From Tekkenpedia
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).
[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
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.
[edit ] Stances
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