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TEKKEN8-basic-operation-2

Tekken 8 Notation Guide

TEKKEN8-basic-operation-1

Tekken 8 Numbered Inputs

Move Terminology is the input notation that the Tekken series follows. The legend provides a set of fighting movement conventions that all players can use regardless of the gaming system but varies among regions and platforms. These styles of notation are used with varying degrees of formality. This page clarifies these differences.

General Notation[]

Button Commands[]

Input Command
1 Left Punch
2 Right Punch
3 Left Kick
4 Right Kick
5 Tag

Basic Commands[]

Input Command Example
f TAP Forward f+4
F HOLD Forward F+2
b TAP Back b+3
B HOLD Back B+1+4
u TAP Up u+1+2
U HOLD Up U+4
d TAP Down d+1
D HOLD Down D+1
d/f Down-Forward (tap down/forward once) d/f+3
d/b Down-Back (tap down/back once) d/b+1
u/f Up-Forward (tap up/forward once) u/f+4, 3, 4
u/b Up-Back (tap up/back once) u/b+2
D/F HOLD Down-Forward D/F+1, 2, 1, 2
D/B HOLD Down-Back D/B+3, 3, 3, 3, 3, 3
U/F HOLD Up-Forward U/F+4
U/B HOLD Up-Back U/B+4
N Neutral (Joystick is not touched) f, N
SS Sidestep (either direction) SS+2+4
SSL Sidestep to the Left SSL+4
SWL Sidewalk Left
SSR Sidestep to the Right SSR+3
SWR Sidewalk Right
qcf Quarter-circle Forward (Circle stick from down to forward) qcf+2
qcb Quarter-circle Backward (Circle stick from down to back) qcb+2
debug b, d/b, d, d/f Debugger
hcf Half-circle Forward (Circle stick from back to down to forward) hcf+1+2
hcb Half-circle Back (Circle stick from forward to down to back) hcb, f+1+2
dp Dragon Punch (Tap forward then circle down to down-forward)
rdp Reverse Dragon Punch (Tap backward then circle down to down-backward)
H. Heat H. 2+3
R. Rage R. d/f+1+2

Linking and Special Notations[]

Notation Description Example
+ Simultaneously
, Followed By (Moves must be done right after the other)
~ Slide (Moves must be done IMMEDIATELY after the other)
_ Or (When used between two moves, they are interchangeable)
< Delayed Input
: Requires Just Frame Input
FC Full Crouch Animation (Do move while in a crouched position)
WS While standing / While rising
WR While Running (f, f, f or f, F#)
BT Back turned towards opponent
CH Counterhit (Hitting opponent during their move execution)
[  ] Optional Command Output
{} Curved brackets indicate the buttons needed to break a throw
= Next in Sequence
° / * Tap and Hold Button. Can be used consecutively if a move charges up to several levels.

Ground Positions[]

Notation Description
FD/FT Lying on the ground (Face Down / Feet Towards opponent)
FD/FA Face Down / Feet Away from opponent
FU/FT Face Up / Feet Towards opponent
FU/FA Face Up / Feet Away from opponent

Japanese Terms[]

Input Command Example
6 Forward
4 Back
8 Up
2 Down
N Neutral
3 Down-Forward
1 Down-Back
9 Up-Forward
7 Up-Back
LP Left Punch
RP Right Punch
LK Left Kick
RK Right Kick
WP 1+2
WK 3+4
JS Airborne attack King u/f+4
CS Attack leading to Crouch Jin d+4
立 ("Standing") Rising
横 ("Side") Sidestep
屈 ("Bend") Full Crouch
背向け ("From the back") Back Turned
ホールド ("Hold") Holding an input Jack B+2
中に ("Middle of...") During an attack / stance
上 ("Up / High") High Attack
中 ("Middle") Middle Attack. Can also refer to Special Mid
下 ("Low") Low Attack
ガード不能 ("Guard Impossible") Unblockable
有利 ("Has Advantage") Any attack that is plus on block Electric Wind God Fist

Hit Property[]

Abbreviation Term Attribute
h High Blockable standing and can be ducked
m Mid Blockable standing and hits crouching opponent (sometimes referred to as "Overhead")
s Special Mid (TK3-TK7) Blockable standing or crouching
l Low Crouch blockable and susceptible to low parries, hits standing opponent
! Unblockable Cannot be guarded, must be avoided or interrupted
sm Special Mid (TK8) Blockable standing or crouching
sl Special Low (TK8) Blockable standing or crouching. Can be low parried and low crushed. Does not interrupt Power Crush

Juggle Property[]

Abbreviation Term
[B!] Bound (TK6, TTT2)
[S!] Screw (TK7)
[T!] Tornado (TK8)

Character-Specific Abbreviations[]

Abbreviations listed below are in reference to stances and attacks fighters can perform where multiple attacks can follow.

