Ultra Street Fighter IV/Controls and Notation

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Motion Notation

The following is a list of common input notations and how they are performed. All inputs assume the player is facing right (P1 Side).


  • QCF (Quarter Circle Forward) / 236 / Qcf.png :
    • Down, Down/Towards, Towards (Down.gifDownright.gifRight.gif)
  • QCB (Quarter Circle Back) / 214 / Qcb.png :
    • Down, Down/Back, Back (Down.gifDownleft.gifLeft.gif)
  • DP (Dragon Punch) / 623 / Dp.png :
    • Towards, Down, Down/Towards (Right.gifDown.gifDownright.gif)
  • RDP (Reverse Dragon Punch) / 421 / Rdp.png :
    • Back, Down, Down/Back (Left.gifDown.gifDownleft.gif)
  • HCF (Half Circle Forward) / 41236 / Hcf.png:
    • Back, Down/Back, Down, Down/Towards, Towards (Left.gifDownleft.gifDown.gifDownright.gifRight.gif)
  • HCB (Half Circle Back) / 63214 / Hcb.png :
    • Towards, Down/Towards, Down, Down/Back, Back (Right.gifDownright.gifDown.gifDownleft.gifLeft.gif)
  • 360 (360 Degree Motion) / 360.png :
    • Rotate the joystick in a full circle in any direction
    • As a shortcut, Half Circle (forward or back) + one additional upward direction counts as a 360


Six Button Notation

Notation
Lp.png - LP - Light Punch / Jab Lk.png - LK - Light Kick / Short
Mp.png - MP - Medium Punch / Strong   Mk.png - MK - Medium Kick / Forward
Hp.png - HP - Heavy Punch / Fierce Hk.png - HK - Heavy Kick / Roundhouse
P.png - P - Any Punch K.png - K - Any Kick
2p.png - PP - Any 2 Punches   2k.png - KK - Any 2 Kicks
3p.png - PPP - All 3 Punches   3k.png - KKK - All 3 Kicks


State Modifiers

  • st. - "Standing" - move should be used while standing
    • In numpad notation, "5" represents a neutral standing state (5HK)
  • cl. - "Close" - indicates a standing proximity normal that must be used at close range (e.g. cl.MP)
  • far. - "Far" - indicates a standing proximity normal that must be used at farther ranges (e.g. far.MK)
    • Often times, far proximity normals are simply referred to with "st." prefix (e.g. cl.LP / st.LP)
  • cr. - "Crouching" - move should be used while holding down (e.g. cr.HK)
    • In numpad notation, "2" represents a crouch state (2HK)
  • j. - "Jumping" - move should be used while in the air (e.g. j.HK)
    • Numpad notation usually keeps this indicator rather than using "8HK" or "9HK"
  • EX / Ex.png - EX Special Move - inputting a move with 2 punches or 2 kicks uses a more powerful version of the move that consumes 1 bar of Super meter
    • Seth's EX Tanden Engine (and several moves in Omega SF4) consumes 2 bars, and some moves do not have an EX version (Zangief Double Lariat, Ibuki Command Dash)
    • The 2 buttons must be pressed with in 1 frame of each other (or using a 3P/3K macro) for the EX move to work.


Combo Connectors

  • + : Indicates that 2 actions should be performed at the same time
    • e.g. Lp.png+Lk.png hit simultaneously
  • , or > : Indicates the next part of a sequence
    • "," is usually used to indicate a link while ">" indicates a chain/target combo, but this notation is not universally followed
    • e.g. LP > MP > HP (Ibuki's Target Combo 4 chain)
    • e.g. cr.MP, cr.MK (Down.gifMp.png linked into Down.gifMk.png)
  • xx : Indicates that the first action should be cancelled into the second.
    • e.g. cr.MK xx Hadouken
    • e.g. Hadouken xx Super
    • e.g. Shoryuken xx FADC
  • ~ : Indicates that the first action should be immediately followed by the second action (usually 1 frame apart)
    • e.g. st.HP ~ Throw (input for some kara throws)
    • The plinking technique uses this notation


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