Understanding the Tekken 9 combo notation guide requires learning the standardized symbols for directional inputs (like ‘f’ for forward, ‘b’ for back), attack buttons (1, 2, 3, 4), and special commands.
Ever felt lost staring at those complex strings of letters and numbers after watching a pro Tekken player? That’s where a Tekken 9 combo notation guide becomes essential. It’s the key to deciphering and executing those incredible moves you see online. This guide will help you understand the language behind each button press.
Learning the notation system is like learning a new alphabet but for fighting games. Once you grasp the basics, you can start practicing complex combos. You can finally understand how those impressive moves are created in Tekken 9.
Tekken 9 Combo Notation Guide
Okay, so you’re hyped for Tekken 9 and ready to start stringing together some awesome combos? That’s fantastic! But before you can become a combo master, you need to understand the language – the combo notation. Think of it like learning the alphabet before writing stories. This guide will break down everything you need to know about Tekken 9’s combo notation so you can go from button-masher to skilled player. It’s not as scary as it sounds, we promise!
Understanding the Basics
Tekken’s notation uses a mix of numbers, letters, and symbols to represent different actions. It might look like code at first, but it’s actually pretty logical once you get the hang of it. Let’s start with the fundamental building blocks:
Directional Inputs
These represent the directions you press on your controller’s directional pad (d-pad) or analog stick.
- 1: Forward (towards your opponent)
- 2: Backward (away from your opponent)
- 3: Up (jump)
- 4: Down (crouch)
- N: Neutral (no direction) – this is often implied.
Combinations of these numbers show diagonal directions, for example:
- 1,2: Forward-Backward
- 1,3: Forward-Up (Forward Jump)
- 2,3: Backward-Up (Backward Jump)
- 2,4: Backward-Down
- 1,4: Forward-Down
Keep in mind that in Tekken, the direction you are facing dictates your “forward” and “backward”. So if you are on the left side of the screen, moving towards the right is forward, and if you are on the right side of the screen, moving towards the left is forward. Simple!
Button Inputs
These represent the face buttons on your controller. Tekken uses a simple numbering system for these:
- 1: Left Punch (usually the Square or X button on PlayStation, X or A button on Xbox)
- 2: Right Punch (usually the Triangle or Y button on PlayStation, Y or B button on Xbox)
- 3: Left Kick (usually the Cross or A button on PlayStation, A or X button on Xbox)
- 4: Right Kick (usually the Circle or B button on PlayStation, B or Y button on Xbox)
It’s essential to know which button corresponds to which number. Most guides will assume you are using the standard layout mentioned above. If you are using a different setup, you may need to adjust accordingly.
Combined Inputs
Tekken uses symbols to represent combining buttons:
- +: Used to indicate pressing multiple buttons simultaneously. For example, “1+2” means press the left and right punches at the same time.
- ,: Used to show moves performed in sequence one after the other. Example : 1,2 means tap the “1” button and after that tap the “2” button.
Common Tekken Notation Terms
Now that you know the basics, let’s look at some of the common terms you’ll see in combo guides:
Movement
- f: forward
- b: backward
- u: up
- d: down
- df: down-forward (diagonal down-forward)
- db: down-backward (diagonal down-backward)
- uf: up-forward (diagonal up-forward)
- ub: up-backward (diagonal up-backward)
- ws: While standing. This means execute the move when transitioning from crouch to standing.
- WR: While Running, means the move should be performed while your character is running
- SS: Side Step. This is moving to the left or the right direction, while away from your opponent’s line of attack
Attack Properties
- CH: Counter Hit. The action must be performed when your opponent executes an attack.
- NH: Normal Hit. The attack hits the opponent, and doesn’t have the properties of a CH (Counter Hit).
- FC: Full Crouch. This means your character is in full crouching position.
- N : Neutral Position. Means no direction input.
- TJ : Transition from a Jump.
- iWS : Instant While Standing. This means you must be in crouch and execute a while standing attack in quick succession.
Special Terminology
- ~: Used to show a slide or transition between attacks, or a quick cancel. For instance, “df4~3” means press down-forward and 4 quickly and then press 3, quickly.
- ( ): Sometimes the notation will use parenthesis to show optional inputs. For example, 1,(2,4) means you can press 2,4 or no button inputs after you press 1.
- [ ]: Some guides may use square brackets to indicate moves which need a specific timing, or where timing is critical.
- ,: used to show individual actions in sequence. For example: 1,2. This means that after you have pressed 1, quickly press 2.
- >: means that the actions should be performed quickly and instantly in the sequence. For Example : 2>1, This means tap 2 quickly, and instantly tap 1.
- _ : Means that or. For Example : 1_2 means either tap 1 or tap 2.
- CD: Crouch dash. This is a specific movement technique for certain characters.
- qcf: Quarter circle forward, means down, down-forward, forward.
- qcb: Quarter circle backward, means down, down-backward, backward.
- hcf: Half circle forward, means backward, down-backward, down, down-forward, forward.
- hcb: Half circle backward, means forward, down-forward, down, down-backward, backward.
- WR: While Running, means the move should be performed while your character is running
Don’t worry if you don’t memorize all of these right away. You’ll pick them up as you read more combo guides and spend time playing the game.
