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 /
:
- Down, Down/Towards, Towards (
)
- Down, Down/Towards, Towards (
- QCB (Quarter Circle Back) / 214 /
:
- Down, Down/Back, Back (
)
- Down, Down/Back, Back (
- DP (Dragon Punch) / 623 /
:
- Towards, Down, Down/Towards (
)
- Towards, Down, Down/Towards (
- RDP (Reverse Dragon Punch) / 421 /
:
- Back, Down, Down/Back (
)
- Back, Down, Down/Back (
- HCF (Half Circle Forward) / 41236 /
:
- Back, Down/Back, Down, Down/Towards, Towards (
)
- Back, Down/Back, Down, Down/Towards, Towards (
- HCB (Half Circle Back) / 63214 /
:
- Towards, Down/Towards, Down, Down/Back, Back (
)
- Towards, Down/Towards, Down, Down/Back, Back (
- 360 (360 Degree Motion) /
:
- 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
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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 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.
+
hit simultaneously
- e.g.
- , 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 (
linked into
)
- 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