For terms of art relating to Tekken, see Jargon
Notation is used throughout both this wiki and the wider Tekken community as shorthand for game input, combos, move properties, and more. This page acts as both a style guide for Wavu Wiki contributors and as a reference to help readers figure out what this notation means. Most things listed here are used elsewhere, but it's not a guarantee that any off-wiki resource is written to this convention.
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 |
. | [i 1][i 2]From stance | FUFA.3 |
, | [i 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* |
_ | Alternate input | 1_2 |
Notation | Meaning | Input | (IronFist) |
---|---|---|---|
cc | Crouch cancel | u~n[i 3] | |
dash[i 4][i 5] | Forward dash | f,f | |
qcf | Quarter-circle forward | d,d/f,f | dd/ff |
qcb | Quarter-circle back | d,d/b,b | dd/bb |
hcf | Half-circle forward | b,d/b,d,d/f,f | bd/bdd/ff |
hcb | Half-circle back | f,d/f,d,d/b,b | fd/fdd/bb |
- ↑ 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”.
- ↑ f,f and b,b also work but are rarely useful since they can't be buffered.
- ↑ Not written when obvious, e.g. after S!
- ↑ Just writing “f,f” is preferred since it's shorter anyway.
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) |
Alisa | CLK | Clockwork | ws3 |
Alisa | DES | Destructive Stance | d+1+2 |
Alisa | DBT | Dual Boot | DES.f+3+4 |
Alisa | SBT | Boot | f+3+4 |
Anna | CJM | Chaos Judgment | b+3 |
Armor King | SHS | Shadow Step | d+1+4 |
Bob | BAL | Spinner Ball | f+3+4 |
Claudio | STB | Requires and consumes Starburst | (resource) |
Devil Jin | FLY | Fly Stance | 3+4 |
Eddy | HSP | Handstand | f+1+2 |
Eddy | RLX | Negativa | d+3+4 |
Eliza | EX | Requires and consumes 1 bar of meter | (resource) |
Eliza | Super | Requires and consumes 2 bars of meter | (resource) |
Feng | STC | Shifting Clouds | f+3+4 |
Feng | KNP | Kenpo | b+3+4 |
Ganryu | TACH | Tachi Stance | 3+4 |
Ganryu | SIT | SIT | d+3+4 |
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 |
Gigas | SG | Goliath | f+3+4 |
Gigas | GOL | Golem Set Up | d/b+3+4 |
Heihachi | Rai | Raijin Stance | f+3+4 |
Hwoarang | LFF | Left Foot Forward | default stance |
Hwoarang | LFS | Left Flamingo Stance | f+3 |
Hwoarang | RFS | Right Flamingo Stance | f~n+4 |
Hwoarang | RFF | Right Foot Forward | 3+4 |
Jin | ZEN | Zenshin | d+3+4 |
Julia | CES | Clockwise Evasive Spin | 3+4 |
Katarina | HAR | Harrier | f+4 |
Kazumi | FLY | Fly stance | f+3+4 |
Kazuya | DVK | Devil Kazuya | During Rage u/b 1+2 |
King | JGS | Jaguar Step | 3+4 |
Kuma | HBS | Hunting Bear Stance | 3+4 |
Kuma | ROL | roll stance | FC d/f+1+2 |
Kunimitsu | KAT | Katon | 1+2 |
Kunimitsu | SET | Setsunagake | f+3 |
Lars | DEN | Dinamic Entry | f+3 |
Lars | SEN | Silent Entry | f+3~f |
Law | DSS | Dragon Sign Stance | d+1+2 |
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 |
Leo | BOK | Bokuhō (a.k.a. FoBu) [s 6] | d+1+2 |
Leo | KNK | Kinkei (a.k.a. Jin Ji Du Li) | f+4 |
Leroy | HRM | Hermit | 3+4 |
Lidia | CFO | Cat Foot Stance I | f+3+4 |
Lidia | CFT | Cat Foot Stance II | b+3+4 |
Lidia | HAE | Heaven and Earth | CFO.n,f |
Lidia | TAW | Pouncing Tiger, Stalking Wolf | CFT.n,f |
Ling | AOP | Art of Phoenix | d+1+2 |
Ling | RDS | Rain Dance Stance | b+3+4 |
