A,B
|
Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
|
A xx B
|
Cancel A into B. During A's animation, press B to cancel.
|
(N)
|
Multi-hit move hits only N times. Omitted if all hits are used.
|
xN
|
Normal that chains into itself pressed N times
|
[X]
|
Hold down X
|
]X[
|
Release X
|
X~Y
|
X then Y done in quick succession
|
X/Y
|
X or Y
|
Fastfall
|
Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
|
Kara
|
Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
|
OTG
|
Following move hits off the ground
|
CH
|
Counter hit
|
j.
|
Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
|
jc
|
Jump cancel
|
dl
|
Delay
|
TK
|
Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
|
whiff / (w)
|
Indicates that the move must not hit the opponent.
|
(move)
|
Indicates that the move is optional in a sequence.
|
236
|
|
214
|
|
623
|
|
421
|
|
[4]6
|
(hold),
|
[2]8
|
(hold),
|
360
|
|