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These prefixes refer to the position, or "state" you should be in when executing the respective attack.
These prefixes refer to the position, or "state" you should be in when executing the respective attack.


*s. - Standing; always followed by specified attack (s.LP = standing LP)
*s. - Standing; always followed by specified attack
*c. - Crouching; always followed by specified attack (c.MP = crouching MP)
''e.g. s.LP = Standing LP''
*j. - Jumping; always followed by specified attack (j.HP = jumping HP)
*c. - Crouching; always followed by specified attack
*sj. - Superjumping; always followed by specified attack (sj.LK = superjumping LK)
''e.g. c.MP = Crouching MP''
*+ - Simultaneously with; always placed between two actions (F+MK = press forward and MK)
*j. - Jumping; always followed by specified attack
*xx - cancel; always placed between two actions (c.MK xx QCF+P = cancel c.MK into QCF+P)
''e.g. j.HP = Jumping HP''
*-> - chain; always placed between two actions (s.LP -> s.MP = chain s.LP into s.MP)
*sj. - Superjumping; always followed by specified attack
*/\ - jump; clarifies transition from ground to air actions (c.HP /\ j.LP = jump-cancel c.HP into j.LP)
''e.g. sj.LK = Superjumping LK''
*\/ - land; clarifies transition from air to ground actions (j.HP \/ s.LP = follow j.HP with s.LP)
*+ - Simultaneously with; always placed between two actions
''e.g. F+MK = Press forward and MK
*xx - cancel; always placed between two actions
''e.g. c.MK xx QCF+P = Cancel c.MK into QCF+P
*-> - chain; always placed between two actions
''e.g. s.LP -> s.MP = Chain s.LP into s.MP
*/\ - jump; clarifies transition from ground to air actions
''e.g. c.HP /\ j.LP = Jump-cancel c.HP into j.LP
*\/ - land; clarifies transition from air to ground actions  
''e.g. j.HP \/ s.LP = Follow j.HP with s.LP


==== Game Acronyms ====
==== Game Acronyms ====

Revision as of 19:03, 8 April 2007

Introduction

Welcome to the strategy section.

The Basics

Notation

A guide to the various notation you may encounter. Typically the game specific strategy pages will include all relevant notion explained as well.

Motion Abbreviations

Most special move commands consist of one or more of the following motions combined with an appropriately timed button input, typically following the completion of the motion.

  • QCF - Quarter Circle Forward (D, DF, F)
  • QCB - Quarter Circle Back (D, DB, B)
  • HCF - Half Circle Forward (B, DB, D, DF, F)
  • HCB - Falf Circle Back (F, DF, D, DB, B)
  • DP - Dragon Punch Motion (F, D, DF)
  • RDP - Reverse Dragon Punch Motion (B, D, DB)
  • 360 - Full Circle Motion (for example F, D, B, U, F)
  • 720 - Double Full Circle Motion (for example F, D, B, U, F, D, B, U, F)
  • AD - Air dash (in air, PP); Commonly followed by specified direction e.g. ADDF = Air dash DF
  • PP or 2P - Press two punches simultaneously e.g. LP + MP
  • PPP or 3P - Press all three punches simultaneously.
  • KK or 2K - Press two kicks simultaneously e.g. MK + HK
  • KKK or 3K - Press all three kicks simultaneously.
  • Charge - Hold specified input for ~two seconds before proceeding to next command.

State Modifiers

These prefixes refer to the position, or "state" you should be in when executing the respective attack.

  • s. - Standing; always followed by specified attack

e.g. s.LP = Standing LP

  • c. - Crouching; always followed by specified attack

e.g. c.MP = Crouching MP

  • j. - Jumping; always followed by specified attack

e.g. j.HP = Jumping HP

  • sj. - Superjumping; always followed by specified attack

e.g. sj.LK = Superjumping LK

  • + - Simultaneously with; always placed between two actions

e.g. F+MK = Press forward and MK

  • xx - cancel; always placed between two actions

e.g. c.MK xx QCF+P = Cancel c.MK into QCF+P

  • -> - chain; always placed between two actions

e.g. s.LP -> s.MP = Chain s.LP into s.MP

  • /\ - jump; clarifies transition from ground to air actions

e.g. c.HP /\ j.LP = Jump-cancel c.HP into j.LP

  • \/ - land; clarifies transition from air to ground actions

e.g. j.HP \/ s.LP = Follow j.HP with s.LP

Game Acronyms

American and Japanese titles of a single release are grouped together. Varying common acronyms for a single release are grouped together. Minor upgrade versions are listed despite lack of popularity.

  • SF or SF1 - Street Fighter
  • SF2WW or SF2 or WW - Street Fighter II: World Warrior
  • SF2CE or CE - Street Fighter II: Champion Edition
  • SF2HF or SF2T or HF - Street Fighter II: Hyper Fighting or Street Fighter II Turbo
  • SSF2 - Super Street Fighter II: The New Challengers
  • SSF2T or SSF2X or ST - Super Street Fighter II Turbo or Super Street Fighter II X
  • HSF or SF2AE - Hyper Street Fighter II or Street Fighter II: The Anniversary Edition
  • SFA or SFA1 or SFZ or SFZ1 - Street Fighter Alpha or Street Fighter Zero
  • SFA2 or SFZ2 - Street Fighter Alpha 2 or Street Fighter Zero 2
  • SFZ2A - Street Fighter Zero 2 Alpha (Japanese arcade upgrade)
  • SFA2G - Street Fighter Alpha 2 Gold (American console upgrade)
  • SFA3 or SFZ3 - Street Fighter Alpha 3 or Street Fighter Zero 3
  • SFZ3U - Street Fighter Zero 3 Upper (Japanese arcade upgrade)
  • SF3 or SF3NG - Street Fighter III: New Generation
  • SF3:2I or 2I - Street Fighter III: 2nd Impact
  • SF3:3S or 3S - Street Fighter III: 3rd Strike
  • CvS or CvS1 - Capcom vs SNK
  • CvSPro - Capcom vs SNK Pro (Japanese/American console upgrade)
  • CvS2 - Capcom vs SNK 2
  • CvS2EO - Capcom vs SNK 2: Easy Operation (Japanese/American console upgrade)
  • COTA - X-Men: Children of the Atom
  • MSH - Marvel Super Heroes
  • XSF or XvSF - X-Men vs Street Fighter
  • MSF or MvSF - Marvel Super Heroes vs Street Fighter
  • MvC - Marvel vs Capcom
  • MvC2 - Marvel vs Capcom 2


Glossary

SF Notation Manual
SF Terminology Encyclopedia

Command notation (numeric format)

Advanced Articles

- Note to self: Fill with Ponder's Domination 101 essays. --James McCloud 18:11, 8 April 2007 (UTC)

Game Specific Strategies

Capcom Games

SNK Games

Midway Games

SEGA Games

Tecmo Games

Namco Games

Arc System Works Games

Nintendo Games

Misc. Developer Games