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9 = Up-forward = Forward jump.<br> | 9 = Up-forward = Forward jump.<br> | ||
A = Light Punch<br> | |||
B = Light Kick<br> | |||
C = Heavy Punch<br> | |||
D = Heavy Kick | |||
(Note: "x" and "y" can be everything here, they aren't important)<br> | (Note: "x" and "y" can be everything here, they aren't important)<br> |
Latest revision as of 00:34, 23 February 2021
Button Notations
(Note: All of this is assuming that your character is facing to the right - the player 2 side, I mean. The Numpad there is just a way to answer the question "Why does that number mean that directional?" Just a tip: See 5 as the joystick on a neutral state, that will make it easier. If you have a numpad on your keyboard, you can use it as well.)
1 = Down-back = The directional for blocking low moves(Aka crouch-blocking);
2 = Down = The directional for crouching;
3 = Down-forward = Crouches as well, but everyone uses 1 for crouching for the most part;
4 = Backwards = The directional for blocking high moves;
5 = Neutral state = Where your character is doing nothing;
6 = Forward = Only to move forward, and to do most command normals;
7 = Up-back = Backwards jump;
8 = Up = Neutral jump;
9 = Up-forward = Forward jump.
A = Light Punch
B = Light Kick
C = Heavy Punch
D = Heavy Kick
(Note: "x" and "y" can be everything here, they aren't important)
, = Link. Doesn't directly cancel, you must properly time the next move.
(x) = Optional move, you might skip it for one reason or another.
... = Fill in the blank with whatever followup or starter is ideal.
f.x = The far version of a normal.
c.x = The close version of a normal.
j.x = The jumping version of a normal.
x/y = One or the other
AA = Anti-Air. Only works(Or works better) if this move hits against someone in the air.