Move List Notation (EFZ)

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Short form Long form Definition
Move Move Input The input required to execute the move. All listings are in Numeric Notation.
Hits Number of Hits The number of times the move will hit the opponent.
Damage Damage The base amount of damage done by the move, before any multipliers or proration is factored in. However, for multi-hit moves, usually one lump sum which includes intra-hit proration will be used for simplicity.
Guard Guard The way the opponent must act in order to avoid getting hit. The following entries are valid here:
  • Any — Can be blocked standing, crouching, or midair.
  • Ground — Can be blocked either standing or crouching, but not midair.
  • Air — Can be blocked midair.
  • High — Can be blocked standing.
  • Low — Can be blocked crouching.
  • Throw — Unblockable on the ground. Can be avoided midair.
  • Air Throw — Unblockable midair. Can be avoided on the ground.
  • Unblockable — Unblockable, period.

Note: Even if a move cannot be blocked midair, it can still be recoil guarded midair as long as it is not unblockable.

Any unblockable attack cannot be recoil guarded.

Move Cancel Move Cancellable "Yes" indicates that this move can be cancelled into another move.
Jump Cancel Jump Cancellable "Yes" indicates that this move can be cancelled into a jump.
IC Cancel Instant Charge Cancellable "Yes" indicates that this move can be cancelled with an instant change.