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! Meaning | ! Meaning | ||
! Example | ! Example | ||
|- | |||
| wr | |||
| While Running (same as f,f,f) | |||
| wr3 | |||
|- | |||
| ws | |||
| While Standing (up from crouching) | |||
| ws1 | |||
|- | |||
| fc | |||
| Full Crouch | |||
| fc d/f+2 | |||
|- | |- | ||
| / | | / | ||
Line 68: | Line 80: | ||
| , | | , | ||
| Followed by | | Followed by | ||
| 1,2 | | 1,2<ref group="b">When it's a string, no spaces are kept, when it's a link between two strings, a space after comma or just space between strings are generally used, "1,2, df+1+2" or "1,2 df+1+2" </ref> | ||
|- | |- | ||
| ~ | | ~ | ||
Line 82: | Line 94: | ||
| 1<2 | | 1<2 | ||
|- | |- | ||
| | | * | ||
| Held input | | Held input | ||
| 1 | | 1* | ||
|} | |} | ||
Line 117: | Line 129: | ||
| [16] 1,2 | | [16] 1,2 | ||
| 1,2, doing 16 damage in total | | 1,2, doing 16 damage in total | ||
|} | |||
{| class="wikitable" | |||
! Notation | |||
! Meaning | |||
! Example | |||
! | |||
|- | |||
| S! | |||
| Screw / Tailspin | |||
| ff+2 S! ff+3,4 | |||
| ff+2 sends opponent into Tailspin, after which ff+3,4 is performed | |||
|- | |||
| W! | |||
| Wall Splat | |||
| W! db+2,3,4 | |||
| Last move sent opponent to the wall, can follow that with db+2,3,4 | |||
|- | |||
| WB! BB! FB! | |||
| Wall Break, Balcony Break, Floor Break | |||
| df+1+2 FB! b+3 | |||
| df+1+2 breaks floor, which can be followed up by b+3 | |||
|} | |} | ||
</div> | </div> | ||
Important Note: the exact way something is written depends player to player, and situation to situation. Some prefer "wr" over "fff", some write "fff" as "f,f,F"; some moves may have more than one notation, sometimes people would use the name of the move (in exceptional cases); some people prefer writing inputs like "df2" instead of "d/f+2". It's all just preferences, but for stylistic consistency editors attempt to keep the notation as it's seen here. | |||
<references group="b"/> | <references group="b"/> |
Revision as of 08:48, 16 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.
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 |
---|---|---|
wr | While Running (same as f,f,f) | wr3 |
ws | While Standing (up from crouching) | ws1 |
fc | Full Crouch | fc d/f+2 |
/ | Diagonal directional input | u/f |
+ | Pressed together | 1+2 |
, | Followed by | 1,2[b 1] |
~ | 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[b 2] | (1,2),1 | 1,2,1, where the first two 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 |
Notation | Meaning | Example | |
---|---|---|---|
S! | Screw / Tailspin | ff+2 S! ff+3,4 | ff+2 sends opponent into Tailspin, after which ff+3,4 is performed |
W! | Wall Splat | W! db+2,3,4 | Last move sent opponent to the wall, can follow that with db+2,3,4 |
WB! BB! FB! | Wall Break, Balcony Break, Floor Break | df+1+2 FB! b+3 | df+1+2 breaks floor, which can be followed up by b+3 |
Important Note: the exact way something is written depends player to player, and situation to situation. Some prefer "wr" over "fff", some write "fff" as "f,f,F"; some moves may have more than one notation, sometimes people would use the name of the move (in exceptional cases); some people prefer writing inputs like "df2" instead of "d/f+2". It's all just preferences, but for stylistic consistency editors attempt to keep the notation as it's seen here.
- ↑ When it's a string, no spaces are kept, when it's a link between two strings, a space after comma or just space between strings are generally used, "1,2, df+1+2" or "1,2 df+1+2"
- ↑ 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 |
cc! | Crouch cancel |
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 |
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 |
Character | Abbreviation | Stance | Input |
---|---|---|---|
Lee | HMS | Hitman Stance | 3+4 |
Lee | INF | Infinite Kicks | (pseudo)[s 2] |
Lee | MS | Mist Step | f~n |
Lee | Sway | Sway | MS b~n |
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. “ws2” instead of “WS 2”. This should be avoided if there's also a directional input, e.g. write “WS b+1” and not “wsb+1” or “WSb+1”.
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.