Jargon refers to terms of art relating to Tekken.
- For shorthand for game input and stance abbreviations, see Notation.
- For the meaning of values in movelists, see Movelist.
- For frame advantages, which look like â+5â and â-13câ, see § Frame advantage.
a
- air combo n.
- See Juggle.
- active frame n.
- The frame where a move can hit the opponent. See also Frame#Moves.
- ak n.
- Short for Armor King
- ali kick n.
- A name for King's d+3+4.
- ancient power n.
- A name for Devil Jin's b+1+3_b+2+4, named after a similar move Ogre has in previous games.
- attack n.
- A move that has active frames.
b
- bad breath n.
- A name for Nina's d/b,d,d/f,f,u/f,d/b+2+3, Yoshimitsu's d/b+1+2,1_2, and Armor King's Rage Drive R.f,n,d,d/f+1+2.
- ballerina spin n.
- A visual hitstun for some moves that give large frame advantage and wall splat (without knockdown outside of wall).
- bazooka kick n.
- A name for Lee's d,D/B+4.
- bdc n.
- Short for backdash cancel.
- bigs n.
- Characters with large hitboxes that aren't Kuma/Panda, typically Gigas, Jack-7, Marduk. See also body size.
- bk n.
- Short for Blazing Kick, Lee's d,D/B+4.
- block stun n.
- The time after blocking a move where the defender can't act.
- bo prep.
- Best of. Indicates the number of matches in the set. For example, bo3 means âbest of 3â.
- The set usually ends early if there's a decisive winner before every match is played, e.g. if a player wins the first 2 matches in a bo3, the third is usually skipped.
- Mostly the same as âftâ (i.e. âfirst toâ) but focusing on a different number: a ft2 is a bo3, a ft3 is a bo5, etc. However, with âbest ofâ a set with an even number of matches can also be represented (which might be used in e.g. a round robin format), and the way draws are handled in both cases is unclear for different reasons: two draws and a win is clearly decisive in a bo3, but not in a ft2; and a win and a draw might be considered decisive in a ft2 but never a bo3.
- bow and arrow n.
- A name for Julia's FC.d/f+4,3.
- bracket n.
- The thing that says who plays against whom in each round of a tournament as per its format, usually double elimination.
- break n. & v.
- ân. Short for throw break. May also refer to chickening a reversal.
- âv. To perform a throw break or chicken a reversal.
c
- cabinet n.
- A name for an arcade machine.
- cali roll n.
- Short for California Roll, Xiaoyu's BT.f+3+4, and a name for Lucky Chloe's BT.f+3+4.
- cancans n.
- A name for Asuka's, Devil Jin's, and Jin's d+3+4. Might also refer to other fast low high launchers, including strings such as Hwoarang's d+4,4 and Zafina's d+4,3.
- capo n.
- Short for Capoeira, the fighting style used by Eddy. Sometimes also refers to Lucky Chloe.
- canned adj.
- Coming out of a string, or in an obvious sequence such as after a stance transition. Often derogatory, e.g. âcanned mixupsâ referring to easy to enforce threats where the only counter play is guessing.
- cc n. & v.
- Short for crouch cancel.
- cd n. & v.
- Short for crouch dash
- ch n. & v.
- Short for counter hit.
- ân. A situation that occurs when an attack hits an opponent during the startup or active frames of their own attack. Also occurs if an attack hits during the active frames (but not startup) of a throw. Does not occur if the player being hit is also in powercrush.
- The frame data or properties of a move when the above occurs.
- âv. To get the above to occur.
- chainsaws n.
- Alisa's Destructive Stance and moves done from it.
- cheese n. & v.
- ân. Moves or tactics that are much easier to use than they are to defend against.
- âv. To use the above tactics.
- chicken v.
- To break a reversal by pressing either f+1+3 for a caught left limb or f+2+3 for a caught right limb. See also Chicken.
- connect v.
