Tatsunoko vs Capcom: Ultimate All Stars/Notation: Difference between revisions

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=Notation=
= Notation =


==Joystick/Controller Notation==
== Joystick/Controller Notation ==
This time around, I am going to add numerical notation. I will keep the Street Fighter (or "SF") notation as a reference for those who are more comfortable/familiar with SF notation:
This guide uses numerical notation alongside the traditional Street Fighter (SF) notation for those who are more familiar with it.


==Numerical Notation==  
=== Numerical Notation ===
Think of the directions as if you are looking at your numerical keyboard pad, based on first player (1P) side:
Imagine the directions as they correspond to a numerical keypad, based on the first player (1P) side:
*7                  8                  9
(Jumping-up-back)    (straight-up jump)  (Jumping-up-forward)


*4                   5                 6
{| class="wikitable" style="text-align:center; width:50%;"
(Walking backwards/blocking if attacked)  (Neutral/standing) (Walking forward
|-
! 7 !! 8 !! 9
|-
| Jumping-up-back || Straight-up jump || Jumping-up-forward
|-
! 4 !! 5 !! 6
|-
| Walking backwards/blocking || Neutral/standing || Walking forward
|-
! 1 !! 2 !! 3
|-
| Crouching-down-back || Crouching || Crouch-down-forward
|}


*1                    2                3
'''Directional Inputs:'''
(Crouching-down-back) (Crouching)      (Crouch-down-forward)
{| class="wikitable" style="text-align:center; width:50%;"
|-
! Input !! Description
|-
| '''6''' || Move the arcade stick/controller pad forward
|-
| '''4''' || Move the arcade stick/controller pad backward
|-
| '''8''' || Move the arcade stick/controller pad up
|-
| '''2''' || Move the arcade stick/controller pad down
|}


*6 - Move the arcade stick/controller pad forward
'''Special Moves:'''
*4 - Move the arcade stick/controller pad backward
{| class="wikitable" style="text-align:center; width:75%;"
*8 - Move the arcade stick/controller pad up
|-
*2 - Move the arcade stick/controller pad down
! Input !! Move Description
*236 - Quarter circle forward - move the arcade stick/controller pad down, then to downwards and forward, then forward.
|-
*214 - Quarter circle back - move the arcade stick/controller pad down, then to downwards and backward, then backward.
| '''236''' || Quarter circle forward: Move the stick/pad down, then down-forward, then forward.
*41236 - Half-circle forward - move the arcade stick/controller pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
|-
*63214 - Half-circle back - move the arcade stick/controller pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
| '''214''' || Quarter circle back: Move the stick/pad down, then down-back, then back.
*623 - Dragon punch (a.k.a. shoryuken motion) - move the arcade stick/controller pad forwards, then to downward, then to downward and forward.
|-
*421 - Reverse dragon punch - move the arcade stick/controller pad backwards, then to downward, then to downward and backward.
| '''41236''' || Half-circle forward: Move the stick/pad back, then down-back, down, down-forward, then forward.
*896321478/Full Circle Motion a.k.a. "360 motion" - Complete one full motion with your arcade stick/controller pad
|-
*Charge - Depending on the special move or super, you will either hold 4 (back) for a few second, then hit 6 (forward) followed by whatever button you hit, or hold 2 (down) for a few seconds, then hit 8 (up) followed by whatever button you hit.
| '''63214''' || Half-circle back: Move the stick/pad forward, then down-forward, down, down-back, then back.
|-
| '''623''' || Dragon punch (Shoryuken motion): Move the stick/pad forward, then down, then down-forward.
|-
| '''421''' || Reverse dragon punch: Move the stick/pad back, then down, then down-back.
|-
| '''896321478''' || Full Circle Motion (360 motion): Complete one full motion with the stick/pad.
|-
| '''Charge''' || Depending on the move, hold '''4''' (back) or '''2''' (down) for a few seconds, then perform the necessary direction and press the required button.
|}


Depending on what side you're on determines the direction. For example, if you are on the left side of the screen (a.k.a. 1P side), moving 6 (forward) requires you to tap/hold the arcade stick/controller pad to the right. If you are on the right side of the screen (a.k.a. 2P side), moving 4 (forward) requires you to tap/hold the arcade stick/controller pad to the left. Jumping (8) or crouching (2) is universal on both player sides.
''Remember, the direction depends on which side you're on:''
* On the left (1P side), '''6''' (forward) is to the right.
* On the right (2P side), '''4''' (forward) is to the left.
* '''8''' (jump) and '''2''' (crouch) are the same on both sides.


