< Tekken 3
Notation Legend
This legend is based on the Tekken Zaibatsu movelist legend format. Some notations may not be used in Tekken 3 owing to its multi-game usage.
Commands
Notation | Icon | Definition |
---|---|---|
1 | left punch | |
3 | left kick | |
2 | right punch | |
4 | right kick | |
f | tap forward | |
d | tap down | |
b | tap back | |
u | tap up | |
d/f | tap down forward | |
d/b | tap down back | |
u/f | tap up forward | |
u/b | tap up back | |
qcf | quarter circle forward | |
hcf | half circle forward | |
F | hold forward | |
D | hold down | |
B | hold back | |
U | hold up | |
D/F | hold down forward | |
D/B | hold down back | |
U/F | hold up forward | |
U/B | hold up back | |
qcb | quarter circle back | |
hcb | half circle back |
Notations
Abbreviation | Definition |
---|---|
FC | full crouch animation |
N | joystick in neutral |
SS | side step either way |
SSR | side step to right |
WS | while standing up |
WR | while running |
SSL | side step to left |
, | followed by |
+ | at the same time |
< | delayed input |
° | push and hold button |
[ ] | optional command |
~ | immediately after |
( _ ) | or |
= | next in sequence |
: | requires just frame input |
Grounded Positions
Abbreviation | Definition | Character Position |
---|---|---|
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
Abbreviation | Definition |
---|---|
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 |
CH | requires a counter hit |
DS | double over stun |
FS | fall back stun |
MS | minor stun |
KS | kneel stun |
CS | crumple stun |
CF | crumple fall |
CFS | crumple fall stun |
BS | block stun (to attacking character, ex. Law d/b+4) |
SH | stagger hit |
GB | guard break |
TT | throw transition (results in throw on hit) |
TC | technically crouching state |
TJ | technically jumping state |
HA | homing attack |
[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
Abbreviation | Definition |
---|---|
l | hits low (block d/b) |
m | hits mid (block b) |
s | hits special mid (block d/b or 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) |
S | hits special mid and grounded opponents(block d/b or b) |
H | hits high and grounded opponents (block b or duck) |
! | unblockable hit |
(!) | unblockable hit which can be ducked |
[!] | unblockable hits grounded opponents |
" | indicates block point in string hits |
Combo Specific Abbreviations
Abbreviation | Definition | Input |
---|---|---|
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 |