Notation is shorthand for game input. It's used extensively throughout both this wiki and the wider Tekken community. Notation is distinct from abbreviations and jargon, which are described in the glossary.
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
|
~
|
Followed by, immediately
|
1~2
|
:
|
Followed by, tight input window
|
1:2
|
<
|
Followed by, with delayed input
|
1<2
|
^
|
Held input
|
1^
|
()
|
Whiffed or blocked moves
|
(1,2),1
|
Combo annotations
Notation
|
Meaning
|
R! |
Requires rage
|
S!
|
Screw
|
W!
|
Wall splat or wall bounce
|
F!
|
Floor break
|
WB!
|
Wall break
|
BB!
|
Balcony break
|
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-hits, 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. âws2â instead of âWS 2â. This should be avoided if there's also a directional input, e.g. write âWS b+1â and not âwsb+1â or âWSb+1â.
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
|
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