Term
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Definition
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String
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Multi-hit attacks that require multiple button presses to execute.
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Natural
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String that is guaranteed when at least one of the attacks is successful; some strings are only guaranteed on counter hit.
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Hit-confirmable
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String where it is possible for one to react to a previous hit successfully landing and being guaranteed the follow-up. (e.g: Flash Punch Combo.
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Counter hit-confirmable
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Similar to above scenario except it applies only to Counter Hits.
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Jail
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String that, if blocked, requires that the remainder be blocked. Also refers to strings where highs cannot be ducked if the previous hit was blocked or hit.
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Tracking
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Refers to a move's ability to hit opponents that are sidestepping or sidewalking. Certain moves may check people moving to one side, while Homing attacks will hit opponents moving to either side. A move's ability to track may also be affected by the opponent's sidestep range and the frames that the user is on when they attack.
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Frames
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Calculated at the game's standard frame rate (60 per second), the amount of onscreen frames an attack takes to either start or recover as a metric of time passage.
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Plus/Minus
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Relating to frame data, whether the attacker is at an advantage or disadvantage in the aftermath of an attack (i.e. the number of frames of difference between when the attacker and defender regain control of their character); a move is said to be "Safe" if its negative frames are below 10 and "Punishable" if equal or above (after 10 frame jabs were standardized starting in Tekken 6).
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Frame Trap
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An attack setup that takes advantage of an attack's frame advantage/disadvantage to create a given situation.
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Trade
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A situation where the attacks of both players hit each other simultaneously. Starting in Tekken 7, trading hits also gives a Counter Hit property to those attacks.
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KBD
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Short for "Korean Back Dash"; a special technique where a back dash is cancelled with d/b, allowing the player to return to neutral faster to perform another back dash. Named as Korean players popularized the movement technique.
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Buffer
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Can mean one of two actions. The first is to hold down a button such as when charging up attacks or when moving. The second involves inputting a directional input, including complex commands like Rock'n Roll Circus, during an attack's recovery frames or during a movement to make that attack come out faster once the player returns to neutral. Examples include the Dashing Electric Wind God Fist.
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CD
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Shorthand for "Crouch Dash" (f,N,d,d/f).
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CC
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Acronym for "Crouch Cancel". While in a crouching state, inputting u allows the user to enter neutral faster than manually rising. Can also be used in the middle of the Mishima Crouch Dash and qcf movements like Rolling Dash and Dew Glide or attacks that normally leave their users crouching like Leg Breaker.
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Launcher
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Any move that can begin a juggle combo, does not need to necessarily lift opponent off the ground; some attacks only launch on counter.
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Mini-Launcher
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Used to distinguish moves that launch opponents in the air, but cannot give the user additional combo mechanics (e.g: Bound, Screw, Tornado) except in highly situational scenarios such as being close to the wall.
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Spike
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An aerial property that existed since Tekken 3. An attack that spikes an opponent will slam them downwards towards the ground, preventing them from techrolling. Since Tekken 6, Spiking attacks also trigger Floor stage effects. In Tekken 7, the original spike was recategorized to Hard Spike, while a Light Spike like Ivory Cutter, slams the opponent on the ground and flips them. While the opponent flips on the ground, they can hold b to recover standing instead, but staying on the ground leaves them more vulnerable as they cannot techroll in the situation.
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FC / Force Crouch
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Not to be confused with the command FC for "Full Crouch". A hit property that was introduced in Tekken that will force the opponent into a Crouch.
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Nosebleed Stun
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A standing hit property introduced in Tekken 3 that causes the opponent to step backward and clutch their face, leaving them open to attacks. To defend against this, the opponent can hold d to collapse on the ground and mitigate damage received. Originated from the Counter Hit property of the Right Stance variant of Nose Bleeder due to the high damage a Hwoarang player could deal if the opponent did not collapse. The name would still remain even when Nose Bleeder's property was changed in Tekken 7.
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Crumple Stun
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A standing hit property introduced in Tekken Tag Tournament. The opponent will clutch their abdomen before "crumpling" down to the ground. Although most Crumple Stuns are launchers by themselves, Crumple Stuns actually have standing frames on the opponent before they are treated as airborne. As a result, certain attacks like a Counter Hit Sudare Nagashi, or a trade involving an attack that leaves a crumple stun will leave the opponent momentarily vulnerable to attacks as if they were standing.
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Wall Splat
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Walled state from a successful attack that leaves the opponent vulnerable to further strings; will often trigger a Wall Break (TK6 onwards)/Balcony Break (TTT2 onwards)/Wall Bound (TK8)/Wall Blast (TK8) if one is present.
