must be pressed and held at least one frame before the 2 |
Heihachi | d,d/f,f+2 | The f and 2 can be pressed on the same frame, will still work if f is pressed earlier |
Lee | d,D/B+4 | The D/B must be pressed and held at least one frame before the 4 |
Other notation styles
Two different notable notation styles are Iron Fist (also known as official or in-game notation) and numpad (also known as anime notation). Numpad style is so-named because the directional inputs are based on their position on a numpad.
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
1 | 1 | LP |
2 | 2 | RP |
3 | 3 | LK |
4 | 4 | RK |
1+2 | 1+2 | LP+RP |
1+2+3 | 1+2+3 | LP+RP+LK |
1+2+3+4 | 1+2+3+4 | LP+RP+LK+RK |
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
u | u | 8 |
d | d | 2 |
f | f | 6 |
b | b | 4 |
n | n | 5 |
u/f | u/f | 9 |
d/f | d/f | 3 |
d/b | d/b | 1 |
u/b | u/b | 7 |
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
U | U | |
D | D | |
F | F | |
B | B | |
U/F | U/F | |
D/F | D/F | |
D/B | D/B | |
U/B | U/B |
Wavu Wiki | Iron Fist | Numpad |
---|---|---|
1~2 | [12] | LP~RP |
u/f+4 f,F+3 | u/f4>fF3 | 9RK,66LK |
d,D/B+4 3~3:4 | dD/B4>[33]:4 | 21RK,LK~LK:RK |
Numpad style is more common in South Korea and Japan. In Japan, LP+RP and LK+RK are often shortened to WP and WK respectively.