Wavu Wiki needs your help to become the ultimate Tekken guide. Here's what you can do:
- Write pages about your main. How should you play neutral? What are the good moves? Combos, setups, everything you know. No tech is too obscure. See Lee for some inspiration.
- Fill out the movelists.
- Transcribe patch notes.
- See a red link? Write the page.
- Do we need a Tutorial? Write it.
- Does a page lack direction? Sloppy writing style? Fix it.
- Upload videos and images for pages that are too text heavy.
- Know about existing resources covering something? Link them.
- Come up with cool new template layouts with TemplateStyles—if you've seen another website do something, we can do it here.
Wavu Wiki's potential is limited only by you. So make an account and get on it!
See Tekken Library's Season 4 Spreadsheet if you need help right now—the wiki is still a big work in progress.
Characters
Mechanics
- Controls (what do my buttons do, basic movement)
- Notation (what do e.g. d/f+1,2 and b+2,f~n and ws2,3 mean)
- Jargon (what do terms like "eat" and "turn" mean)
- Guard (how does guarding work, hit levels, neutral guard vs b guard, guard break)
- Crouch (FC, ws, iws, crouching levels, force crouch, crouch cancel)
- Run (wr, iwr, f,f, ultimate tackle, armored shoulder, running slide)
- Jump (how does it work, generic options, list of chars with exceptions or unique options)
- Wake-up (grounded states, get-up kicks, side/front roll, up/back stand)
- Back turned (how long does turning take, generic back-turn options, how does back-turn pushback work, list of chars with unique options)
- Tech recovery (tech roll/quick recovery, other situations where you can tech out of a knockdown)
- Rage (what is Rage, how does it work, Rage Art/Rage Drive, list of all Rage moves)
- Combo (what's a juggle, how does juggle pushback work, what are spikes and screws, on-land combos, etc.)
- Wall (how do wall splats, wall slump, and refloats work)
- Stage break (how floor, balcony, wall breaks work)
- Backdash (basically this page)
- Sidestep (some page similar to the above with actual data comparing the sidestep of the cast)
- Input buffer (what is it, how big is it, when can't it be used)
Move properties
- Attack Properties
- Health & Damage (how damage scaling and rounding works, how much HP everyone has, moves that heal)
- Throw (generic throws, command throws, chain throws, throw breaks, hands rule and its exceptions)
- Parry (reversal, sabaki, low parry, list of chars with parries, chicken)
- Tracking (what is it, difference between real tracking and big hitboxes or hitboxes off to a particular side, whats homing)
Concepts
- Movelist
- Frame
- Punishment
- Standard move
- Snake Edge
- String (what's a string, how it's different from a combo
- Stance
Techniques
- Dash cancel (what is it, why's it useful, how do you do it)
- Backdash cancel (Specific page for the evasive movement away from opponent)
- Wave dash (what is it, why's it useful, how do you do it, which chars can do it)
- Button buffering (holding down a button to use it for a combination press later)
- Option select
- Fuzzy guard
- Wall jump attack (b,u/b at wall)
- Crouch cancel
- Instant while standing
- Instant while running
- Wall tech trap
- Hit confirm
Strategy
- Movement (what do you actually use sidestep, backdash, and kbd for)
- Approach (how do I get in and stop the other guy from getting in)
- Poke (how do I stop them from doing stuff)
- Mixup (how do I get big damage when they're not doing stuff)
- Okizeme (what is this word, how do I handle wake-up situations)