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Wall Slump
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Walled state introduced in Tekken 6 where opponent slides downwards after hitting the wall, only allowing limited follow-ups. It is possible to hit an opponent just before they fully reach the floor to deal full grounded damage instead of the airborne damage that wall combos normally have.
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Resplat
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Used for situations where an opponent is initially stunned at a wall but is hit as they are collapsing or from the side angle, momentarily sending them into the air before hitting the wall a second time.
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Guard Break
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A blocking property where the attacker has so much frame advantage that the opponent is not able to block a follow-up. An example would be the generic Leaping Side Kick in Tekken 3 being +17 on block. As such, Jin's i14 Electric Wind God Fist would be unblockable if the opponent blocked the Leaping Side Kick. Guard Breaks in Tekken 8 were reanimated to have the opponent's hands thrown into the air with a glass-shattering effect.
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Stagger Stun / Stagger Low
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Used to refer to a set of animations introduced in Tekken Tag Tournament when blocking against low attacks like the Spinning Demon, Snake Edge or Dragon's Tail where the attacker has a noticeable stun when the attack is blocked. While most Stagger Stuns are launchable on block, there are special exceptions such as the second hit of Heihachi's Spinning Demon variant.
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Techable
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Whether a successful knockdown attack allows for the use of quick rise moves or techrolls (TK3 onwards); wall techs were also possible in Tekken 4. Also applies to throws (e.g: Giant Swing, Jumping Flip) that allow an opponent to techroll to either recover faster, mitigate damage or both.
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i
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"Instant"; applied to WR and WS attacks (iWR/iWS) to denote when the attack is to be done in the minimum amount of time/distance possible.
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isw
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"Instant Shining Wizard". Derived from the the above entry and refers to quickly inputting f,f,f to be able to perform a running attack even at close range. Typically refers to running throws such as Running Jaguar Bomb.
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Dick Punch
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Refers to the generic left crouch jab that all characters can also access as either d+1 or d/b+1 from standing. Nicknamed due to the angle looking like it targets the opponent's crotch.
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Magic 4
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Term used prominently from 1 to 7. Refers to several generic 4s shared by multiple characters such as Marshall Law, Julia Chang, and Lee Chaolan that have the shared property of launching an opponent on Counter Hit. Considered "magical" due to this powerful property being placed on a fast 11 frame move (second only to jabs for most characters) that is safe on block. Most Magic 4s were nerfed in Tekken 8 to require a hard committal to a punishable string or had their full launch removed.
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Hopkick
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Refers to several launching attacks that low crush and are typically 15 frames fast and -13 on block with exceptions. Despite its name, it is not limited purely to jumping kicks, and can refer to similar variants such as Jumping Knee Lift and Silver Arrow.
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Orbital
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Refers to several launching aerial attacks that low crush but are safe on block, and may share the same launch property as Orbital Heel Kick. Orbitals are all slower than the aforementioned hopkick. Examples include Crescent Cleaver and Butterfly Edge.
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Slash Kick
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Refers to several while running attacks where the user performs a flying kick. Originally referred to the Leaping Side Kick shared by multiple characters, but now refers primarily to the aforementioned statement. Variants include Flying Nerichagi and Running Side Kick. Not to be confused with the f,f+3 used by Bryan and Bruce.
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Hellsweep
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Originally referred to the Spinning Demon used by the various Mishima characters but now used to describe a set of strings that begin with a low that naturally leads to a guaranteed second hit. With some exceptions, the first hellsweep will typically launch the opponent only when the second hit is inputted. Majority of these moves are also launch punishable on block with a distinct stagger stun. Variants include Cutting Coppa and Twin Dragon Acceptance.
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Snake Edge
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Refers to several natural but slow, low launchers that high crush. Most snake edges tend to fall off in effectiveness at the higher level of play due to their poor speed and are all launch punishable on block. Originally referred to Bryan's Snake Edge but variants include Edelweiss and Infernal Avalanche.
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Install
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A term used since Tekken 8 that refers to temporary buffs such as Lightning Glare and Warrior Instinct.
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Fox Step
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A term used for when a character can perform their forward-facing attacks from Back Turn in the incorrect direction. The character must be able to perform this technique against a stationary opponent for it to be considered a fox step. Was first introduced in Tekken 3 but was limited to only Hwoarang, Jin Kazama, Forest Law, and Yoshimitsu. While Jin would lose his fox step in Tekken 4, Marshall Law and Devil Jin would gain the fox step in Tekken 4 and Tekken 5 respectively.
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