==Street Fighter Notation==
=== Street Fighter Notation ===
*F - Move the arcade stick/controller pad forward
'''Directional Inputs:'''
*b - Move the arcade stick/controller pad backward
{| class="wikitable" style="text-align:center; width:50%;"
*U - Move the arcade stick/controller pad up
|-
*D - Move the arcade stick/controller pad down
! Input !! Description
*QCF - Quarter circle forward - move the arcade stick/controller pad down, then to downwards and forward, then forward.
|-
*QCB - Quarter circle back - move the arcade stick/controller pad down, then to downwards and backward, then backward.
| '''F''' || Move the stick/pad forward
*HCF - Half-circle forward - move the arcade stick/controller pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
|-
*HCB - Half-circle back - move the arcade stick/controller pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
| '''b''' || Move the stick/pad backward
*DP - Dragon punch (a.k.a. shoryuken motion) - move the arcade stick/controller pad forwards, then to downward, then to downward and forward.
|-
*RDP - Reverse dragon punch - move the arcade stick/controller pad backwards, then to downward, then to downward and backward.
| '''U''' || Move the stick/pad up
*360/Full Circle Motion - Complete one full motion with your arcade stick/controller pad
|-
*Charge - Depending on the special move or super, you will either hold b (back) for a few second, then hit F (forward) followed by whatever button you hit, or hold D (down) for a few seconds, then hit U (up) followed by whatever button you hit.
| '''D''' || Move the stick/pad down
|}


Depending on what side you're on determines the direction. For example, if you are on the left side of the screen (a.k.a. 1P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the right. If you are on the right side of the screen (a.k.a. 2P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the left. Jumping (U) or crouching (D) is universal on both player sides.
'''Special Moves:'''
{| class="wikitable" style="text-align:center; width:75%;"
|-
! Input !! Move Description
|-
| '''QCF''' || Quarter circle forward: '''D''' -> '''DF''' -> '''F'''
|-
| '''QCB''' || Quarter circle back: '''D''' -> '''DB''' -> '''b'''
|-
| '''HCF''' || Half-circle forward: '''b''' -> '''DB''' -> '''D''' -> '''DF''' -> '''F'''
|-
| '''HCB''' || Half-circle back: '''F''' -> '''DF''' -> '''D''' -> '''DB''' -> '''b'''
|-
| '''DP''' || Dragon punch (Shoryuken motion): '''F''' -> '''D''' -> '''DF'''
|-
| '''RDP''' || Reverse dragon punch: '''b''' -> '''D''' -> '''DB'''
|-
| '''360''' || Full Circle Motion: Complete one full motion with the stick/pad.
|-
| '''Charge''' || Hold '''b''' or '''D''' for a few seconds, then perform the appropriate direction and press the button.
|}


==Four Button Notation==
=== Four Button Notation ===
{| class="wikitable" style="text-align:center; width:50%;"
|-
! Button !! Attack Type
|-
| '''A''' || Weak Attack
|-
| '''B''' || Medium Attack
|-
| '''C''' || Strong Attack
|-
| '''P''' || Partner Button


*A - Weak Attack
|}
*B - Medium Attack
*C - Strong Attack
*P - Partner Button


===Arcade Stick Button Layout===
'''Arcade Stick Button Layout:'''
*(A) (B) (C)
{| class="wikitable" style="text-align:center; width:50%;"
*(P)
|-
| (A) || (B) || (C)
|-
|| (P)
|}


==Descriptor==
== Descriptor ==


===Numerical Connectors===
=== Numerical Connectors ===
*+: This means to hit at the same time. For example, Ryu's super energy fireball wave is 236 + AB. This means as you hit forward on your arcade stick/controller pad, hit A and B buttons at the same time.
{| class="wikitable" style="text-align:center; width:75%;"
*-> (Sometimes > or ,): This is part of an order sequence. For example, a basic Ryu ground combo is 5A -> 5B -> 5C =3 hit ground combo.
|-
*xx (Sometimes x): Used when you need to cancel into something else. For example, Ryu's normal hits into a special move (fireball) into a super move: 5A -> 5B -> 5C -> 236+A xx 236+AB. Normals > Specials > Supers.
! Connector !! Description
*~: This means that you should hit the button(s) or motion of your arcade stick/controller pad around a certain time. For example, Karas' special sequence: Charge back 4 for a few seconds, then 6 (hits the enemy) +A/B/C ~ 236+A ~ 6+C.
|-
*/: This means that you can use any other button and still get the normal or special move out. For example, Ryu's fireball is 236+A/B/C.
| '''+''' || Press simultaneously. Example: Ryu's super energy fireball is '''236 + AB'''.
|-
| '''->''' (or '''>''', ''',''') || Sequential input. Example: Ryu's ground combo: '''5A -> 5B -> 5C'''.
|-
| '''xx''' (or '''x''') || Cancel into another move. Example: '''5A -> 5B -> 5C -> 236+A xx 236+AB'''.
|-
| '''~''' || Approximate timing. Example: Karas' special: '''Charge 4, then 6 + A/B/C ~ 236+A ~ 6+C'''.
|-
| '''/''' || Any button can be used. Example: Ryu's fireball: '''236 + A/B/C'''.
|}


