Notation and Terms
Input
u = 8 = up
d = 2 = down
f = 6 = forward
b = 4 = backwards
uf = 9 = upforwards
ub = 7 = upback
df = 3 = down forward
db = 1 = down back
qcf = quarter circle forward (d, df, f = 236 motion)
qcb = quarter circle back (d, db, b = 214 motion)
hcf = half circle forward (b, db, d, df, f = 41236 motion)
hcb = half ci rcle back (f, df, d, db, b = 63214 motion)
A = LP
B = LK
C = HP
D = HK
cr. = crouching
cl. = standing close
st. = standing (far) attack
j. = jump
sj. / hj. = super jump / hyper jump
h. = hop
hh. = hyper-hop
XY = X + Y
(X) - means to charge. Thus, (X) Y means charge X, then Y
_X - means to charge. Thus, _X Y means charge X, then Y
Abbreviations
- BC = max mode (actually the max mode command...)
- DM = desperation move
- SDM = super desperation
- HSDM = hidden super desperation move
- SC = Super cancel
- FCI = free cancellable in
- FCO = free cancellable out of
- OTG = "On The Ground". A move that may hit a knocked down opponent.