(Created page with "== Motion Notation == The following is a list of common input notations and how they are performed. All inputs assume the player is facing right (P1 Side). * QCF (Quarter Ci...") |
|||
(6 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{USFIVHeader}} | |||
{{TOClimit|2}} | |||
== Directions == | |||
{| | |||
|- | |||
| {{Upleft}}/'''7''' - Back Jump || style="text-align:center;" | {{Up}}/'''8''' - Neutral Jump || {{Upright}}/'''9''' - Forward Jump | |||
|- | |||
| {{Left}}/'''4''' - Back Walk, Stand Block<br>(Hold to charge back)<br><br>{{Left}}{{Left}}/'''44''' - Back Dash || [[File:Universal Numeric Notation.jpg]] || {{Right}}/'''6''' - Forward Walk<br><br>{{Right}}{{Right}}/'''66''' - Forward Dash | |||
|- | |||
| {{Downleft}}/'''1''' - Crouch Block<br>(Hold to charge down+back) || style="text-align:center;" | {{Down}}/'''2''' - Crouch<br>(Hold to charge down) || {{Downright}}/'''3''' - Offensive Crouch | |||
|} | |||
==Six Button Notation== | |||
{| | {| | ||
Line 45: | Line 34: | ||
===State Modifiers | == Special / Super / Ultra Inputs == | ||
The following is a list of common input notations and how they are performed. All inputs assume the player is facing right (P1 Side). | |||
* Mash {{P}} : Rapidly tap punches (Blanka, Decapre, E. Honda, Gen only) | |||
** 5th punch input determines which strength of special move is used | |||
* Mash {{K}} : Rapidly tap kicks (Chun-Li only) | |||
** 5th kick input determines which strength of special move is used | |||
* '''QCF''' (Quarter Circle Forward) / 236 / {{Qcf}} : | |||
** Down, Down/Towards, Towards ({{Down}}{{Downright}}{{Right}}) | |||
* '''QCB''' (Quarter Circle Back) / 214 / {{Qcb}} : | |||
** Down, Down/Back, Back ({{Down}}{{Downleft}}{{Left}}) | |||
* '''DP''' (Dragon Punch) / 623 / {{Dp}} : | |||
** Towards, Down, Down/Towards ({{Right}}{{Down}}{{Downright}}) | |||
** Shortcuts: | |||
*** {{Downright}}{{Down}}{{Downright}} / 323 | |||
*** {{Right}}{{Downright}}{{Right}} / 636 | |||
*** Note: {{Downright}}{{Downright}} / 33 does not work as a shortcut on its own; at least one additional down or forward input is needed. | |||
* '''RDP''' (Reverse Dragon Punch) / 421 / {{Rdp}} : | |||
** Back, Down, Down/Back ({{Left}}{{Down}}{{Downleft}}) | |||
** Shortcuts: | |||
*** {{Downleft}}{{Down}}{{Downleft}} / 121 | |||
*** {{Left}}{{Downleft}}{{Left}} / 414 | |||
*** Note: some RDP moves do not accept input shortcuts, like Ibuki or Elena RDP+K | |||
* '''HCF''' (Half Circle Forward) / 41236 / {{Hcf}}: | |||
** Back, Down/Back, Down, Down/Towards, Towards ({{Left}}{{Downleft}}{{Down}}{{Downright}}{{Right}}) | |||
* '''HCB''' (Half Circle Back) / 63214 / {{Hcb}} : | |||
** Towards, Down/Towards, Down, Down/Back, Back ({{Right}}{{Downright}}{{Down}}{{Downleft}}{{Left}}) | |||
* '''360''' (360 Degree Motion) / {{360}} : | |||
** Rotate the joystick in a full circle in any direction | |||
** As a shortcut, Half Circle (forward or back) + one additional upward direction counts as a 360 | |||
* Charge Back + Forward / [4]6 / {{cb}}{{f}} | |||
** Can also charge Down+Back | |||
** A few moves may require ending in Down+Forward | |||
* Charge Down + Up / [2]8 / {{cd}}{{u}} | |||
** Can also charge Down+Back and end with Up+Back, which retains back charge | |||
* '''2xQCF''' (Double Quarter Circle Forward) / 236236 / {{Qcf}}{{Qcf}} | |||
** Shortcut: {{Down}}{{Downright}}{{Down}}{{Downright}}{{Right}} / 23236 | |||
* '''2xQCB''' (Double Quarter Circle Back) / 214214 / {{Qcb}}{{Qcb}} | |||
** Shortcut: {{Down}}{{Downleft}}{{Down}}{{Downleft}}{{Left}} / 21214 | |||
* '''2xHCF''' (Double Half Circle Forward) / 4123641236 / {{Hcf}}{{Hcf}} | |||
** Shortcut: {{Left}}{{Down}}{{Right}}{{Left}}{{Down}}{{Right}} / 426426 | |||
* '''2xHCB''' (Double Half Circle Back) / 6321463214 / {{Hcb}}{{Hcb}} | |||
** Shortcut: {{Right}}{{Down}}{{Left}}{{Right}}{{Down}}{{Left}} / 624624 | |||
* '''720''' (360 Degree Motion x2) / {{360}}{{360}} | |||
** 2nd circle input does not require a full rotation | |||
* Charge Back, Forward~Back~Forward / [4]646 / {{cb}}{{f}}{{b}}{{f}} | |||
** Can also charge with Down+Back | |||
* '''Delta Motion''' / [1]319 / {{cdb}}{{Delta}} | |||
** Can end in any upward direction {{Upleft}}/{{Up}}/{{Upright}} | |||
** For Vega, this affects which direction he travels for Super and Ultra 1 | |||
== Button Combinations == | |||
{{lp}}+{{lk}}: '''Throw''' | |||
*Performs a close-range throw that cannot be blocked. Some characters can also throw while in the air. The same input is used to defend (tech) against throws (air throws cannot be teched). | |||
**A throw tech can also be input while crouching, but if the defending character is not already being thrown, then cr.LK will come out (resulting in a failed throw tech). | |||
{{mp}}+{{mk}}: '''Focus Attack''' | |||
*Begins charging an attack that has 1 hit of armor. | |||
*The attack can be released at one of three strength levels: | |||
** Lv. 1 (quick/no charge) - crumples on counterhit | |||
** Lv. 2 (partial charge) - crumples on hit | |||
** Lv. 3 (full charge) - unblockable, leads to a crumple state | |||
*The focus charge (or attack on hit/block) can be cancelled with a forward/back dash | |||
** This is useful for maintaining pressure or avoiding punishment | |||
*Some normal/special attacks can be cancelled into Focus Attack for 2 bars (referred to as EX Focus Attack) | |||
** This version of focus attack does not have armor, but can still crumple if the Lv. 2 Focus Attack is fast enough to combo | |||
** This technique is the basis of the FADC (Focus Attack Dash Cancel) system that allows characters to extend combo routes, juggle into ultra, or use safe invincible reversals | |||
{{hp}}+{{hk}}: '''Personal Action (Taunt)''' | |||
*Performs a unique taunt animation; each character has 10 taunts to choose from | |||
**Dan has unique jumping and crouching taunts that can hit the opponent, while Dudley's crouching taunt throws a projectile rose | |||
**Guile's crouching taunt causes him to put on or take off his sunglasses | |||
**Some taunts can shift the character's hurtbox to match the animation (such as lying down to avoid projectiles) | |||
==State Modifiers== | |||
*'''st.''' - "Standing" - move should be used while standing | *'''st.''' - "Standing" - move should be used while standing | ||
Line 61: | Line 147: | ||
==Combo Connectors== | |||
*'''+''' : Indicates that 2 actions should be performed at the same time | *'''+''' : Indicates that 2 actions should be performed at the same time |
Latest revision as of 02:15, 1 May 2022

Directions
Six Button Notation
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Special / Super / Ultra Inputs
The following is a list of common input notations and how they are performed. All inputs assume the player is facing right (P1 Side).
- Mash
: Rapidly tap punches (Blanka, Decapre, E. Honda, Gen only)
- 5th punch input determines which strength of special move is used
- Mash
: Rapidly tap kicks (Chun-Li only)
- 5th kick input determines which strength of special move is used
- QCF (Quarter Circle Forward) / 236 /
:
- Down, Down/Towards, Towards (
)
- Down, Down/Towards, Towards (
- QCB (Quarter Circle Back) / 214 /
:
- Down, Down/Back, Back (
)
- Down, Down/Back, Back (
- DP (Dragon Punch) / 623 /
:
- Towards, Down, Down/Towards (
)
- Shortcuts:
/ 323
/ 636
- Note:
/ 33 does not work as a shortcut on its own; at least one additional down or forward input is needed.
- Towards, Down, Down/Towards (
- RDP (Reverse Dragon Punch) / 421 /
:
- Back, Down, Down/Back (
)
- Shortcuts:
/ 121
/ 414
- Note: some RDP moves do not accept input shortcuts, like Ibuki or Elena RDP+K
- Back, Down, Down/Back (
- HCF (Half Circle Forward) / 41236 /
:
- Back, Down/Back, Down, Down/Towards, Towards (
)
- Back, Down/Back, Down, Down/Towards, Towards (
- HCB (Half Circle Back) / 63214 /
:
- Towards, Down/Towards, Down, Down/Back, Back (
)
- Towards, Down/Towards, Down, Down/Back, Back (
- 360 (360 Degree Motion) /
:
- Rotate the joystick in a full circle in any direction
- As a shortcut, Half Circle (forward or back) + one additional upward direction counts as a 360
- Charge Back + Forward / [4]6 /
- Can also charge Down+Back
- A few moves may require ending in Down+Forward
- Charge Down + Up / [2]8 /
- Can also charge Down+Back and end with Up+Back, which retains back charge
- 2xQCF (Double Quarter Circle Forward) / 236236 /
- Shortcut:
/ 23236
- Shortcut:
- 2xQCB (Double Quarter Circle Back) / 214214 /
- Shortcut:
/ 21214
- Shortcut:
- 2xHCF (Double Half Circle Forward) / 4123641236 /
- Shortcut:
/ 426426
- Shortcut:
- 2xHCB (Double Half Circle Back) / 6321463214 /
- Shortcut:
/ 624624
- Shortcut:
- 720 (360 Degree Motion x2) /
- 2nd circle input does not require a full rotation
- Charge Back, Forward~Back~Forward / [4]646 /
- Can also charge with Down+Back
- Delta Motion / [1]319 /
- Can end in any upward direction
/
/
- For Vega, this affects which direction he travels for Super and Ultra 1
- Can end in any upward direction
Button Combinations
+
: Throw
- Performs a close-range throw that cannot be blocked. Some characters can also throw while in the air. The same input is used to defend (tech) against throws (air throws cannot be teched).
- A throw tech can also be input while crouching, but if the defending character is not already being thrown, then cr.LK will come out (resulting in a failed throw tech).
+
: Focus Attack
- Begins charging an attack that has 1 hit of armor.
- The attack can be released at one of three strength levels:
- Lv. 1 (quick/no charge) - crumples on counterhit
- Lv. 2 (partial charge) - crumples on hit
- Lv. 3 (full charge) - unblockable, leads to a crumple state
- The focus charge (or attack on hit/block) can be cancelled with a forward/back dash
- This is useful for maintaining pressure or avoiding punishment
- Some normal/special attacks can be cancelled into Focus Attack for 2 bars (referred to as EX Focus Attack)
- This version of focus attack does not have armor, but can still crumple if the Lv. 2 Focus Attack is fast enough to combo
- This technique is the basis of the FADC (Focus Attack Dash Cancel) system that allows characters to extend combo routes, juggle into ultra, or use safe invincible reversals
+
: Personal Action (Taunt)
- Performs a unique taunt animation; each character has 10 taunts to choose from
- Dan has unique jumping and crouching taunts that can hit the opponent, while Dudley's crouching taunt throws a projectile rose
- Guile's crouching taunt causes him to put on or take off his sunglasses
- Some taunts can shift the character's hurtbox to match the animation (such as lying down to avoid projectiles)
State Modifiers
- st. - "Standing" - move should be used while standing
- In numpad notation, "5" represents a neutral standing state (5HK)
- cl. - "Close" - indicates a standing proximity normal that must be used at close range (e.g. cl.MP)
- far. - "Far" - indicates a standing proximity normal that must be used at farther ranges (e.g. far.MK)
- Often times, far proximity normals are simply referred to with "st." prefix (e.g. cl.LP / st.LP)
- cr. - "Crouching" - move should be used while holding down (e.g. cr.HK)
- In numpad notation, "2" represents a crouch state (2HK)
- j. - "Jumping" - move should be used while in the air (e.g. j.HK)
- Numpad notation usually keeps this indicator rather than using "8HK" or "9HK"
- EX /
- EX Special Move - inputting a move with 2 punches or 2 kicks uses a more powerful version of the move that consumes 1 bar of Super meter
- Seth's EX Tanden Engine (and several moves in Omega SF4) consumes 2 bars, and some moves do not have an EX version (Zangief Double Lariat, Ibuki Command Dash)
- The 2 buttons must be pressed with in 1 frame of each other (or using a 3P/3K macro) for the EX move to work.
Combo Connectors
- + : Indicates that 2 actions should be performed at the same time
- e.g.
+
hit simultaneously
- e.g.
- , or > : Indicates the next part of a sequence
- "," is usually used to indicate a link while ">" indicates a chain/target combo, but this notation is not universally followed
- e.g. LP > MP > HP (Ibuki's Target Combo 4 chain)
- e.g. cr.MP, cr.MK (
linked into
)
- xx : Indicates that the first action should be cancelled into the second.
- e.g. cr.MK xx Hadouken
- e.g. Hadouken xx Super
- e.g. Shoryuken xx FADC
- ~ : Indicates that the first action should be immediately followed by the second action (usually 1 frame apart)
- e.g. st.HP ~ Throw (input for some kara throws)
- The plinking technique uses this notation