1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
F or f - Forward, the direction your character is facing.
B or b - Back, the direction your character is not facing.
U or u - Up.
D or d - Down.
D/F or d/f - Down-forward, the diagonal between D and F.
D/B or d/b - Down-back, the diagonal between D and B.
U/F or u/f - Up-forward, the diagonal between U and F.
U/B or u/b - Up-back, the diagonal between U and B.
N - Neutral. No direction inputs are being pressed.
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)
Capital letter difference - If a directional notation is in capital letters,
you must HOLD the direction instead of tapping it.
SS - Sidestep(s). Tap U~n or D~n.
SSR - Sidestep to your character's right.
SSL - Sidestep to your character's left.
SW - Sidewalk(s). Tap U~n or D~n and then press and hold the respective
direction after the character SS. (For example, after pressing U~n,
press and hold U when your character SS)
FC - Full crouch. Press and hold D or D/B.
WS - While standing. Usually includes a button input of some kind that should
be pressed while your character rises from a crouch.
WR - While running. Self-explanatory.
BD - Backdash(s). (b,b)
FD - Forwarddash(s). (f,f)
CD/WD - Crouchdash/Wavedash. Explained in next section.
cc - Crouch-cancel. Usually tapping f or u will take you out of crouch.
, - Seperates inputs. It does not imply any timing for the input.
~ - Command following must be inputted immediately after the previous
command.
: - Just-frame input. The input following the ":" must be pressed during a
certain window or frame (which will be explained).
+ - Press simultaneously.
< - You may delay the following input.
[] - Inputs are optional.
( _ ) - Or. For example, (A_B). You may press either A or B.
() - Move is suppose to miss. Used in juggles.
low - A move that hits low.
mid - A move that hits middle.
high - A move that hits high.
CH - Counterhits(s). When a move interrupts another move.
JS - Juggle starter(s).
BT - Back turned towards opponent.
TC/TJ - Technically crouching/Technically jumping.
iWS - Instant WS. Performed d~(d/b_d/f)~n+desired input. Takes practice.
Whiff - A move that misses the opponent entirely.
Okizeme/Oki or Wake-up Game - Most Soul-Calibur-turned-Tekken players refer
to oki as wake-up. This term simply refers to the ground game. Whenever
someone says oki they mean a situation where one of the characters will
hit the ground at some point. The majority of the time it will be used
when a character is stationary on the ground and cannot techroll, but it
is not exclusive to that situation.
Poke or poking - This is what's usually called chip damage. A poke is when
you do one or a couple moves that take minor damage off of your
opponent's lifebar. Poking is a big part of Tekken because most JS are
too slow to be considered the only source of damage you get. You can't
expect to hit JS all the time.
Turtle - A playstyle in which a player mostly blocks and does evasive moves.
Not a lot of aggressive tactics.
Pitbull - A playstyle in which a player use quick strikes to keep you off-
balance while always attacking. This playstyle still uses evasive moves
but in a very aggressive manner.