===Street Fighter Connectors===
=== Street Fighter Connectors ===
{| class="wikitable" style="text-align:center; width:75%;"
|-
! Connector !! Description
|-
| '''+''' || Press simultaneously. Example: '''QCF + A+B'''.
|-
| '''->''' (or '''>''', ''',''') || Sequential input. Example: '''A -> B -> C'''.
|-
| '''xx''' (or '''x''') || Cancel into another move. Example: '''A -> B -> C -> QCF+A xx QCF+AB'''.
|-
| '''~''' || Approximate timing. Example: '''Charge b, then F + A/B/C ~ QCF+A ~ F+C'''.
|-
| '''/''' || Any button can be used. Example: '''QCF + A/B/C'''.
|}


*+: This means to hit at the same time. For example, Ryu's super energy fireball wave is QCF + A+B. This means as you hit forward on your arcade stick/controller pad, hit A and B buttons at the same time.
=== State Modifiers ===
*-> (Sometimes > or ,): This is part of an order sequence. For example, a basic Ryu ground combo is A -> B -> C =3 hit ground combo.
{| class="wikitable" style="text-align:center; width:75%;"
*xx (Sometimes x): Used when you need to cancel into something else. For example, Ryu's normal hits into a special move (fireball) into a super move: A -> B -> C -> QCF+A xx QCF+AB. Normals > Specials > Supers.
|-
*~: This means that you should hit the button(s) or motion of your arcade stick/controller pad around a certain time. For example, Karas' special sequence: Charge back (b) for a few seconds, then forward (F) (hits the enemy) +A/B/C ~ QCF+A ~ F+C.
! Modifier !! Description
*/: This means that you can use any other button and still get the normal or special move out. For example, Ryu's fireball is QCF+A/B/C.
|-
| '''s.''' || Standing position. Example: '''s.QCF+A''' (standing fireball).
|-
| '''c.''' || Crouching position. Example: '''c.A -> c.B -> c.C'''.
|-
| '''j.''' || Jumping position. Example: '''j.C'''.
|-
| '''sj.''' || Super jumping position. Example: '''sj.C'''.
|}


===State Modifiers===
= Miscellaneous Notation =


*s. - This means that you should be doing whatever you need to do in the standing position. For example, Ryu's fireball can be done both in the air and ground. In this case, ground fireball is s.QCF+A (or 236A)
{| class="wikitable" style="text-align:center; width:75%;"
*c. - This means that you should be doing whatever you need to do in the crouching position. For example, a crouching Karas three hit combo: c.A -> c.B -> c.C (or 2A->2B->2C or this combo can also be written as: 2A2B2C or even 2ABC).
|-
*j. - This means that you should be doing whatever you need to do while you're jumping. For example, Ryu's jumping Heavy Attack (C) will look like this: j.C (or 8C)
! Notation !! Description
*sj. - This means that you should be doing whatever you need to do while you're super jumping (to super jump, tap down on your arcade stick/controller pad, the up quickly on your arcade stick/controller pad). For example, Veautiful Joe's super jump Heavy Attack (C) will look like this: sj.C (or 28 (should be super jumping)C).
|-
 
| '''Tap/Rapidly''' || Press a button repeatedly. Example: Chun-Li's lightning kick.
=Miscellaneous Notation=
|-
 
| '''Deep/Close''' || Perform close to the opponent.
*Tap/Rapidly - Repeatedly press a button. For example, Chun-Li's lightning kick is done by tapping A/B/C continuously.
|-
*Deep/Close - How close a normal/special/super is performed. This is also used for "jump-in's," meaning you get closer to your enemy and do an air attack to guarantee a hit.
| '''Far''' || Perform far from the opponent, typically in footsie/poke games.
*Far - How far a normal/special/super is performed. This is also used for "footsie," or "poke" games, or hitting your defending enemy until you have an opportunity to strike and deal damage.
|-
*Reversal - The ability to do a special move at the right time.
| '''Reversal''' || A special move executed at the right timing, often as a counter.
|}


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[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Revision as of 12:42, 23 August 2024

Notation

Joystick/Controller Notation

This guide uses numerical notation alongside the traditional Street Fighter (SF) notation for those who are more familiar with it.

