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= Introduction = | = Introduction = | ||
== Notation == | |||
===Joystick Notation=== | |||
*F - Forward - Tilt stick forward/towards the opponent. (X-axis) | |||
*B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis) | |||
*U - Up - Tilt stick upwards. (Y-axis) | |||
*D - Down - Tilt stick downwards. (Y-axis) | |||
*QCF - Quarter circle forward - Tilt stick downwards, then to downwards and forward, then forward. | |||
*QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward. | |||
*HCF - Half circle forward/Hadouken/Fireball - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward. | |||
*HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward. | |||
*DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. | |||
*360/FC - Full circle - Complete a full rotation of the stick. | |||
*720 - N/A - Complete a 720 degree rotation of the stick. | |||
*Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively. | |||
X-axis functions can be used interchangably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa. | |||
===Six Button Notation=== | |||
Expressed in the form: Notation - Move - (X-box Default Map) - (PS2 Default Map) | |||
*LP - Low Punch - (X) - (?) | |||
*MP - Medium/Strong Punch - (Y) - (?) | |||
*HP - High/Fierce Punch - (Right Trigger/White) - (?) | |||
*LK - Low Kick - (A) - (?) | |||
*MK - Medium/Strong Kick - (B) - (?) | |||
*HK - High/Roundhouse Kick - (Left Trigger/Black) - (?) | |||
Occasionally people may use "Notation" and "Move" interchangeably. | |||
===Descriptors=== | |||
====Connectors==== | |||
*+: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y". | |||
''e.g. F + MP'' | |||
*-> (Sometimes >): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z". | |||
''e.g. Dash -> Fierce Jet Uppercut'' | |||
*x: Used between two other pieces of notation to signify that the first should be cancelled (interuppted earlier than it would finish otherwise) into the second. i.e. "X" x "Y", "X" should be cancelled into "Y". | |||
''e.g. MP x Fierce Shoryuken'' | |||
*~: Indicates that the preceeding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y" | |||
''e.g. LK ~ MP ~ HP'' | |||
*/: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results. | |||
====State Modifiers==== | |||
*s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing. | |||
*c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching. | |||
*j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air. | |||
===Miscellaneous Notation=== | |||
*[EX] - EX Special - Used to show that a special move can be "EX-ed". i.e. Two of the same appendage buttons pressed at the same time during a special motion to produce a better version of it. (Consumes Super Meter) | |||
*twds - ????? | |||
*x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated. | |||
*Tap/Rapidly - Repeatedly press a button. | |||
= Game Mechanics = | = Game Mechanics = |
Revision as of 20:00, 2 December 2006
Introduction
Notation
Joystick Notation
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - Quarter circle forward - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward/Hadouken/Fireball - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- 360/FC - Full circle - Complete a full rotation of the stick.
- 720 - N/A - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
X-axis functions can be used interchangably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
Six Button Notation
Expressed in the form: Notation - Move - (X-box Default Map) - (PS2 Default Map)
- LP - Low Punch - (X) - (?)
- MP - Medium/Strong Punch - (Y) - (?)
- HP - High/Fierce Punch - (Right Trigger/White) - (?)
- LK - Low Kick - (A) - (?)
- MK - Medium/Strong Kick - (B) - (?)
- HK - High/Roundhouse Kick - (Left Trigger/Black) - (?)
Occasionally people may use "Notation" and "Move" interchangeably.
Descriptors
Connectors
- +: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".
e.g. F + MP
- -> (Sometimes >): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".
e.g. Dash -> Fierce Jet Uppercut
- x: Used between two other pieces of notation to signify that the first should be cancelled (interuppted earlier than it would finish otherwise) into the second. i.e. "X" x "Y", "X" should be cancelled into "Y".
e.g. MP x Fierce Shoryuken
- ~: Indicates that the preceeding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"
e.g. LK ~ MP ~ HP
- /: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results.
State Modifiers
- s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
- c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
Miscellaneous Notation
- [EX] - EX Special - Used to show that a special move can be "EX-ed". i.e. Two of the same appendage buttons pressed at the same time during a special motion to produce a better version of it. (Consumes Super Meter)
- twds - ?????
- x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated.
- Tap/Rapidly - Repeatedly press a button.