Terms you'll need to get used to
You have a joystick with 8 directions on a arcade. The inputs of the joystick are called:
u = up =
d = down =
f = forward =
b = backwards =
uf = up-forward =
ub = up-back =
df = down-forward =
db = down-back =
With all these directions, you can make inputs. The basic inputs are called:
QCF = = quarter circle forward
QCB = = quarter circle back
HCF = = half circle forward
HCB = = half circle back
DP = = dragon punch (Ryu's Shoryuken; It's not hard to do, really.)
RDP = = reverse dragon punch
360 = = full circle motion
If you want to play, you need to know these terms below. They're important to begin your combos, some strategy stuff, and other such stuff.
"cr." = This means that the character needs to be in a crouching state
"st." = This means that the character needs to be in a standing state, or in this game's case, farther away from the opponent
"cl." = This means that the character needs to be close to the opponent
"f." = This means that the character needs to be far from the opponent
"j." = This means that the character needs to be in a jumping state (mainly diagonal)
"sj." = The character needs to do a super jump
"nj." = This means that the character needs to be in a neutral jumping state
"dj." = This means that the character needs to be in a diagonal jumping state
Combo Notation "(C)" = This refers to a Free Cancel during Max Mode "(SC)" = This refers to a Super Cancel generally speaking, but mainly during Max Mode "dp+C(1)" = The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than