Perfect Legend

4x Fighting Game World Champion, Author, Coach, Streamer, Tournament Organizer. Perfect Legend

General

1 – Left Punch (Square/X)

2 – Right Punch (Triangle/Y)

3 – Left Kick (Cross/A)

4 – Right Kick (Circle/B)

Attack Properties:

  • High: Can be blocked standing, whiffs on crouching.
  • Mid: Can be blocked standing, hits crouching.
  • Low: Unblockable standing, blocked crouching.

Speed:

  • Fastest moves are 10 frames (equivalent to 3 frames in SF games), with exceptions.
  • Tekken players refer to startup frames as “Impact Frames” (e.g., i10).

Glossary:

  • Backdash Cancel (BDC): Canceling backdash with db to reduce recovery and perform another action (e.g., b,b db~b).
  • BT (Backturned): Character faces away from the opponent, some characters have unique moves in this stance.
  • CH (Counter Hit): Hitting an opponent out of their attack, may trigger specific properties.
  • Crush: Move designed to cleanly go through another move based on high or low crush property.
  • Heat: A new mechanic in Tekken 8, granting unique character buffs, chip damage increase, and Heat Smashes.
  • Heat Burst: Fast armored move entering heat, strong defensive option.
  • Heat Engager: Moves causing opponents to enter the heat state on hit, leading to launchers or knockdowns.
  • Heat Smash: Character-specific one-button move exiting heat, varies in properties.
  • High Crush: Move invincible to high attacks.
  • Homing Move: Designed to counter sidestepping.
  • Hopkick: Standard low crush launcher.
  • Launcher: Combo starter, often i15.
  • Low Crush: Move that hops over lows.
  • FC (Full Crouch): Character in crouching state with exclusive moveset.
  • Mishima: Playstyle associated with characters like Heihachi, Kazuya, and Devil Jin.
  • Oki/Okizeme: Mixups on grounded opponents.
  • Rage: State with 25% or less health, slight damage increase, access to Rage Art and Drive.
  • Rage Art: Tekken 7’s super move with armor, absorbs damage.
  • Range 0/1/2/3: Distance from opponent, 0 being point blank.
  • Power Crush: Armored move unique to each character.
  • Tornado Attack: Juggling move for combos, replaces T6/TTT2 bound.
  • Seeable: Reactable, often associated with lows.
  • SS (Sidestep): Sidestep notation (e.g., SS1).
  • SSL (Sidestep Left): Tapping up on P1 side, down on P2 side.
  • SSR (Sidestep Right): Tapping down on P1 side, up on P2 side.
  • SWL (Sidewalk Left): Longer but more vulnerable step, done by tapping up then holding down.
  • SWR (Sidewalk Right): Similar to SSR, tapping then holding down.
  • WS (While Standing): Transition from crouching to standing with exclusive moveset.
  • WS Punishment: Punishment from crouching, blocking lows or moves leaving you in crouch.
  • WR (While Running): Character is in a running state.
  • Wall Carry: Combo designed to take opponent to the wall.
  • Wallsplat: Move designed to splat the opponent against the wall for a follow-up combo.