Tekken Execution Trainer V7

Movement + frame-tight move trainer. Keyboard, leverless, controller, and fightstick friendly.

Mode

Live Input

n
buttons: —

Direction is shown after P1/P2 conversion. P2 mirrors left/right automatically.

Direction display
UB
U
UF
B
N
F
DB
D
DF
Tekken buttons
1LP
2RP
3LK
4RK
TTaunt
Back: OFF Down: OFF Forward: OFF Up: OFF
1: OFF 2: OFF 3: OFF 4: OFF Taunt: OFF

Target / Timing

Timing guidance appears here.
Timing indicator
Pick a mode and start inputting.

Stats

Clean successes / cycles
0
Misses
0
Slow inputs
0

Speed / Accuracy

0.00 /sec
100% accuracy
Best: none yet

10 Second Test

This resets your score and counts clean cycles/successes for 10 seconds.

Previous best for this mode/side
No previous best yet
Current run vs previous best
Start a test

Not running

Timing Window

For KBD/wavedash only: if the gap between directional inputs is above this, it counts as slow.

Move modes use fixed frame windows instead of this slider.

KBD-only: set how many frames db is allowed to be held. 0 = off. If db is held longer than the limit, the cycle is marked as a miss/slow input.

Keyboard / Leverless Binds

Click a bind button, then press the keyboard key your device sends.

Directions

KeyA
KeyS
KeyD
KeyW

Tekken Buttons

KeyJ
KeyI
KeyK
KeyL
KeyO

No keyboard rebind selected.

Controller / Fightstick Support

Plug in a controller, fightstick, or leverless in controller mode, then press any button.

Connected device
No gamepad detected
Press a button on your device after plugging it in.

Common mappings are auto-filled, but you can rebind them below.

Controller / Fightstick Binds

Directions

Button 14 / Axis 0-
Button 13 / Axis 1+
Button 15 / Axis 0+
Button 12 / Axis 1-

Tekken Buttons

Button 2
Button 3
Button 0
Button 1
Unbound

No controller rebind selected.

Notes

Frame windows are based on the data you provided. The target/timing panel now shows a clean wait/ready/late indicator instead of dumping frame history. EWGF and JFSR are checked frame-tight by requiring the attack button on the same animation frame/tick as the final diagonal direction.

Browser input timing is not a perfect Tekken engine. This is a muscle-memory trainer using requestAnimationFrame as the frame clock, usually about 60 FPS.