Input Command Fighter
BDS Bad Stomach Doctor Bosconovitch / Yoshimitsu
FB fall back Doctor Bosconovitch
EFB electric fall back Doctor Bosconovitch
EFF electric fall fake Doctor Bosconovitch
ZEN The Zen / Zenshin Doctor Bosconovitch / Jin Kazama
HND Handstand Christie Monteiro / Eddy Gordo / Tiger Jackson
RLX Negativa / Play Dead Christie Monteiro / Eddy Gordo / Tiger Jackson
AOP Art of Phoenix Ling Xiaoyu / Miharu Hirano
RDS Rain Dance Ling Xiaoyu / Miharu Hirano
LFF Left Foot Forward Hwoarang
RFF Right Foot Forward Hwoarang
LFS Left Flamingo Stance Hwoarang
RFS Right Flamingo Stance Hwoarang
VTS Vale Tudo Stance Craig Marduk
DSS Dragon Sign Stance Marshall Law
TFS Fake Step Marshall Law / Forest Law
HMS Hit Man Stance Lee Chaolan / Violet
HBS Hunting Bear Stance Kuma II / Panda
ROL Prowling Grizzly Roll Kuma II / Panda
CRA Art of Crane Lei Wulong
SNA Art of Snake Lei Wulong
TGR Art of Tiger Lei Wulong
DGN Art of Dragon Lei Wulong
PAN Art of Panther Lei Wulong
PHX Phoenix Illusion / Phoenix Shift Lei Wulong / Clive Rosfield
PLD Play Dead Lei Wulong
FCD RLX Sidewind Lei Wulong
SIT SNA Coiled Snake / Crouching Snake Lei Wulong
DRU Drunken Master Lei Wulong
INS Indian Stance Yoshimitsu
FLE Flea Yoshimitsu
DGF Manji Dragonfly Yoshimitsu
MED Meditation Yoshimitsu
KIN Kincho Yoshimitsu
NSS No Sword Stance Yoshimitsu
PDP Bad Stomach Yoshimitsu
FLA Flamingo Baek Doo San
CES Clockwise Evasive Spin Julia Chang / Michelle Chang
KNP Kenpo Step Feng Wei
STC Shifting Clouds Feng Wei
SDW shadow stance Raven / Master Raven
HAZ Haze Raven
CDS Crouching Demon Stance Jin Kazama
ALB Quick Spin (known colloquially as "Albatross Spin") Steve Fox
DCK Ducking Steve Fox
Ext DCK Extended Ducking Steve Fox
PKB Peekaboo Steve Fox
SWY Sway Back Steve Fox
LWV Left Weave Steve Fox
RWV Right Weave Steve Fox
FLK Flicker Stance Steve Fox
SIT Sit Ganryu / Kuma II / Panda / Prototype Jack / Jack
TAI Tachiai Ganryu
CAT Catastrophe / Cat Stance Anna / Lidia Sobieska
CJM Chaos Judgement Anna
KNK Jin Ji Du Li Leo Kliesen
BOK Fo Bu Leo Kliesen
HPF Whiplash Combo Asuka Kazama / Jun Kazama / Unknown
LCT Leg Cutter Asuka Kazama / Jun Kazama / Unknown
DES Destructive Form Alisa Bosconovitch
BOOT Boot Alisa Bosconovitch / True Ogre
DBT Dual Boot Alisa Bosconovitch
FLY Fly / Nyoishou Angel / Devil Jin / Jinpachi Mishima / True Ogre
SEN Silent Entry / Sentai Lars Alexandersson / Reina
DEN Dynamic Entry Lars Alexandersson
LEN Limited Entry Lars Alexandersson
SAV Savage Stance Miguel Caballero Rojo
TRT Tarantula Stance Zafina
MNT Mantis Stance Zafina
SCR Scarecrow Stance Zafina
MTS Muay Thai Stance Bruce Irvin
SWS Switch Stance Josie Rizal
ROC Rocket Stance Roger Jr. / Alex
AKS Animal Kick Rush Roger / Alex / Roger Jr.
BOB Bobbin Dance Roger Jr. / Alex
BAL Spinner Ball Bob
JGS Jaguar Step King II
GS Giant Swing / Double Arm Swing Armor King / Armor King II / King II
JGR Jaguar Run King II
DVK Devil Transformation Kazuya Mishima
INT Intimidation Negan Smith
RSS Fearless Warrior Kazumi Mishima
RSS B Last Warrior Kazumi Mishima
KAT Katon Kunimitsu II
SET Setsunagake Kunimitsu / Kunimitsu II
GOL Goliath Gigas
SG Golem Set Up Gigas
STB Starburst Claudio Serafino
SNK Stealth Step / Sneak Shaheen / Sergei Dragunov
CFO Cat Foot Stance One Lidia Sobieska
CFT Cat Foot Stance Two Lidia Sobieska
HAE Heaven and Earth Lidia Sobieska
TAW Tiger and Wolf Lidia Sobieska
NWG Naniwa Gusto Asuka Kazama
SNE Snake Eyes Bryan Fury
MCR Mourning Crow Devil Jin
LTG Lightning Glare Leo Kliesen
DEW Dew Glide Emilie de Rochefort
RAB Feisty Rabbit Emilie de Rochefort
SZN Soulzone Raven
WRA Heaven's Wrath Reina
SSH Senshin Hiehi Reina
WGS Wind God Step Devil Jin / Heihachi Mishima / Kazuya Mishima / Reina
GEN Genjitsu Jun Kazama
IZU Izumo Jun Kazama
MIA Miare Jun Kazama
LNH Lion Heart Steve Fox
PRF Perfumer Victor Chevalier
IAI Iai Stance Victor Chevalier
MD1 / MD2 Mandinga Eddy Gordo
HRS Horse Stance Lidia Sobieska
WLF Stalking Wolf Stance Lidia Sobieska
RAI Raijin Stance / Thunder God's Kamae Heihachi Mishima
FUJ Wind God's Kamae Heihachi Mishima
WAR Warrior's Instinct Heihachi Mishima
GAR Updraft Clive Rosfield
WOL Wings of Light Clive Rosfield
ZAN Zantetsuken Clive Rosfield

