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.

