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
|
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
|
- ↑ When it's a string, no spaces are kept, when it's a link between two strings, a space between strings is used, "1,2 df+1+2". Look "Spaces and Commas"
- ↑ 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
|
RA
|
Rage Art[cn 1]
|
RD
|
Rage Drive
|
R!
|
Requires Rage (only when ambiguous)
|
S!
|
Screw / Tail spin
|
W!
|
Wall splat
|
Wb!
|
Wall bounce
|
FB!
|
Floor Break
|
WB!
|
Wall Break
|
BB!
|
Balcony Break
|
cc
|
Crouch cancel
|
iws
|
Instant WS
|
- ↑ In-game specific RA button is bindable, sometimes from stances player is required to use a specific input to perform a Rage Art
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.
Character-specific stances
Character
|
Abbreviation
|
Stance
|
Input
|
Lee
|
HMS
|
Hitman Stance
|
3+4
|
Lee
|
INF
|
Infinite Kicks
|
(pseudo)[s 7]
|
Lee
|
MS
|
Mist Step
|
f~n
|
Lee
|
Sway
|
Sway
|
MS b~n
|
- ↑ Same as f,f,f.
- ↑ In notation lower case "wr" is used.
- ↑ Called “while rising” in-game.
- ↑ In notation lower case "ws" is used.
- ↑ In notation lower case "fc" is used.
- ↑ Look Character specific notations for their specific grounded stances.
- ↑ 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
- ↑ The existence of notation for that is questionable.