Community terms[]

These are terms that are not formally used by the developer but often used to convey information between players and can be helpful to know in order to understand conventions used by the Tekken community. Some of these terms are used on this wiki.

Term Definition
String Multi-hit attacks that require multiple button presses to execute.
Natural String that is guaranteed when at least one of the attacks is successful; some strings are only guaranteed on counter hit.
Hit-confirmable 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.
Counter hit-confirmable Similar to above scenario except it applies only to Counter Hits.
Jail 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.
Tracking 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.
Frames 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.
Plus/Minus 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).
Frame Trap An attack setup that takes advantage of an attack's frame advantage/disadvantage to create a given situation.
Trade 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.
KBD 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.
Buffer 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.
CD Shorthand for "Crouch Dash" (f,N,d,d/f).
CC 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.
Launcher Any move that can begin a juggle combo, does not need to necessarily lift opponent off the ground; some attacks only launch on counter.
Mini-Launcher 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.
Spike 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.
FC / Force Crouch 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.
Nosebleed Stun 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.
Crumple Stun 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.
Wall Splat 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.
Wall Slump 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.
Resplat 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.
Guard Break 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.
Stagger Stun / Stagger Low 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.
Techable 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.
i "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.
isw "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.
Dick Punch 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.
Magic 4 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.
Hopkick 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.
Orbital 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.
Slash Kick 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.
Hellsweep 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.
Snake Edge 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.
Install A term used since Tekken 8 that refers to temporary buffs such as Lightning Glare and Warrior Instinct.
Fox Step 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.

Trivia[]

  • The Wall Slump did not exist during beta tests for Tekken 6.[1]

References[]

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