From Tekkenpedia
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).
[edit] Commands
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)
|
[edit] Notations
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
|
[edit] Grounded positions
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
|
[edit] Hit Range
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
|
[edit] Move Properties
Move Properties
|
Notation | Name | Description
|
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.
|
JG
| Juggle Starter
| Opponent is airborn and can be juggled.
|
BS
| Block Stun
| Attacking character is stunned.
|