Steam
Fighting · Updated 18 September 2026

One frame is 16.67 milliseconds. Can your hands hit it?

The Electric Wind God Fist does not have a timing window. It has a frame: the attack has to register on the same one as the direction, and at 60 frames per second that is 16.67 ms wide. That is a gap between two of your own inputs — which is the one thing a browser can measure exactly. It cannot tell you whether Tekken gave you the move. It can tell you the number that decides it.

01 / Just-frame bench

Two limbs, one frame

Make the input the way you would for an electric: the direction and the attack as one motion, not as two presses. Use a pad or the keyboard — Tekken players use both, and the measurement is the same either way. The page times the gap between them and holds it against a single frame.

Direction Down-forward Right arrow, or the d-pad
+
Attack Right punch (2) The K key, or Triangle / Y

Click here, then press the direction and the attack together.

Controller: not seen
01 frame23
Make the input

Press the direction and the attack the way you would for an electric — as one motion, not as two presses. The page times the gap between them and compares it with a single frame.

Attempts
Median gap
Spread
Would land
Why a percentage and not a tick Because a gap under one frame is not a guarantee. If your first input lands late inside its own frame, an input 6 ms later falls into the next one and the electric does not come out — through no fault of your timing. Averaged over every place the first input could land, a gap of g milliseconds stays on the same frame about (1 − g/16.67) of the time, and that is the number this page reports. A tool that printed a green tick the game might disagree with would be worse than one that printed nothing.
02 / The thing nobody draws

Every move list assumes you already know this

Tekken notation writes directions as numbers off a keypad and attacks as the four limbs. Every guide uses it and almost none of them show it, which is why a new player reading f,n,d,d/f+2 gives up before the first move. Here it is.

7 up-back 8 up 9 up-forward
4 back 5 neutral 6 forward
1 down-back 2 down 3 down-forward

Facing right. Mirror it when you switch sides — which is the other thing nobody mentions.

Left punch (1) Square X
Right punch (2) Triangle Y
Left kick (3) Cross A
Right kick (4) Circle B
Both punches (1+2) Square + Triangle X + Y
Both kicks (3+4) Cross + Circle A + B
Hopkick Up-forward + Circle Up-forward + B
Crouching launcher Down-forward + Triangle Down-forward + Y
While-standing kick Circle as you rise from crouch B as you rise from crouch

The numbers are not arbitrary: 1 and 2 are your left and right hands, 3 and 4 your left and right feet. Once that lands, a move written as 1,2 stops being a code and becomes a description of what the character does.

The electric, decoded
f forward n back to neutral d down d/f + 2 on the same frame

Four steps, and only the last one is hard. The first three are a shape your hand learns in an afternoon. The fourth is the 16.67 ms the bench above measures.

03 / Two control schemes

The one you can change mid-match

Read from the verified entry behind /controls/tekken-8/. Tekken 8 ships a simplified scheme alongside the full one, and unlike every other fighting game it lets you switch between them at any moment — which makes it a training wheel you take off one situation at a time rather than a mode you commit to.

Arcade Style Default

The full move list, entered as directions plus the four limb buttons. Every move in the game is reachable.

Special Style Toggle on L1 / LB

Collapses combos and specials onto single buttons. Fewer inputs, a smaller move list, and toggleable at any time — including mid-match, which no other fighting game allows.

Button assignment Settings › Controller

The shoulder buttons can be set to any multi-button combination. A shoulder set to 1+2 turns a two-button input into one.

Controller vibration On / off

Worth turning off: vibration during a just-frame input is noise your thumb has to read through.

Heat waives the just frame

While a player is in Heat, just-frame requirements are removed in exchange for part of the Heat bar. That is Tekken 8 acknowledging out loud how hard they are — and it means the gap the bench measures decides your neutral game, not your whole game.

Why leverless boards exist

On a pad the direction needs a roll of the thumb and the attack needs a separate finger, so two different motions have to finish together. On a leverless board every input is its own button under its own finger. The bench does not care which you use — it measures the result, and a pad player who lands it has genuinely landed it.

Check the hardware first

A d-pad that double-fires or a face button with a slow actuation will ruin a just frame before your timing gets the chance. Worth ruling out once, and the controller tools below do it in two minutes.

04 / Answers

Straight answers

Why can’t I do the Electric Wind God Fist?+

Because your two inputs are almost certainly not landing together. The electric has no timing window — the attack has to register on the same frame as the down-forward direction, and at 60 frames per second that frame is 16.7 milliseconds wide. It is not reaction speed and for most people it is not the controller; it is coordination between one thumb and one finger, and it is measurable. The bench on this page times the gap between your own two inputs and shows how many of them would have landed on the same frame.

What is a just frame in Tekken 8?+

A move where an input must land on one exact frame rather than inside a window. Tekken has a whole category of them, and the Electric Wind God Fist is the famous one. In Tekken 8 the requirement is waived while a player is in Heat, in exchange for part of the Heat bar — which is the game acknowledging out loud how hard they are.

What are the four Tekken buttons?+

The four limbs. 1 is left punch, 2 is right punch, 3 is left kick, 4 is right kick, and on a PlayStation pad they ship on Square, Triangle, Cross and Circle in that order; on Xbox that is X, Y, A and B. Once that lands, a move written as 1,2 stops being a code and becomes a description of what the character does.

How do you read Tekken notation?+

Directions are numbered off a keypad with your character facing right: 1 is down-back, 2 is down, 3 is down-forward, 4 is back, 5 is neutral, 6 is forward, 7 to 9 are the up row. Attacks are the four limb numbers. So f,n,d,d/f+2 means forward, back to neutral, down, then down-forward and right punch together — and the last comma is the just frame. This page draws the keypad, which almost no move list bothers to do.

What are the default Tekken 8 controls?+

Square, Triangle, Cross and Circle for the four limbs, R1 for Heat Burst, R2 for Rage Art, and L1 to toggle Special Style. Directions are the stick or d-pad. Every attack button and every shoulder shortcut is remappable in Settings › Controller, and the full verified list is on /controls/tekken-8/.

What is Special Style in Tekken 8?+

A simplified scheme on L1 that puts combos and specials on single buttons instead of on directions plus limb buttons. Unlike a mode in any other fighting game, it can be toggled at any moment including mid-match — so it works as a training wheel you take off one situation at a time rather than something you commit to at the character select screen.

Is Tekken 8 better on a pad, a stick or a leverless board?+

For the just frame specifically, what matters is whether the direction and the attack can be produced independently. On a pad the direction needs a roll of the thumb while a separate finger presses the button, so two different motions have to finish together; on a leverless board every input is its own button under its own finger. That is why those boards are popular for it. The bench here measures the result rather than arguing the hardware, and a pad player who lands it has genuinely landed it.

Does this page read my Tekken settings?+

No. Nothing in a browser can see the game, and this page never claims Tekken would have given you the move. It measures one thing exactly — the gap between two of your own inputs — and reports how likely a gap that size is to fall on a single frame.

Unofficial Keymap Labs is not affiliated with, endorsed by or sponsored by Bandai Namco. Tekken is a trademark of Bandai Namco Entertainment. Default bindings and the control schemes are read from the in-game settings and dated above. No character data or frame data for individual moves appears here — what is measured is the gap between two of your own inputs, which is the same whoever you play.