- To have a move either hit or be blocked by an opponent, i.e. not to whiff a move.
- Sometimes also used to say that a move didn't get blocked, i.e. it hitâconfusing everybody.
- crouch n. & v.
- ân. A family of stances (full crouch and half crouch) that give access to new moves.
- The state of crushing highs.
- âv. To enter the above stances or state.
- crush n. & v.
- ân. A state in which certain attacks are guaranteed to be avoided or absorbed.
- âv. To avoid or absorb an attack with such a state.
d
- deathmatch n.
- A long set of matches between two players, often until one player can no longer continue playing, or until either player is promoted or demoted.
- demoman n.
- Short for Demolition Man, Paul's d+4,2:1+2.
- debug n.
- Short for Debugger, Jack-7's b,d/b,d,d/f+1.
- dempsey roll n.
- A name for Steve's R.PAB.d/f+3+4,F and its followups.
- dewgf n.
- Short for dashed electric wind god fist, f,F,n,d,d/f#2 with Devil Jin, Heihachi, or Kazuya.
- dewhf n.
- Short for dashed electric wind hook first, f,F,n,d,d/f#2 with Jin.
- dj n.
- Short for Devil Jin.
- drag n.
- Short for Dragunov.
- duck v.
- To enter crouch.
e
- eat v.
- To get hit by a move.
- elbow n.
- An attack that can't be parried by most parries. Usually animated to look like it uses an elbow.
- ewgf n.
- Short for electric wind god fist.
- ewhf n.
- Short for electric wind hook fist.
f
- fahk n.
- Short for Fahkumram.
- fake n.
- A threat which when properly understood is easily beaten. Mostly synonymous with cheese.
- flash n.
- Short for Sword Flash, Yoshimitsu's 1+4.
- float v.
- To hit an opponent out the air or off the ground and covert it into a juggle.
- flowchart n. & v.
- ân. A planned sequence of moves, usually derogatory.
- âv. To do the above.
- frame n.
- The game's understanding of time, with 60 of them occurring every second of real time.
- ft prep.
- First to. Indicates the number of wins a player needs to win the set. For example, ft2 means âfirst to 2â.
- Mostly the same as âboâ (i.e. âbest ofâ) but focusing on a different number: a ft2 is a bo3, a ft3 is a bo5, etc. However, with âbest ofâ a set with an even number of matches can also be represented (which might be used in e.g. a round robin format), and the way draws are handled in both cases is unclear for different reasons: two draws and a win is clearly decisive in a bo3, but not in a ft2; and a win and a draw might be considered decisive in a ft2 but never a bo3.
g
- getup kick n.
- See § wake-up kick.
- giant swing n.
- The name of Armor King and King's f,hcf+1, a throw which looks like a 1+2 break but is actually a 1 break.
h
- haha step n.
- A technique primarily Lei can do to move backwards quickly, utilizing b+3+4 BT transition.
- harakiri n.
- A name for the various moves Yoshimitsu can do where he stabs himself.
- hayashida step n.
- A technique Nina can do.
- hei n.
- Short for Heihachi
- hellsweep n.
- A name for Devil Jin, Heihachi, and Kazuya's f,n,d,d/f+4. Often used to refer to other unreactable, high risk/reward low.
- hwo n.
- Short for Hwoarang
i
- instant screw n.
- A move that screws a grounded opponent. Usually guarantees a juggle afterwards, but the juggle can't make use of a screw since it's already been consumed. If the move hits a back turned opponent, it usually does a regular knockdown instead. Example: Kuma's b,f+2.
- instant spin n.
- See instant screw.
j
k
l
m
- mash v.
- To attack recklessly.
- What your opponent accuses you of doing when they get hit by the third hopkick in a row.
- maven n.
- Short for Master Raven.
n
o
- okizeme n.
- Pressure on a grounded opponent.
- open n.
- Without walls, e.g. âin the openâ.