Putting It All Together
Alright, let’s see how this works in a practical example! Let’s say you see a combo written like this:
1, 2, df1, 4
Here is what this means:
- First, you press 1 (left punch)
- Then press 2 (right punch) immediately after 1.
- Then press down-forward and 1 (left punch) simultaneously.
- Finally, press 4 (right kick).
See? It’s a sequence of specific button presses and directional inputs all put together in the correct order. The commas indicate the natural flow of the combo. Let’s see another example.
f,f+2, 1, 2+4
- First, you have to tap forward twice in the game (f,f)
- Then press forward and tap 2 (right punch) simultaneously.
- Then tap 1(left punch) after performing the forward and tap 2 simultaneously.
- Then tap the 2 (right punch) and 4(right kick) button at the same time.
You will find that many combo guides use the “,” symbol to signify sequential button presses and other symbols to show other kinds of actions. Knowing this you will be able to understand many combo guides. Let’s take a look at one final example that contains other kinds of symbols that we have seen above.
ws1, f~2, 3~4, 1+2
- First, you must be in crouch, and press 1 (left punch) while you are in a transition to standing.
- Then press forward and tap 2 (right punch) simultaneously quickly and instantly.
- Then press 3 (left kick) and 4 (right kick) quickly and instantly in sequence.
- Then tap both 1 (left punch) and 2 (right punch) at the same time.
The “~” symbol here means that the button presses should be performed quickly. There will be cases where you will see different variations of the notations depending on the guide. Most of the guides that you will find online will have similar symbols as the above-mentioned symbols. Let’s learn more about how notation can be used to explain different kinds of combos.
Advanced Combo Notation
As you get more comfortable with the basics, you might encounter more advanced notation. Let’s explore some of these:
Moves with Specific Timings
Some moves require very precise timing. Guides might indicate this with extra words, brackets or even additional symbols.
- For instance, “1, [2]” might mean press 1, then press 2 with a slight delay.
- It might also state something like, “f,f+2 (as late as possible)”.
The best way to nail these is to practice! Watch videos and try the combo out slowly before trying the combo at faster speeds.
Specific Stances and Transitions
Characters in Tekken can often transition into special stances. The notation will often reflect these stances using various symbols.
- For instance, “SS+1” means to side step and then press 1 (left punch).
- Another example is “CD+1” This means you should perform a crouch dash, and then press 1(left punch).
These notations are very character-specific, and you will need to spend time with your desired character to understand their different stances.
Wall Combos
Wall combos are a crucial part of Tekken. The notation for these might include:
- WB: Wall Bounce – This means your opponent has hit the wall and is bouncing back to you.
- WC: Wall Carry. The combo carries the opponent to the wall, and they do not fall down, or the combo stops until it hits the wall.
- W!: Wall Splat, The combo sends your opponent to the wall and they fall down.
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Example: “df4, 3, W! 1+2”.
This means you perform a down forward and 4, quickly tap 3, the W! indicates that the move will cause a wall splat, and then you need to press 1+2 quickly after that.
Different characters have their own specific variations for wall combos and these are also character-specific.
Frame Data
While not always part of the standard notation, you might see guides mention frame data. Frame data shows how fast each move is in the game, with frames being the way speed is measured. You might see something like:
- “Move X: i15” this means that the move “X” comes out in 15 frames, which can help you understand how fast the move is.
Frame data is more advanced, but understanding it can significantly help you improve your game.
Tips for Learning Notation
Learning a new language takes time, but here are a few tips to help you become fluent in Tekken combo notation:
- Start Simple: Don’t try to learn everything at once. Start with the basic directional and button inputs.
- Practice Regularly: The more you read and try out combos, the better you will become at understanding it.
- Use Resources: There are many online resources and videos that explain Tekken notations.
- Don’t Be Afraid to Ask: If you are unsure, ask experienced players.
- Break it Down: If a combo looks confusing, break it down into smaller pieces. Understand what each segment means before putting it all together.
- Visualize: Try to visualize the movements as you read the notation. This helps in the execution and understanding of the notation.
Also, note that many Tekken content creators also add on-screen buttons to show you visually how to perform the combo. Use them as a reference as well.
Why Learn Notation?
Learning Tekken notation isn’t just for show. It helps you in the following ways.
- Communication: It’s the standard way to discuss combos online.
- Learning Efficiency: You can quickly learn combos from guides and videos.
- Understanding: Knowing the notation will help you understand how a combo works, which improves your overall knowledge of the game.
- Creativity: Once you understand the notation, you can create your own combos.
This is the standard language of Tekken. If you are serious about learning the game, it is important to understand combo notation.
So there you have it, a comprehensive guide to Tekken 9 combo notation. It might seem like a lot at first, but with practice, you will be reading and writing combos in no time. Remember to start simple, practice often, and don’t hesitate to seek help. Happy combo-ing!
Tekken 8 – HOW TO READ COMBO NOTATION
Final Thoughts
This Tekken 9 combo notation guide is your key to understanding complex move inputs. It helps players learn sequences efficiently, improving their gameplay. Knowing notation allows quicker execution of powerful attacks.
This guide is crucial for competitive play. Familiarity with notation facilitates discussion and sharing strategies among players. It’s a must for anyone taking the game seriously.
The Tekken 9 combo notation guide is a vital resource. With this, you will achieve your maximum potential.



