Movelist

From Wavu Wiki, the 🌊 wavy Tekken wiki

A movelist, often referred to as frame data, is a list of moves a character can do and details of those moves' properties. Movelists vary both in how many of a character's moves they list, and in how detailed those listings are.

Wavu Wiki movelists strive to be as comprehensive and readable as possible while also being dense enough for use as reference material, so reading them can be daunting at first. This page aims to help with that.

Layout for Wavu Wiki movelists

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

Name

The name of the move. These are mostly from the in-game movelist. If the move has a more commonly used name, then that one is preferred.

Input

The 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.

Damage

How much damage the move does without any modifiers.

For strings, the damage of the previous moves in the string is shown but washed out.

Hit level

The hit level of the move.

For strings, the hit level of the previous moves in the string is shown but washed out.

Range

The maximum range recorded of the move hitting a Heihachi on-axis, using the distance value from the in-game frame data display.

For strings, this is the range of the whole string, including the forward movement between the string.

For moves with motion inputs, this is the range of the move performed with the fastest input and as much buffering as possible. In other words, this is the range of the move with the least amount of motion from the input diluting the measurement.

This measurement is not super accurate. Assume an error of about ±0.03.

Tracking

The tracking score of the move as per Tracking § Measurement in each direction from the attacker's perspective. Left tracking means the opponent steps right, and vice versa.

Block

The 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.

Hit

The frame advantage on hit. Blank if the move is not an attack (e.g., a stance transition or a cancel).

For throws, this is the frame advantage after the throw.

For parries without an attack, this is the frame advantage after a successful parry.

CH

The frame advantage on counter-hit. Blank if this is the same as on hit.

Startup

The active frames of the attack.

Written with "i" in front by convention. This allows one to say, "That move is i13," as shorthand for, "That move is active on frame 13."

States

The frames where the attacker is in any special states.

Recovery

The recovery frames of the attack.

Written with "r" in front by convention. This allows one to say, "That move is r21," as shorthand for, "That move takes 21 frames to recover."

Notes

Notes are for anything that doesn't fit elsewhere.

This is not an entirely freeform field. Many move properties are fairly common, but not common enough to warrant their own spot in the layout. These notes are written in the following convention:

Homing
Is homing. Can't be sidestepped.
Tailspin
Will cause a screw against an aerial opponent. Implies "Wall break".
Spike
Will spike an aerial opponent, preventing them from tech rolling. Implies "Floor break".
Wall break
Can wall break.
Floor break
Can floor break.
Clean hit {frame advantage}
Can clean hit, will be at frame advantage {frame advantage} if it does.
Example: "Clean hit +24a"
Throw break {input}
Throw can be broken with {input}.
Example: "Throw break 1+2"
Throw break {input} on frame {range}
Throw can be broken with {input} during frames {range}.
Example: "Throw break 1+2 on frame 1~20"
Move can be delayed {frames}f
Active frames can be delayed up to {frames} frames. Implies "Input can be delayed {frames}f".
Example: "Move can be delayed 2f"
Input can be delayed {frames}f
Input can be delayed up to {frames} frames after the last active frame of the previous move in the string (when non-delayable strings can no longer be input).
Example: "Input can be delayed 4f"
Transition to {recovery} with {input}
Pressing {input} during startup will change recovery to {recovery}
Example: "Transition to r21 HMS with 3+4"
Transition input can be delayed {frames}f
Input for stance transition can be delayed up to {frames} frames from the first active frame of the last hit (when non-delayable transitions can no longer be input).
Example: "Transition input can be delayed 8f"
Transition to {frame advantage} {stance} with {input} on {block/hit/ch}
Pressing {input} after the move {block/hit/ch} will transition to {stance} with {frame advantage}
Example: "Transition to +9 RSS with F on hit"
Combo from {nth} {hit/CH}
Is guaranteed to hit in neutral if {nth} move in the string {hit/ch}.
Example: "Combo from 2nd hit"
Combo from {nth} {hit/CH} with {frames}f delay
Is guaranteed to hit in neutral if input is delayed up to {frames} frames and the {nth} move in the string {hit/ch}.
Example: "Combo from 3rd CH with 14f delay"
Jail from {nth} attack
Opponent is forced to block if {nth} move in the string is blocked. Implies "Combo from {nth} {hit/ch}".
Example: "Jail from 1st attack"
Jail from {nth} block
Opponent is forced to block if {nth} move in the string is blocked. Does not imply "Combo from {nth} {hit/ch}".
Example: "Jail from 3rd block"
Jail from {nth} {attack/block} with {frames}f delay
Opponent is forced to block if input is delayed up to {frames} and the {nth} move in the string is blocked.
Example: "Jail from 1st attack with 4f delay"