- option select n.
- Something that beats all or many of an opponent's options.
p
- p1 n.
- Player 1. See also P2.
- The side a player is on. P1 is the left side, and P2 is the right side. Online allows both players to play on the same side with each player's camera mirrored.
- This affects gameplay in two ways. The first is that some players are more comfortable doing motion inputs on one side more than the other. The second is that from crouch it's only possible to sidestep into the background. This is most notable after generic d+4 on hit, which is -2 and recovers crouching. If the opponent's mid check only tracks right, then it can't be stepped if you're on P1, but it can if you're on P2. Vice versa for any move that only tracks left.
- p2 n.
- Player 2. See also P1.
- pretzel n.
- The motion input for Geese's Raging Storm, d/b,hcb,d/f.
q
r
- ra n.
- Short for Rage.
- rave spin n.
- The name of Lei's d/b+4,4.
- rd n.
- Short for Rage Drive.
- reversal n. (as a move)
- A parry that can be chickened. See Parry
- reversal n. (as a concept)
- more common in other fighting games, a move one does right as they leave a stunned state, such as blockstun, hitstun, or wake up. A good reversal is a move that is serviceable as a reversal, due to having some form of invincibility, parry, low/high crush, power crush, etc. Can refer to all the moves with reversal qualities: all parries, all crushes, and even just evasion moves that don't have activation frames (backsway, automatic sidestep, jab evading d/f+2, etc.)
- "Their earliest reversal in the stance is a low crush, and they are minus enough in this situation that the low crush won't work, thus you can use any type of move to put them out of stance safely."
- rush step n.
- Lei's f~n, a movement stance that gives access to Razor Rush (punch string) and Wolf Rush (kick string).
s
- s1, s2, s3, s4, etc. n.
- The âsâ is short for season. Refers to the broadly yearly patches that make major changes to the game.
- snake dash n. & v.
- ân A technique for doing multiple crouch dashes in a row by cancelling the previous one with a sidestep.
- âv To do the above technique.
- stagger n.
- A move that when blocked changes its recovery (to something that looks like a stagger) and prevents any string extensions from being done. Usually over -23 on block and so punishable by a delayed hopkick.
- sticky n.
- Pressure that's difficult to escape with backdashes.
t
- t7, tk7 n.
- Short for Tekken 7.
- ttt2, tag2 n.
- Short for Tekken Tag Tournament 2.
- tombstone n.
- A throw shared by Jack-7, King, and Armor King that looks like the wrestling move. Jack's does less damage and has a different break.
- turn n.
- The situation where the frame advantage is significant enough that attacking for the player at the disadvantage is inadvisable, and thus it is the other playerâs âturnâ. This occurs when almost any safe move is blocked, so the game often plays out with a back and forth flow of each player taking a turn to attack. However, it should be understood that a turn can be challenged or stolen, even at -9, if the advantaged player is doing slow enough moves, and that itâs not a binary thingâevery extra frame of advantage can end up making the difference between winning or losing an exchange.
u
- unsafe n.
- A move that can be punished on block (and very rarely on hit). For the most part, this is any move that is -10 or worse, since most opponent's fastest attack is i10. However, such a move can be safe if it has a lot of pushback and the opponent has no moves that are fast enough and can reach. Similarly, a move that is normally safe at -6 can be unsafe against Yoshimitsu if flash has enough range. (More typical for a -8 move to be punished by NSS flash, since that has more range.)
- unga n.
- Also âunga bungaâ and other simian sounds. Mostly pejorative term for a play style based on high risk aggression, disrespecting frames, and/or hard reads.
v
w
- wake-up kick n.
- A kick done from a grounded position, primarily those done by pressing 3 or 4.
x
y
- yoshi n.
- Short for Yoshimitsu.
z
Uncategorized
- <Char>cord n.
- A Discord server dedicated to the character, e.g. Leicord for the Lei Wulong Discord.