Notation
Some abbreviations first: (Hopefully this doesn't get too confusing)
JP/LP - jab/light punch
SP/MP - strong/medium punch
FP/HP - fierce/hard punch
SK/LK - short/light kick
FK/MK - forward/medium kick
RK/HK - roundhouse/hard kick
PP - press any two punch buttons
KK - press any two kick buttons
- The left notation (JP, SK, etc.) is old arcade notation. The right notation (LP, LK, etc.) is modern notation, and the preferred notation that this wiki will use moving forward.
Directional Inputs
- Numpad notation: Universal method to read inputs by numbers. Assuming your character faces right (you are on the left side):
- Letter notation: First letter of English directional words.
u = up = = 8
d = down = = 2
f = forward = = 6
b = backwards = = 4
uf = up-forward = = 9
ub = up-back = = 7
df = down-forward = = 3
db = down-back = = 1
5 =
Motions Notation
- QCF - Quarter circle forward; 2 > 3 > 6 = 236;
- QCB - Quarter circle back; 2 > 1 > 4 = 214;
- HCF - Half circle forward; 4 > 1 > 2 > 3 > 6 = 41236;
- HCB - Half circle back; 6 > 3 > 2 > 1 > 4 = 63214;
- SPD - 270 degree motion with stick. I find the easiest way to do this motion is 6 > 3 > 2 > 1 > 4 > 7 = 632147;
- DP - Z motion; 6 > 2 > 3 = 623;
- RDP - Backwards Z motion; 4 > 2 > 1 = 421;
- [D]~U - means hold 1/2/3 for a bit (time varies) and then go U (8); Known as a charge; (
) ~
- [B]~F - means hold 1/4/7 for a bit (time varies) and then go F (6); Known as a charge; (
) ~
- QCF - Quarter circle forward; 2 > 3 > 6 = 236;
Combo Notation/Misc
- s./st. = Standing
- c./cr. = Crouching
- j. = Jumping
- xx = cancel into next move
- [combo]xN = denotes an infinite combo, repeat what's inside the brackets as many times as necessary
- FSD = Flying Screen Deterioration
- GWM / WM = (Gold) War Machine