Wake-up is the situation where a player is grounded and trying to get back to standing. It can also refer more broadly to the situation before the player becomes grounded where they might be able to do a tech recovery.
When a player is grounded they can neither guard nor use any standing moves, so their primary goal is just getting up safely. The options available change depending on whether the player's feet are towards or away from the opponent, and whether their face is up or down, i.e. there are 4 different grounded stances:
face up
face down
feet towards
FUFT
FDFT
feet away
FUFA
FDFA
These stances can also be referred to “in part”, e.g. FU refers to both FUFT and FUFA, with the position of the feet either irrelevant or implied from context.
Non-attacking options
There are 4 non-attacking options:
B getup (called “Wake Up (Backwards)” in game), done by pressing b
Quickstand (called “Stand Up” in game), done by pressing u or db
Side roll, done by pressing 1 (to roll into background) or d+1 (to roll into foreground)
Front roll, done by pressing f
From many knockdowns, such as after being hit by Master Raven's 1+2, all of these options are 1 frame slower. This is because the defender is not actually grounded until they've recovered, so no grounded move can be input until that point and there's no way to do anything on the first frame other than sit there. The main way to tell that a recovery situation is subject to this is whether attacks or side roll can be buffered during the recovery—if they can't, then these options are probably 1 frame slower.
B getup
B getup creates a lot of space, making it hard for opponents to connect attacks in the open. It always recovers standing, but lows can be blocked during the guarding state by pressing D.
Recovered
Standing
Grounded
Guarding
FUFT and FDFA
Frame
Input
State
1
b
2
⋯
11
12
⋯
30
31
FUFA and FDFT
Frame
Input
State
1
b
2
⋯
11
12
⋯
20
21
⋯
34
35
Quickstand
Quickstand recovers and guards faster than B getup (except from FDFA), but creates less space. Lows can be blocked during the guarding state by pressing D. There's no difference between the initial input being u or db other than making it easier to do standing and crouching guard respectively.
It can cancel into while standing kicks on frames 11~31 from FDFA and frames 17~33 from FDFT.
It can recover in full crouch from FUFA and FUFT by holding D on frames 11~20. It gets locked in after that, allowing crouching and while standing moves to be buffered on frames 21~24.
From FDFT and FUFA the standing state is also back turned, which can be extra dangerous.
Recovered
Standing
Grounded
Guarding
FUFT
Frame
Input
State
1
u
2
⋯
10
11
⋯
24
25
FDFA
Frame
Input
State
1
u
2
⋯
15
16
⋯
24
25
FUFA
Frame
Input
State
1
u
2
⋯
10
11
⋯
15
16
⋯
24
25
FDFT
Frame
Input
State
1
u
2
⋯
5
6
⋯
18
19
⋯
26
27
Side roll
Side roll can be thought of as a grounded sidestep. In many cases where B getup or quickstand are too slow to block an attack, side roll can cause it to whiff.
It takes 35 frames, after which quickstand is done automatically. B getup, front roll, wake-up kicks, or Spring Kick can be done instead with the appropriate input. Toe Kick and character-specific grounded attacks can't be done afterwards.
It can be extended by holding D. If this is done, it takes 45 frames, quickstand isn't done automatically, and it recovers with the face's position switched (face-up to face-down, and vice versa). This recovery is the same as the regular grounded stance except that another side roll can't be done. (Kuma has a loophole here with his grounded 1+2 attacks, which recover to the “real” grounded stance that can do a side roll again.)
The player's hurtbox during a side roll is a bit taller than just staying down, so it's possible for moves that won't hit a grounded opponent to hit a side rolling one.
Front roll
Front roll is mostly useless, but its consequent rarity can catch people off guard.
Wake-up kicks can be done from all front rolls. They have the same hit and block properties as FUFT wake-up kicks.
From a FUFT front roll, 1+2 will do a cross chop attack, which is +2 on block.
Basic wake-up kicks are done by pressing either 3 or 4, with 3 being a low and 4 being a mid.
They can be tweened with quickstand from everything but FUFA by pressing u and then 3 or 4 with a short enough gap that you don't get a delayed wake-up kick or while standing kick instead. Done this way they're just as fast, but with the following benefits:
The initial animation will be for quickstand, rather than the wake-up kick, making it harder to react to.
If hit during the quickstand frames, it won't be a counter hit.
It's easier to get the attack out with the fastest timing in situations where attacks can't be buffered during recovery.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Spring Kick is done from FUFT by pressing 3+4. It's effective against hasty pressure because the hurtbox draws back during its startup. However, it's floating from the first frame, so it loses hard to attacks that reach far enough. It has a lot of active frames, so the frame advantage on hit and block varies dramatically. A few characters can convert into a combo on hit if it connects on the later active frames.
Claudio, Gigas, Kunimitsu, Marduk, Miguel, Paul, Steve, and Yoshimitsu have a variation where, instead of attacking right away, they jump up into cross chop. It's a launcher on block, so it's important to let yourself get hit by it if you whiff in front of it.
Feng has a variation that doesn't lunge forwards but recovers fast, is safe on block, and launches on hit.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Toe Kick is done from FUFT by pressing d+3 or d+4. It's the fastest grounded attack, but it's risky and doesn't do much on hit beyond getting up safely.
When it hits, the attacker rolls back to a standing position. At the end of this roll, a low or mid wake-up kick can be done with 3 or 4, which are both i14 and otherwise the same as FUFT.3 and FUFT.4 respectively. There is only a 3 frame window to get these kicks, but which of these 3 frames you do the input on doesn't matter as the kicks are tweened. After this, pressing either 3 or 4 cancels to a while standing kick instead.
Despite appearing to be the same move for every character, there are 3 slight variations, differing in their damage dealt and recovery.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
↑ 1.01.11.2When it's said to be -3 on hit, this is with respect to the frame when the wake-up kicks can be done and when the attacker can guard. The cancel to while standing kicks can at the earliest be done at -11. Anything else can only be done starting at -18. Normally this doesn't matter because the back roll effectively resets to neutral anyway, but at the wall it's quite significant, as it means even if it hits it doesn't really get you up safely.