Tekken 6 notation & abbreviations *new players please read first*


Here are all the notations for Tekken games; you’ll notice that they are quite different from SF games. Most of this info also happens to be on the Tekken Zaibatsu forums, well, because, that’s where I got it from.

I’m trying to squeeze as much as possible here, because I know how much of a pain and hassle it is to have to follow link after link after link… so I only have one link (YAY!), the rest is here for you. Anyways, hoperfully this’ll prevent a million threads/posts asking what KND, BN or SS stand for…

1 left punch
2 right punch
3 left kick
4 right kick
5 tag button
ANY any button but tag

This SRK post has some things that aren’t on the TZ link, but the TZ link also has some things that this post doesn’t. The srk post is sorted by category, and the TZ link is in alpabetical order. The TZ link also has some non-Tekken related abbreviations and definitions, like ‘scrub’ and ‘QFT’.

Directional Inputs

f tap forward
F hold forward
d tap down
D hold down
b tap back
B hold back
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
qcb quarter circle back
hcf half circle forward
hcb half circle back


FC full crouch animation
WS while standing up
N joystick in neutral
WR while running
NC natural combo
NCC natural counter combo
SS side step either way
SSL side step to left
SSR side step to right
[ ] optional command
, followed by
~ immediately after

  • at the same time
    ( _ ) or
    < delayed input
    = next in sequence
    push and hold button
    : requires just frame input

Grounded Postions

PLD ‘Play Dead Position’ Face up & feet away
KND ‘Knockdown Position’ Face up & feet towards
SLD ‘Slide Position’ Face down & feet away
FCD ‘Face Down Position’ Face down & feet towards

**Move Properties **

BT your back turned to the opponent
FF face forward towards opponent
OB forces opponent’s back to face you
OC forces opponent into crouch
OS forces opponent’s side to face you
JG juggle starter
BN bounce juggle starter
RC recover crouching after a move
RCj joystick modifier, need to hold D during the move to RC
CH requires a counter hit
DS double over stun (ex. Kazuya WS+2 counter hit)
FS fall back stun (ex. Kazuya WS+2)
MS minor stun (ex. Kazuya d/f+1, Paul SS+3)
KS kneel stun (ex. Kuma d/f+1+2, Kazuya f+4)
CS crumple stun (ex. Bryan b+2,1, Kazuya b+4)
CF crumple fall (ex. Craig u/f+1+2, Yoshimitsu b+1+4)
CFS crumple fall stun (ex. Kazuya f+1+2, Law f+2~1)
BS block stun (to attacking character, ex. Law d/b+4)
SH stagger hit (ex. Devil d/f+2)
GB guard break (usually one or two hands go up in the air)
TS throw shift (moves to throw animation on hit)
TC technically crouching during the move
TJ technically jumping during the move
[2] hit modifier (eg RC[2] property applies to 2nd hit)
b Block modifier (eg. OCb opponent crouch on block)
c CH modifier (eg. JGc is a juggle starter on counter hit)
co crouching opponent modifier (eg. KSco)
cco CH on crouching opponent modifier (eg. FScco)

**Hit Ranges **
l hits low (block d/b)
m hits mid (block b)
h hits high (block b or duck)
L hits low and grounded opponents (block d/b)
M hits mid and grounded opponents (block b)
H hits high and grounded opponents (block b or duck)
Sm hits special mid (block d/b or b)
! unblockable hit
(!) unblockable hit which can be ducked
[!] unblockable hits grounded opponents
T throw
" indicates block point in string hits

**Extra Combo Conventions **
cc… crouch cancel tap u or f,f while crouching
cd… crouch dash f,N,d,d/f (usually)
iWS… instant while standing d,d/b,N_d,d/f,N (usually)
wgf… wind godfist f,N,d,d/f+2
ewgf… electric wind godfist f,N,d~d/f+2
tgf… thunder godfist f,N,d,d/f+1
big… big character combo only works on big characters
( ) missing hit is required for the next hit

Character Specific Conventions

BDS bad stomach Dr. Bosconovitch
FB fall back Dr. Bosconovitch
EFB electric fall back Dr. Bosconovitch
EFF electric fall fake Dr. Bosconovitch
HSP handstand position Eddy Gordo
RLX relaxed position Eddy Gordo
AOP art of phoenix Ling Xiaoyu & Lei Wulong
RDS rain dance stance Ling Xiaoyu
LFF left foot forward Hwoarang
RFF right foot forward Hwoarang
LFS left flamingo stance Hwoarang
RFS right flamingo stance Hwoarang
VTS vale tudo stance Craig Marduk
DSS dragon sign stance Marshall Law
DFS dragon fake step Marshall Law
HMS hit man stance Lee Chaolan & Violet
HBS hunting bear stance Kuma & Panda
ROL prowling grizzly roll Kuma & Panda
CRA art of crane Lei Wulong
SNA art of snake Lei Wulong
TGR art of tiger Lei Wulong
DGN art of dragon Lei Wulong
PAN art of panther Lei Wulong
DRU drunken master Lei Wulong
INS indian sit Yoshimitsu
FLE flea stance Yoshimitsu
DGF dragonfly stance Yoshimitsu
MED meditation Yoshimitsu
CES clockwise evasive spin Julia Chang
KNP kenpo step Feng Wei
SDW shadow stance Raven
CDS crouching demon stance Jin Kazama
ALB albatross spin Steve Fox
DCK ducking Steve Fox
SWY sway Steve Fox & Paul Phoenix
LWV left weave Steve Fox
RWV right weave Steve Fox
FLK flicker Steve Fox
SIT sit down Ganryu, Kuma & Panda
CJM chaos judgment Anna
HPF haze palm fist Asuka
LCT leg cutter Asuka

Ok, the primers need to be merged I think…


I just wanted to add that even for Tekken the Japanese use the same notation as they use in every other fighting game.
Which means in Japanese BBS you will see stuff like “7RK 3LP LP 6RP-LP-RP”