Arc impulse (talk | contribs) (added notation) |
Arc impulse (talk | contribs) (added missing notation stuff) |
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*(##f) - Denotes the number of frames (1/60th of a second) to charge for. 60f = 1 second. | *(##f) - Denotes the number of frames (1/60th of a second) to charge for. 60f = 1 second. | ||
*(##s) - Denotes the number of seconds to charge for. | *(##s) - Denotes the number of seconds to charge for. | ||
===Six Button Notation=== | |||
*Jab - weak punch | |||
*Strong - medium punch | |||
*Fierce - fierce punch | |||
*P - any punch | |||
*PPP or 3P - all three punches simultaneously | |||
*Short - weak kick | |||
*Forward - medium kick | |||
*Roundhouse (RH) - fierce kick | |||
*K = any kick | |||
*KKK or 3K - all three kicks simultaneously | |||
--[[User:NKI|NKI]] 14:42, 7 January 2007 (UTC) | |||
===Descriptors=== | |||
====State Modifiers==== | |||
*st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing. | |||
*cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching. | |||
*j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air. | |||
[[Category:Companies]] | [[Category:Companies]] |
Revision as of 12:44, 10 March 2009
Notation
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- 360/FC - Full circle - Complete a full rotation of the stick.
- 720 - N/A - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick for a certain time in either B or D (Depending) then move to F or U respectively.
- (##f) - Denotes the number of frames (1/60th of a second) to charge for. 60f = 1 second.
- (##s) - Denotes the number of seconds to charge for.
Six Button Notation
- Jab - weak punch
- Strong - medium punch
- Fierce - fierce punch
- P - any punch
- PPP or 3P - all three punches simultaneously
- Short - weak kick
- Forward - medium kick
- Roundhouse (RH) - fierce kick
- K = any kick
- KKK or 3K - all three kicks simultaneously
--NKI 14:42, 7 January 2007 (UTC)
Descriptors
State Modifiers
- st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
- cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.