In the early days of Tekken 3 and Tekken 5 , frame data was treated like a closely guarded secret. Elite players spent thousands of hours in local arcades manually testing move interactions.

[ Identify a Problem Move ] │ ▼ [ Look up the Frame Data in Codex ] │ ▼ [ Discover Block Advantage / Flaws ] │ ▼ [ Practice the Exact Counter-Lab in Training Mode ]

Would you like this feature expanded into a or a mockup description for a specific platform (mobile app, in-game menu, web companion)?

The window of time during which a move can actually hit an opponent.

The time it takes a character to return to a neutral blocking state after executing an attack.

Every character in Tekken boasts a massive command list, often exceeding 100 unique moves. The Codex indexes these inputs using standard FGC notation (such as 1, 2, 3, 4 for left punch, right punch, left kick, right kick, and d/f for down-forward). It further classifies moves into distinct tactical archetypes:

Tekken Codex Today

In the early days of Tekken 3 and Tekken 5 , frame data was treated like a closely guarded secret. Elite players spent thousands of hours in local arcades manually testing move interactions.

[ Identify a Problem Move ] │ ▼ [ Look up the Frame Data in Codex ] │ ▼ [ Discover Block Advantage / Flaws ] │ ▼ [ Practice the Exact Counter-Lab in Training Mode ]

Would you like this feature expanded into a or a mockup description for a specific platform (mobile app, in-game menu, web companion)?

The window of time during which a move can actually hit an opponent.

The time it takes a character to return to a neutral blocking state after executing an attack.

Every character in Tekken boasts a massive command list, often exceeding 100 unique moves. The Codex indexes these inputs using standard FGC notation (such as 1, 2, 3, 4 for left punch, right punch, left kick, right kick, and d/f for down-forward). It further classifies moves into distinct tactical archetypes: