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'''Combo Notation''' | '''Combo Notation''' | ||
*[S] - Super Cancel | *[S] - Super Cancel | ||
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*[Number] - Means your attack must go to this number of hits | *[Number] - Means your attack must go to this number of hits | ||
* / - Means you can use any of these moves | |||
''' | |||
''' Others important abbreviations''' | |||
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*GCR = Guard Cancel Roll | *GCR = Guard Cancel Roll | ||
* | *GCS = Guard Cancel Strike | ||
*CM = Counter Mode | |||
*AM = Armor Mode | |||
* + = . (Combos section) | |||
{{Navbox-KOF99}} | |||
[[Category:The King of Fighters '99]] |
Latest revision as of 10:32, 13 August 2022
- f -
- Forward - Tilt stick forward/towards the opponent.
- b -
- Backward/Back - Tilt stick backward/away from the opponent.
- u -
- Up - Tilt stick upwards.
- d -
- Down - Tilt stick downwards.
- qcf -
- Quarter circle forward/Hadouken/Fireball - Tilt stick d, df, f.
- qcb -
- Quarter circle backward - Tilt stick d, db, b.
- hcf -
- Half circle forward - Tilt stick b, db, d, df, f.
- hcb -
- Half circle backward - Tilt stick f, df, d, db, b.
- dp -
- Dragon punch - Tilt stick f, d, df.
- rdp -
- Rear dragon punch - Tilt stick b, d, db
- A - LP - Light Punch
- B - LK - Light Kick
- C - HP - Hard Punch
- D - HK - Hard Kick
- cr. = crouching
- cl. = standing close
- j. = jump
- sj. = super jump
- h. = hop
- hh. = hyper-hop
Combo Notation
- [S] - Super Cancel
- [Number] - Means your attack must go to this number of hits
- / - Means you can use any of these moves
Others important abbreviations
- CBR = Cancel Backward Roll
- CFR = Cancel Forward Roll
- DM / SDM = Desperation Move / Super Desperation Move
- GCR = Guard Cancel Roll
- GCS = Guard Cancel Strike
- CM = Counter Mode
- AM = Armor Mode
- + = . (Combos section)