- 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).
|| left punch (square-button)
|| right punch (triangle-button)
||left kick (X-button)
||right kick (O-button)
||any button, except tag
||quarter circle forward (d,d/f,f)
||quarter circle back (d,d/b,b)
||half circle forward (b,d/b,d,d/f,f)
||half circle back (f,d/f,d,d/b,b)
||full crouch animation ("activated" by pressing D)
||while standing up (aka "while rising")
||neutral (no direction inputs)
||sidestep either way
||sidestep to the character's right
||sidestep to the character's left
||content will be an optional command
||followed by (explained at the top)
||at the same time
||( _ )
||next in sequence
||push and hold button
||requires just frame input
| Grounded Positions
|| Play Dead Position
|| Face up and feet away from opponent
|| Knockdown Position
|| Face up and feet towards opponent
|| Slide Position
|| Face down and feet away from opponent
|| Face Down Position
|| Face down and feet towards opponent
| Hit Range
||Hits opponent high, guarded against with B or evaded by ducking
||Hits opponent middle, guarded against with B
||Hits opponent low, guarded against with D/B, parried with d/f and evaded by jumping
||Hits middle, can be guarded with B or D/B
||Hits high, will hit grounded opponent
||Hits middle, will hit grounded opponent
||Hits low, will hit grounded opponent.
||Cannot be blocked, but can often be reversed/parried
||Unblockable hit can be ducked
||Unblockable hits grounded opponents
| Move Properties
||Requires a Counter Hit for the rest to be guaranteed
||You can recover from the move in a crouching position, instead of a standing, by pressing ~D.
||The opponents hand are usually raised.
||In most cases hits aren't guaranteed.
||Animations can look different, can start a combo with a jab.
||Opponent slowly falls to KND position.
||In some cases you get a free launcher.
||Attacking character is stunned.
||Opponent is airborn and can be juggled.
||Bounce Juggle Starter
||Opponent slams into the ground hard enough to bounce into the air and can be juggled.