Terms you'll need to get used to
You have a joystick with 8 directions on an 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)
- 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
- "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
- "f." = This refers to pressing forward on the joystick, or whatever the corresponding direction is (done for command normals)
- "(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