Numpad Notation
7 8 9 4 5 6 A B C D 1 2 3
The 9-point numerical direction system refers to the directions in which your pad or stick can be moved, with 7 8 9 being up left, up, and up right, 4 5 6 being left, neutral, and right, and 1 2 3 being down left, down, and down right. Thus 236 is QCF (quarter circle forward).
This being a fighting game, and one designed by SNK closer to the likes of KOF, it will use KOF terminology. Familiarize yourself with the notation for motion inputs like so:
- QCF: 236; quarter circle forward
- QCB: 214; quarter circle back
- DP: 623; dragon punch
- RDP: 421; reverse dragon punch
- HCF: 41236; half circle forward
- HCB: 63214; half circle back
- DB, HCB, DF: 1632143; the infamous Pretzel motion
- 360: full circle; self-explanatory, perform a full circle motion
- QCB, HCF: 2141236; commonly associated with Kyo's super, "Orochinagi"
- QCF, HCB: 2363214; commonly associated with a common super in SNK games, the "Ranbu super"
Combo Notation
For convenience sake, and to distinguish stuff like proximity normals, the wiki will also use notation found on wikis, videos, etc. for the King of Fighters series. Examples include:
- cl.A: Close A
- st.A: Far A
- cr.A: Crouch A
- f.A: Forward A (aka 6A)
- df.A: Down forward A (aka 3A)
- j.A: Jump A
- sj.A: Super Jump A
- nj.A: Neutral Jump A
- (C): Free Cancel (refers to Max Mode cancels)
- (SC): Super Cancel
- OTG: On The Ground (hits a downed opponent)
- dp A(1): Do the next move after the first hit
- cr.X x1-4: Can perform 1 to 4 of a given button in the combo
- >: follow-up in a combo
- b~f A: charge back then press forward and A
- d~u A: charge down then press up and A
Controls
Movement
Attack Notations
- A = Light Punch
- B = Light Kick
- C = Strong Punch
- D = Strong Kick
- AB = Forward Throw
- CD = Back Throw
- CD (when blocking) = Blowback Attack
- P = With either Light Punch or Strong Punch
- K = With either Light Kick or Strong Kick
- X = Any button