Notation: Difference between revisions

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(→‎Combo annotations: should always write full input out for rage moves; wall splat and wall bounce don't need disambiguating, since it's always obvious from context, so no need for extra notation; iws is too inspecific to use in notation (see iWS))
(→‎Stances: imprecise and redundant with what's in "Commas and spaces")
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| WR
| WR
| [[While running]]<ref group="s">Same as f,f,f.</ref><ref group="s">In notation lower case "wr" is used.</ref>
| [[While running]]<ref group="s">Same as f,f,f.</ref>
|-
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| WS
| WS
| [[While standing]]<ref group="s">Called “while rising” in-game.</ref><ref group="s">In notation lower case "ws" is used.</ref>
| [[While standing]]<ref group="s">Called “while rising” in-game.</ref>
|-
|-
| FC
| FC
| [[Full crouch]]<ref group="s">In notation lower case "fc" is used.</ref>
| [[Full crouch]]
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| BT
| BT

Revision as of 15:15, 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
/ Diagonal directional input u/f
+ Pressed together 1+2
, Followed by[b 1] 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[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
  1. See also § Spaces and commas
  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 (or Tailspin)
W! Wall splat or wall bounce
WB! Wall break
F! Floor 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.

Generic stances
WR While running[s 1]
WS While standing[s 2]
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[s 3]
Character-specific stances
Character Abbreviation Stance Input
Lee HMS Hitman Stance 3+4
Lee INF Infinite Kicks (pseudo)[s 4]
Lee MS Mist Step f~n
Lee Sway Sway MS b~n
  1. Same as f,f,f.
  2. Called “while rising” in-game.
  3. Look Character specific notations for their specific grounded stances.
  4. Not really a stance, but it can be helpful to notate it as if it were.

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. [1]

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.

See also

  1. The existence of notation for that is questionable.