Numerical Notation

Imagine the directions as they correspond to a numerical keypad, based on the first player (1P) side:

7 8 9
Jumping-up-back Straight-up jump Jumping-up-forward
4 5 6
Walking backwards/blocking Neutral/standing Walking forward
1 2 3
Crouching-down-back Crouching Crouch-down-forward

Directional Inputs:

Input Description
6 Move the arcade stick/controller pad forward
4 Move the arcade stick/controller pad backward
8 Move the arcade stick/controller pad up
2 Move the arcade stick/controller pad down

Special Moves:

Input Move Description
236 Quarter circle forward: Move the stick/pad down, then down-forward, then forward.
214 Quarter circle back: Move the stick/pad down, then down-back, then back.
41236 Half-circle forward: Move the stick/pad back, then down-back, down, down-forward, then forward.
63214 Half-circle back: Move the stick/pad forward, then down-forward, down, down-back, then back.
623 Dragon punch (Shoryuken motion): Move the stick/pad forward, then down, then down-forward.
421 Reverse dragon punch: Move the stick/pad back, then down, then down-back.
896321478 Full Circle Motion (360 motion): Complete one full motion with the stick/pad.
Charge Depending on the move, hold 4 (back) or 2 (down) for a few seconds, then perform the necessary direction and press the required button.

Remember, the direction depends on which side you're on:

  • On the left (1P side), 6 (forward) is to the right.
  • On the right (2P side), 4 (forward) is to the left.
  • 8 (jump) and 2 (crouch) are the same on both sides.

Street Fighter Notation

Directional Inputs:

Input Description
F Move the stick/pad forward
b Move the stick/pad backward
U Move the stick/pad up
D Move the stick/pad down

Special Moves:

Input Move Description
QCF Quarter circle forward: D -> DF -> F
QCB Quarter circle back: D -> DB -> b
HCF Half-circle forward: b -> DB -> D -> DF -> F
HCB Half-circle back: F -> DF -> D -> DB -> b
DP Dragon punch (Shoryuken motion): F -> D -> DF
RDP Reverse dragon punch: b -> D -> DB
360 Full Circle Motion: Complete one full motion with the stick/pad.
Charge Hold b or D for a few seconds, then perform the appropriate direction and press the button.

Four Button Notation

Button Attack Type
A Weak Attack
B Medium Attack
C Strong Attack
P Partner Button

Arcade Stick Button Layout:

(A) (B) (C)
(P)

Descriptor

Numerical Connectors

Connector Description
+ Press simultaneously. Example: Ryu's super energy fireball is 236 + AB.
-> (or >, ,) Sequential input. Example: Ryu's ground combo: 5A -> 5B -> 5C.
xx (or x) Cancel into another move. Example: 5A -> 5B -> 5C -> 236+A xx 236+AB.
~ Approximate timing. Example: Karas' special: Charge 4, then 6 + A/B/C ~ 236+A ~ 6+C.
/ Any button can be used. Example: Ryu's fireball: 236 + A/B/C.

Street Fighter Connectors

Connector Description
+ Press simultaneously. Example: QCF + A+B.
-> (or >, ,) Sequential input. Example: A -> B -> C.
xx (or x) Cancel into another move. Example: A -> B -> C -> QCF+A xx QCF+AB.
~ Approximate timing. Example: Charge b, then F + A/B/C ~ QCF+A ~ F+C.
/ Any button can be used. Example: QCF + A/B/C.

State Modifiers

Modifier Description
s. Standing position. Example: s.QCF+A (standing fireball).
c. Crouching position. Example: c.A -> c.B -> c.C.
j. Jumping position. Example: j.C.
sj. Super jumping position. Example: sj.C.

Miscellaneous Notation

Notation Description
Tap/Rapidly Press a button repeatedly. Example: Chun-Li's lightning kick.
Deep/Close Perform close to the opponent.
Far Perform far from the opponent, typically in footsie/poke games.
Reversal A special move executed at the right timing, often as a counter.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants