Terminology (Read and Speak TEKKEN)
When talking about TEKKEN, there are a few move names that are thrown around that are shared amongst many characters with similar effects and damage. I'll break those down and follow up with how combos are written.
In order to understand this better, I'll go ahead and link the nearly complete list of terms in TEKKEN notation. It's a lot to take in, but remember, your character will only use a fraction of it. Don't be overwhelmed!
Typical Moves
HOPKICK - Typically uf+4. Kicks opponent into the air with the purpose of following up with a big damage juggle string. Leaves the user temporarily airborne, thus susceptible to "float jab combos". More in the punish section.
UPPERCUT - Typically df+2 or WR (while rising) 2. Typical type of launcher that ducks before launch and is quick. Typically the least damaging and fastest stable launcher.
SNAKE EDGE - Typically df+3 or db+4. Very slow sweep that guarantees knockdown or a launch in the case of some characters. Ducks under highs but is very seeable and punishable.
CROUCH DASH - Known as the shoryuken motion in other fighters, it's notated as f, n, d, df. Some characters have crouch dashes like Josie and Paul, and the Mishima characters. They typically provide a quick, different set of tools out of the dash up motion.
BACKSWAY - Another typical stance shared by a few characters. Josie, Steve, and Bryan to name a few. Leans back, limbo style, and can do moves out of it. Susceptible to low crush and CH moves.
FULL CROUCH - Abbreviated FC. Moves done while in a crouching state by holding down. Ducks under highs but is very susceptible big mid-hitting moves, especially launchers.
WHILE STANDING/RUNNING/STEPPING - Used to describe moves that can only be executed from a specific state change. Such as from crouching to rising or while running full speed.
- WS means While Standing up from previously crouching. Very good to know the handful of moves here. (More in the punish section.)
- WR means While Running. These are moves that usually are great at applying pressure and keeping your opponent under control.
- WSS or more often SS means while sidestepping. Very specific but usually powerful moves for taking advantage back in fights.
How Combos are Written
I wrote a little something about this here.
In short, combos in this game look really odd, but for how specific and fiddly it gets to write it all out, it comes with a great deal of accuracy. Nothing in this game necessarily cancels like in most other fighters*. Here's how it works:
Individual moves on your move list are referred to as strings. Once you've achieved a launcher, you combine a set of strings to create a combo.
Example Combo
Here's a combo for Josie and I'll break it all down. Do not attempt this combo, as it's just to demonstrate difficult ideas relating to combos. This will help you parse knowledge when you pick up a character! Feel free to revisit this section.
b+3+4 BKS ~f CD, f+2, f+3, f+3, f+3, 3, 3 S!, ff, f+2, 3, 4
So first section is b+3+4, which puts you into a stance calls "Backsway". Wo when you change stances, write that in the combo. The tilde (~) symbol demarks "immediately after" so just backsway then hold forward. This puts you in "Crouch Dash" another stance.
While crouch dashing, hit f+2 to launch opponent high into the air. The juggle you would do is f+3, three times. After that you need to "Screw" the opponent setting them up for more damage.
The screw here is easy, just 3, then 3 again. S! shows that the opponent is now screwed and it can't happen again for the remainder of the combo.
Dashing up (ff) to follow up damage is a must, and the combo ends with f+2, then 3, then 4.
That was a lot to take in, but I chose a particularly deep combo, one with many elements. There are combos that cover the spectrum of risk and reward and we will cover that in the combo section. Don't be alarmed or discouraged!