RogerDodger (talk | contribs) (Going ahead with the addition of "." and "#" to notation. The former in particular I've discussed with a number of people, and nobody has found any issues with it. It simplifies the system, allowing the "Spaces and commas" section to be removed entirely, and every context I've checked it in has substantially improved readability.) |
(→Combo annotations: f,F assumes you have to hold into the dash. f,f isn't always preferred, sometimes you need to perform a dash cancel, or you need to add an adjective like "deep dash", f,f just reads too stiff") |
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Line 166: | Line 166: | ||
| u~n<ref group="c">f,F and b,B also work but are rarely useful since they can't be buffered</ref> | | u~n<ref group="c">f,F and b,B also work but are rarely useful since they can't be buffered</ref> | ||
|- | |- | ||
| dash<ref group="c">Not written when obvious, e.g. after S! | | dash<ref group="c">Not written when obvious, e.g. after S!</ref> | ||
| Forward dash | | Forward dash | ||
| f, | | f,f | ||
|- | |- | ||
| qcf | | qcf |
Revision as of 08:16, 26 January 2021
Notation is shorthand for game input. It's used extensively throughout both this wiki and the wider Tekken community.
- For terms of art relating to Tekken, see Jargon.
- For the meaning of values in movelists, see Movelist.
- For frame advantages, which look like “+5” and “-13c”, see § Frame advantage.
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 |
# | Pressed together on the same frame | d/f#2 |
. | [b 1][b 2]From stance | FUFA.3 |
, | [b 1]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[b 3] | (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 |
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Optional for movement stances if there's no directional input to the move. If this is done, the stance is written in lowercase, e.g. “ws2” instead of “WS.2”, but not “wsb+1”.
- ↑ 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 |
---|---|
S! | Screw (or Tailspin) |
W! | Wall splat or wall bounce |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
Notation | Meaning | Input |
---|---|---|
cc | Crouch cancel | u~n[c 1] |
dash[c 2] | Forward dash | f,f |
qcf | Quarter-circle forward | d,d/f,f |
qcb | Quarter-circle back | d,d/b,b |
hcf | Half-circle forward | b,d/b,d,d/f,f |
hcb | Half-circle back | f,d/f,d,d/b,b |
Stances
R | Rage |
WR | While running[s 1] |
WS | While standing |
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 |
Stances in this context are anything that gives access to new moves. In particular, while things like Rage, Meter, and Starburst might not be considered stances, they are notated as if they were.
In addition, strings that loop (e.g. Ganryu's d+2,2,2...) are notated like they're a stance.
For short movement stances (e.g. f~n) without any transitions, it's usually preferable to just write the full input.
Character | Abbreviation | Meaning | Input[s 2] |
---|---|---|---|
Akuma | EX | Requires and consumes 1 bar of meter | (resource) |
Akuma | Super | Requires and consumes 2 bars of meter | (resource) |
Claudio | STB | Requires and consumes Starburst | (resource) |
Eliza | EX | Requires and consumes 1 bar of meter | (resource) |
Eliza | Super | Requires and consumes 2 bars of meter | (resource) |
Geese | EX | Requires and consumes 1 bar of meter | (resource) |
Geese | Super | Requires and consumes 2 bars of meter | (resource) |
Geese | MAX | MAX Mode | EX.1+2+3 |
Lee | HMS | Hitman Stance | 3+4 |
Lee | INF | Infinite Kicks | (string) |
Lee | MS | Mist Step | f~n |
Lee | Sway | Sway | MS.b~n |
Lei | SNA | Snake | 3+4[s 3] |
Lei | DGN | Dragon | 3+4,1 |
Lei | PAN | Panther | 3+4,2 |
Lei | TGR | Tiger | 3+4,3 |
Lei | CRA | Crane | 3+4,4 |
Lei | PHX | Phoenix Illusion | b+1+4 |
Lei | DRU | Drunken Master | f+3+4 |
Lei | sSNA[s 4] | Sitting Snake | d/b+1 |
Lei | f,n [s 5] | Rush Step | f,n |
Lei | KND | Knockdown (Play Dead in-game Disambiguation) | d+3+4 |
Lei | PLD | Play Dead (Play Dead in-game) | d+2+3 |
Lei | FCD | Face Down (Sidewind in-game) | d+1+2 |
Lei | SLD | Slide (Sidewind in-game) | d+1+4 |
Zafina | SCR | Scarecrow | 3+4 |
Zafina | MNT | Mantis [s 6] | d+3+4 |
Zafina | TRT | Tarantula | d+1+2 |
- ↑ Entered by f,f,F
- ↑ The simplest way to enter to the stance, usually without an attack.
- ↑ Snake, Dragon, Panther, Tiger and Crane stances (5 gate animals) have lots of ways to enter the stances, specifically some players prefer to explain them through the Razor Rush cycle.
- ↑ Some players prefer Coiled Snake, or cSNA as an alternative title.
- ↑ Rush Step is technically a stance, but no one abbreviates it, nevertheless, Razor Rush is commonly seen abbreviated as RR as in RR 3 for the low kick in the end, RR 4 for the mid kick in the end, RR <stance> for a specific transition after a certain amount of hits ~~~This needs improving~~~.
- ↑ MNT 2+3 puts Zafina into BT MNT and out of it (the move is named Paradox in-game), it does not differ enough to be listed, no new moves, no specific abbreviation.
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 |
Held 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.