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Tekken glossary

The words used on our move lists and punisher tables, explained in a sentence or two.

Frame
The game's unit of time. Tekken runs at 60 frames per second, so one frame is about 16.7 milliseconds.
Startup
Notation: i10, i12~14
How many frames a move takes before it can hit. "i10" means it hits on frame 10; "i12~14" means it is active from frame 12 to 14. Lower is faster.
Frame advantage
Notation: +5, -12
Who recovers first after a move connects or is blocked. "+5" means the attacker can act 5 frames earlier; "-12" means the defender acts 12 frames earlier.
Punish / punisher
Hitting back after blocking an unsafe move. If a move is -12 on block, any of your moves with startup 12 or faster is guaranteed to hit.
Launch punisher
A punisher that sends the opponent into the air, so you can follow up with a combo. Usually needs a bigger punish window (about -15 or worse).
Safe / unsafe
A move is safe if the opponent cannot punish it on block, usually -9 or better. Anything -10 or worse can be punished by a fast jab.
Hit level
Notation: h, m, l, sm
Where a move hits: high (h) can be ducked, mid (m) must be blocked standing, low (l) must be blocked crouching. Capital letters mean the hit knocks down or cannot be blocked normally.
Counter hit
Hitting an opponent while they are in the middle of their own attack. Many moves do more damage or give a combo on counter hit.
Frame suffixes
Notation: +31a (+21), +5d, +2c
Letters after a frame number describe the opponent's state: "a" airborne (often a combo), "d" knocked down, "c" left crouching. A number in brackets is the advantage if they recover as fast as possible.
String
Notation: 1,2
A series of attacks done by pressing buttons in sequence. Some strings combo once the first hit lands; others can be interrupted between hits.
While standing
Notation: ws
Moves done while rising from a crouch. They are the usual punishers after blocking a low, because you are already crouching.
Full crouch
Notation: FC
The fully crouched state. FC moves are done from it, for example a crouching jab after blocking a low.
Crush
Notation: js, cs, pc
A move that avoids some attacks during part of its animation: jumping state (js) goes over lows, crouching state (cs) goes under highs, power crush (pc) absorbs hits and keeps going.
Heat
Notation: H.
A Tekken 8 resource that powers up a character for a short time. Heat engagers are moves that start Heat on hit; a Heat smash is a strong attack that spends it.
Rage art
A powerful cinematic attack available when your health is low. It also absorbs hits while it starts.
Homing / tracking
How well a move follows a sidestepping opponent. Homing moves track both sides; others may miss if the opponent steps the right way.
Tornado
A combo move that spins an airborne opponent, letting the combo continue. Each combo can use it once.
Throw
Notation: th
A grab that cannot be blocked but can be broken by pressing the matching button in time. Throws are left out of our punisher tables.
Whiff punish
Hitting an opponent whose attack missed. Recovery frames matter here, not block frames.
Okizeme (oki)
Pressure on an opponent who is getting up from the floor, guessing how and when they will rise.

Tekken 8 characters