Ling | HYP | Hypnotist | d/b_u/b+1+2 |
Lucky Chloe | TWST | Twist | d/b+3 |
Lucky Chloe | SCT | Scoot | f,F+4 |
Marduk | VTS | Vale-Tudo Stance | 3+4 |
Master Raven | HAZ | Haze | 3+4 |
Miguel | SAV | Savage Stance | 3+4 |
Negan | INT | Intimidation | 3+4 |
Shaheen | SNK | Sneak | d/f,D/F |
Steve | FLK | Flicker | b+3+4 |
Steve | PAB | Peekaboo | f+3+4 |
Steve | ALB | Albatross | 3+4 |
Steve | DCK | Ducking | f+3_4 |
Yoshimitsu | KIN | Kincho | 1+2 |
Yoshimitsu | MED | Meditation | 3+4 |
Yoshimitsu | FLE | Flea | d+1+2 |
Yoshimitsu | IND | Indian Stance | d+3+4 |
Yoshimitsu | BDS | Bad Stomach | d/b+1+2 |
Yoshimitsu | DGF | Manji Dragonfly | u+1+2 |
Zafina | SCR | Scarecrow | 3+4 |
Zafina | MNT | Mantis [s 7] | 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.
- ↑ Bokuho and Kinkei come from the Japanese names for the stances, game uses the Chinese romanization instead
- ↑ 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 styles
Two different notable input 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 | 8* |
D | D | 2* |
F | F | 6* |
B | B | 4* |
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 |
---|---|---|
1~2 | [12] | LP~RP |
u/f+4 f,F+3 | u/f4>fF3 | 9RK,66*LK |
d,D/B+4 3~3:4 | dD/B4>[33]:4 | 21*RK,LK~LK:RK |
Numpad style is more common in South Korea and Japan and in most other fighting games. LP+RP and LK+RK are often shortened to WP and WK respectively.
One reason English Tekken communities use this unusual (when compared to other fighting games) notation is that there aren't many moves with motion inputs, much less any more complicated than quarter circles, so there isn't a huge advantage in adopting numpad notation. On the other hand, the majority of Tekken moves are just strings of attack button inputs—sometimes starting with a single directional input—so using numbers for the attack buttons makes it more succinct than using LP, RP, LK, and RK.
(Of course, Tekken also uses a lot of combined attack button inputs and they still end up rather verbose with this notation, e.g. 1+2+3+4 to do a ki charge. This could be addressed by instead assigning LK to 4 and RK to 8 so that combined attack inputs could be written unambiguously as the sum itself. Then e.g. 1+2 would be 3, and the ki-charge input, i.e. 1+2+4+8, would just be 15. (Don't expect anyone to understand you if you do this.))
Combo annotations
Notation | Meaning |
---|---|
S! | Screw (or Tailspin) |
W! | Wall splat or wall bounce[c 1] |
WB! | Wall break |
F! | Floor break |
BB! | Balcony break |
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[c 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 |
Frame advantage
Any number with a “+” or “-” in front it indicates frame advantage, usually from the attacker's perspective.
These may be modified with the following:
- a
- Opponent will be floated during recovery and will recover grounded ("airborne")
- b
- Opponent will recover back turned
- c
- Opponent will recover crouching
- d
- Opponent is grounded during recovery and will recover grounded ("downed")
- g
- Opponent can guard during recovery
- s
- Opponent will be floated during recovery and will recover standing ("stagger")
If there are multiple numbers, this indicates that there are differing states of the recovery.
