- For the Arcade mode rank named "Legend", please see Arcade mode#Ranking
This legend explains how to read the various movelists found on the Tekkenpedia as well as any move/juggle FAQ, about a Tekken-character, found anywhere on the web. Important note! A comma (,) is used to separate input. If there is no space between the inputs, it means that it is part of the same move/combo. If there is a space, it means that it is part of a new move (this is typically seen in juggle-FAQs).
For example 1,2,2 would be one move (Heihachi Mishima's Demon Slayer), while 1,2, 2 are two moves (the second 2 would be a regular right punch).
Commands
|
Notation |
Description
|
Notation |
Description
|
1 |
left punch (square-button)
|
2 |
right punch (triangle-button)
|
3
|
left kick (X-button)
|
4
|
right kick (O-button)
|
5
|
tag button
|
any
|
any button, except tag
|
f
|
tap forward
|
F
|
hold forward
|
b
|
tap backwards
|
B
|
hold backwards
|
d
|
tap down
|
D
|
hold down
|
u
|
tap up
|
U
|
hold up
|
d/f
|
tap down-forward
|
D/F
|
hold down-forward
|
d/b
|
tap down-back
|
D/B
|
hold down-back
|
u/f
|
tap up-forward
|
U/F
|
hold up-forward
|
u/b
|
tap up-back
|
U/B
|
hold up-back
|
qcf
|
quarter circle forward (d,d/f,f)
|
qcb
|
quarter circle back (d,d/b,b)
|
hcf
|
half circle forward (b,d/b,d,d/f,f)
|
hcb
|
half circle back (f,d/f,d,d/b,b)
|
§Notations[edit]
Notations
|
Notation |
Description
|
Notation |
Description
|
FC
|
full crouch animation ("activated" by pressing D)
|
WS
|
while standing up (aka "while rising")
|
N
|
neutral (no direction inputs)
|
WR
|
while running
|
SS
|
sidestep either way
|
SSR
|
sidestep to the character's right
|
SSL
|
sidestep to the character's left
|
[ ]
|
content will be an optional command
|
,
|
followed by (explained at the top)
|
~
|
immediately after
|
+
|
at the same time
|
( _ )
|
or
|
<
|
delayed input
|
=
|
next in sequence
|
°
|
push and hold button
|
:
|
requires just frame input
|
B!
|
Bound
|
§Grounded positions[edit]
Grounded Positions
|
Notation |
Name |
Description
|
PLD
|
Play Dead Position
|
Face up and feet away from opponent
|
KND
|
Knockdown Position
|
Face up and feet towards opponent
|
SLD
|
Slide Position
|
Face down and feet away from opponent
|
FCD
|
Face Down Position
|
Face down and feet towards opponent
|
§Hit Range[edit]
Hit Range
|
Notation |
Name |
Description
|
h
|
High
|
Hits opponent high, guarded against with B or evaded by ducking
|
m
|
Middle
|
Hits opponent middle, guarded against with B
|
l
|
Low
|
Hits opponent low, guarded against with D/B, parried with d/f and evaded by jumping
|
Sm
|
Special Middle
|
Hits middle, can be guarded with B or D/B
|
H
|
High
|
Hits high, will hit grounded opponent
|
M
|
Middle
|
Hits middle, will hit grounded opponent
|
L
|
Low
|
Hits low, will hit grounded opponent.
|
!
|
Unblockable
|
Cannot be blocked, but can often be reversed/parried
|
(!)
|
Unblockable
|
Unblockable hit can be ducked
|
[!]
|
Unblockable
|
Unblockable hits grounded opponents
|
§Move Properties[edit]
Move Properties
|
Notation |
Name |
Description
|
CH
|
Counter Hit
|
Requires a Counter Hit for the rest to be guaranteed
|
RC
|
Recover Crouching
|
You can recover from the move in a crouching position, instead of a standing, by pressing ~D.
|
GB
|
Guard Break
|
The opponents hand are usually raised.
|
MS
|
Minor Stun
|
In most cases hits aren't guaranteed.
|
CS
|
Crumple Stun
|
Animations can look different, can start a combo with a jab.
|
CF
|
Crumple Fall
|
Opponent slowly falls to KND position.
|
KS
|
Kneel Stun
|
In some cases you get a free launcher.
|
BS
|
Block Stun
|
Attacking character is stunned.
|
JG
|
Juggle Starter
|
Opponent is airborn and can be juggled.
|
BN
|
Bounce Juggle Starter
|
Opponent slams into the ground hard enough to bounce into the air and can be juggled.
|