Identification of basic hits and moves Tekken 7
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
u - Jump
d - Crouch
N - Neutral State
f - Walk towards an Opponent
b - Walk away from an Opponent
f – tap forward once
F – Hold stick forward
d/f – tap down/forward once
D/F – Hold stick down/forward
b – tap backward once
B – Hold stick back
d/b – tap down/back once
D/B – Hold stick down/back
d – tap down once
D – Hold stick down
u/f – tap up/forward once
U/F – Hold stick up/forward
u – tap up once
U – Hold stick up
u/b – tap up/back once
U/B – Hold stick up/back
+ – Moves must be done together
, – Moves must be done right after the other
~ – Moves must be done IMMEDIATELY after the other
: – Move Following the ":" has to be precision timed to execute
WS – Do move While standing up
WR – While running
+ - Moves must be done together
, - Moves must be done right after the other
~ - Moves must be done IMMEDIATELY after the other
_ - Or (When used between two moves, they are interchangeable)
> - Move following the > has the option of being slightly delayed
# - Hold movement preceding the '#' until the end of the string or until N (Neutral)
FC - Do move during full crouched position
WS - While standing up (Returning the stick to neutral from a crouch)
RN - While running
BK - Back facing the opponent
FD/FT - Lying on the ground Face Down / Feet Towards opponent
FD/FA - " " Face Down / Feet Away from an opponent
FU/FT - " " Face Up / Feet Towards opponent
FU/FA - " " Face Up / Feet Away from an opponent
CH - Major Counterhit (Hitting your opponent during their move execution)
[ ] - Brackets surrounding an item indicate an optional output
( ) - Parenthesis indicates moves grouped together
{ } - Curved brackets indicate buttons needed to break a throw
: - Pause 1/3 a second between button presses (Tenstring timings only).
Button and command separation by tasks
MOVEMENT CONVENTIONS
f - tap forward once d/f - tap down/forward once
b - tap backwards once d/b - tap down/back once
d - tap down once u/f - tap up/forward once
u - tap up once u/b - tap up/back once
F - Hold stick forward D/F - Hold stick down/forward
B - Hold stick back D/B - Hold stick down/back
D - Hold stick down U/F - Hold stick up/forward
U - Hold stick up U/B - Hold stick up/back
N - Neutral joystick position (Joystick is centered and not touched)
SS - Short Sidestep (u,N or d,N)
QCF - Quarter circle forward (Circle stick from Down to Forward)
QCB - Quarter circle back (Circle stick from Down to Back)
HCF - Half circle forward (Circle stick from Back to Down to Forward)
HCB - Half-circle back (Circle stick from Forward to Down to Back)
LINKING & SPECIAL CONVENTIONS
+ - Moves must be done together
, - Moves must be done right after the other
~ - Moves must be done IMMEDIATELY after the other
_ - Or (When used between two moves, they are interchangeable)
> - Move following the > has the option of being slightly delayed
: - Move Following the ":" has to be precision timed to execute (Just Frame)
# - Hold movement before '#' until the end of the string, or until N (Neutral)
FC - Do move while in a fully-crouched position
WS - Do move While standing up (Returning the stick to neutral from a crouch)
WR - While running (f,f,f or f,F#)
BT - Back is turned towards the opponent
FD/FT - Lying on the ground Face Down / Feet Towards opponent
FD/FA - " " Face Down / Feet Away from the opponent
FU/FT - " " Face Up / Feet Towards opponent
FU/FA - " " Face Up / Feet Away from the opponent
CH - Counter Hit (Hit your opponent in the middle of their move execution)
Clean Hit - (Hitting your opponent from a very close range)
[] - Brackets surrounding an item indicate an optional move
() - Indicates a stance name (or groups moves together for easier reading)
. - Pause 1/3 a second between button presses (Tenstring timings only)
(S!) - SCREWING TAILSPIN JUGGLE EXTENDER (Sample Juggles only)
ATTACK HEIGHT CONVENTIONS
h - Move hits high (can be ducked)
m - Move hits mid (must stand to block - will hit if you are crouching)
M - Move hits mid, and also will hit a grounded opponent
Sm - Move hits special-mid (can be blocked either standing or crouching)
SM - Move hits special-mid, and also will hit a grounded opponent
l - Move hits low (must crouch to block - will hit if you are standing)
L - Move hits low, and also will hit a grounded opponent
Ub - Move is unblockable (cannot be blocked)
UbH - Move is unblockable, but hits high and can be evaded by crouching
UB - Move is unblockable, and also will hit a grounded opponent
Detailed Explanation
WS = while standing, this is a state where you are rising from crouch and have a window to do unique attacks. This is easiest to execute when you’ve been forced into a crouch by a move, or block a leg stopping low, since you can let go of directions afterward and mash an attack button during the recovery to automatically do a while standing move.
WR = while running, this can be done by double-tapping forward from super far away range, and letting your character charge, or hitting forward 3 times to access the unique moves from running. The fff technique requires space to execute comfortably, so the further you are the easier it is to fff. If you are at point blank it’s still possible to do, but it becomes extremely demanding on input speed and becomes very difficult. Try this with Lee’s running 3,4 for instance. You’ll see it’s easier to do from afar and difficult to do the closer you get.
S! = tailspin state caused by a move during aerial combos. Allows additional hits if you dash up afterwards
Frames = the game runs at 60 frames per second, so you can count frames as the smallest divisible unit of time, instead of seconds. It’s easier to say it takes e.g., 10 frames for a move to come out than .20958234 or whatever milliseconds. A 10 frame move is twice as fast as a 20 frame move for instance.
Apart from how long it takes for a move to come out after a button is pressed (called i frames, or e.g. i10 to say 10 frames of startup), there is recovery/follow through from each move, which can be slower or faster relative to the recovery of your opponent. If you recover faster following an interaction, you are at a speed advantage on the next attack if you both attack immediately. If you hit your opponent you are typically at + frames (or advantage), if they guard your move you are usually at - frames on the follow up (called disadvantage). Moves that break this rule and are + on block are very valuable but usually have long windup or complicated inputs to compensate (like Lee’s fff34). Lows that give + frames on hit (like Lee’s db3+4 which leave him +4 on hit) are super valuable and rare as well since you get to keep your turn even after going under a standing guard. Typically lows leave at - frames even on hit to balance out the low property, which is why most lows don’t leave at + even on hit.
If a move is sufficient - on block, you can call it unsafe because you can’t even recover in time to guard fast moves. At -10 you can get jabbed, at -15 you can get launched. You can also be at a 0 frame difference, or neutral frames, which means neither has a speed advantage where you recover exactly at the same time. Also if your move misses entirely, there is no block or hit interaction and they have the duration of your entire move to attack you without you being able to guard. This is why it’s bad to whiff.
Counter hit (CH) = if you hit your opponent as his attack is coming out, effectively interrupting him. If you land a hit but they weren’t winding up an attack, you don’t get a counter hit. Counter hits give certain moves properties specific to counter hit situations. + frames and CH’s in tandem are brutal if your opponent tries to interrupt you.
Natural combo = if something is a natural combo, it means the follow-up hit or hits is guaranteed if the first hit lands, otherwise an opponent can block later hits even if they were hit by the first. Often abbreviated NC. Some strings can connect specifically if the first was a counter, this is called a counter hit natural combo, sometimes abbreviated NCC. Nina’s B222 is a natural combo for the first 2 hits but requires a counter hit on the first for the third to be guaranteed, so we can say the third hit is an NCC.