Tekken 6/Glossary

From SuperCombo Wiki

Character Specific Terms are not included here.

B

Bound

A mechanic in Tekken 6 allowing players to extend combos by slamming the opponent into the ground.

BT (Back Turned)

A stance where your character’s back is facing the opponent. You usually cannot block in this stance.

C

CD (Crouch Dash)

A fast, low-profile movement often used by Mishima-style characters.

CH (Counter Hit)

Hitting an opponent during their attack, often granting extra properties.

F

FC (Full Crouch)

A stance entered by holding down.

Frame Trap

A setup that creates a window where the opponent can press a button but gets hit.

J

Juggle

A combo performed while the opponent is airborne.

L

Launcher

A move that knocks the opponent into the air for a juggle.

M

Mix-Up

Presenting multiple options to confuse and hopefully open up the opponent.

N

Notation

The number system (1=left punch, 2=right punch, 3=left kick, 4=right kick).

O

Okizeme (Oki)

The pressure or mix-ups applied to a grounded or rising opponent.

Q

qcf / qcb

Quarter-circle forward/backward motion (like in Street Fighter).

S

SS (Side Step)

A movement input to dodge vertically.

Stance

T

Tech Roll

A way to recover from the ground to avoid follow-up attacks.

W

Wall Carry

The act of pushing an opponent toward the wall during a combo.

Wall Splat

A state where a character hits the wall and becomes vulnerable.

Whiff

An attack that does not make contact.

Whiff Punish

Punishing an opponent's missed move.

WR (While Running)

An attack performed while the character is running, typically by inputting forward three times.

WS (While Standing

Moves that activate while pressed during the process of standing up from crouch.