If a number is in brackets, this indicates when the opponent can do a tech recovery. This is not strictly speaking the frame advantage, since it doesn't count how long the tech recovery itself takes.
If there is no number in brackets, then the opponent can't do a tech recovery.
Example 1. Kazumi's d/f+1,2 is "-13c" on block. This means:
- The opponent recovers crouching 13 frames before Kazumi has recovered
- The opponent can't do a tech recovery
Example 2. Lee's 2,1,3 is "+20a (+11a)" on hit. This means:
- The opponent is airborne for 20 frames after Lee has recovered
- The opponent can do a tech recovery 11 frames after Lee has recovered
Example 3. Kazuya's d/f+2 is "+13 +59a" on counter-hit. This means:
- The opponent is standing for 13 frames after Kazuya has recovered
- The opponent is airborne for the next 46 frames
- The opponent can't do a tech recovery
If a move has multiple active frames, the frame advantage is for the first active frame. However, if a move has many active frames and often doesn't connect on the first, then the frame advantage for the last active frame is also written down, separated by "~". For example, King's f,F+1+2 is "-5~+14" on block.
Move properties
Hit level
Notation | Meaning |
---|---|
h | High |
m | Mid |
l | Low |
s | Special mid |
a | Aerial |
Notation | Meaning |
---|---|
H | High (hits grounded) |
M | Mid (hits grounded) |
L | Low (hits grounded) |
S | Special mid (hits grounded) |
Notation | Meaning |
---|---|
! | Unblockable[h 1] |
t | Throw [h 2] |
Active frames
Any number with an “i” in front of it indicates the frames where an attack can hit, also known as the active frames.
If a move has multiple active frames, the first and last active frame are separated by "~". For example, "i23~25" means the move hits from frame 23 to frame 25.
If a move is part of a string, the first frame is not the start of the string, but the start of the move. In this case, the number starts with a "," to try and clarify this. For example, Lee's 1,2 is ",i12", meaning the active frames of the 2 are 12 frames after the active frames of the 1. This is useful for knowing how much time there is to interrupt the string when the previous move whiffed.
If a move has multiple hits, the active frames for each hit are separated by a space. For example, Lee's f+1+2 is "i13 i29~30", meaning the first hit is active on frame 13 and the second hit is active on frames 29 and 30.
If a move has a motion input, the time to do that input is not taken into account, so these moves are slower in practice. For example, Heihachi's EWGF is i11 but needs at least 3 extra frames to input, so the fastest it can be done with perfect input is 14 frames.
Active | |
Startup | |
Recovery |
States
Any number with the following in front of it indicates frames where the attacker is in a special state:
- pc
- Powercrush
- ps
- Parry state
- js
- Jumping state, i.e. low crush
- cs
- Crouching state, i.e. high crush
- fs
- Floating state, i.e. can be juggled
- gs
- Grounded state
The first and last frame of the state are separated by a "~". If either are unknown or unimportant, they're left blank. For example, most hopkicks are "js9~", meaning jumping state from frame 9 until an unknown or unimportant frame.
The ranges are inclusive. For example, "pc8~19" means powercrush from frame 8 to 19, including frame 8 and 19.
If a move is part of a string, the first frame is not the start of the string, but the start of the move. In this case, the number starts with a "," to try and clarify this. For example, Lee's 2,1,4 is ",cs16~", meaning crouching state from frame 16 of the 4.
If a move has multiple states, each is separated by a space. For example, Lee's d+3+4 is "cs25~45 js45~", meaning crouching state from frame 25 to 45, then jumping state from frame 45.
Recovery
Any number written with an "r" in front of it indicates the recovery frames for a move, also known as the whiff frames. This is the time after the active frames where the attacker can't guard.
If followed by a stance abbreviation, this indicates that the move recovers in that stance. For example, "r24 ZEN" means 24 frames of recovery and a transition to Zenshin.
For projectiles, the recovery is from when the projectile is launched, so the active frames and recovery overlap.