Basic Notation
This wiki writes directional inputs with numpad notation, which is explained in the image below. All inputs are written assuming the player is facing right unless otherwise stated.
Fatal Fury Special uses 4 buttons:
- A - Light Punch
- B - Light Kick
- C - Heavy Punch
- D - Heavy Kick
With this knowledge, we can write "standing light punch" as "5A" and "crouching light kick" as "2B".
Movement
- 6 - Walk forward
- 4 - Walk back / Block high
- 44 - Backdash (invincible and special cancellable)
- 1 - Block low
- 2 - Crouch
- 3 - Crawl
- 7/8/9 - Jump in respective direction
Universal Commands
When both players are in the same lane:
- 4/6C or 4/6D near opponent - Throw, whether C or D (or either) can be used depends on the character.
- A+B - Lane Sway, jumps to the opposite lane, if there is one.
- C+D - Lane Blast, a unique normal that sends the opponent to the opposite lane on hit.
- 6A during proximity guard - Dodge Attack, a unique normal that is upper-body invincible.
When both players are on opposite lanes:
- A/B (steerable with 4 or 6) - Light lane attack (some characters have different attacks for punch and kick)
- C/D (steerable with 4 or 6) - Heavy lane attack (some characters have different attacks for punch and kick)
- 8 or 2 (whichever direction is towards the opponent) - Rolls to the opposite lane
Additional Notation
- c.X/f.X - Short for "close" and "far". Most standing normal attacks change depending on how far away the opponent is, so c.5C would mean "5C near the opponent" and f.5C would mean "5C far from the opponent". Can also be written as cl.X, cX or fX.
- j.X - Short for "jump", meaning the input must be pressed in the air. Can also be written as jX.
- P - Short for "punch", meaning either A or C can be used. For example, 236P can be input either as 236A or 236C.
- K - Short for "kick", meaning either B or D can be used. For example, 214K can be input either as 214B or 214D.
- X+Y - Means that two inputs must be done simultaneously. For example, 616B+C won't work if B and C are not pressed on the same frame.
- [X] - Indicates a charge move, where the input in brackets must be held down for a period of time before finishing the motion. Jubei has 3 great examples of charge moves. His [4]6P requires holding the back direction, then quickly inputting the forward direction and pressing a punch button. His [2]8P is the same story, only instead of holding back and moving to forward, it requires holding down and moving to up (press the button quickly or else Jubei will jump!). Then, his [1]23B+C combines a charged direction with a motion input, so downback must first be held down, then down and downforward must quickly be input along with the buttons. There is also Big Bear's Super Drop Kick, which requires the D button to be held down rather than a direction, and executes when D is released.
- Mash X - Means that the specified button must be pressed repeatedly, like for Joe's Bakuretsuken. Heavy moves of this kind require faster mashing than light versions.
- DM - Short for "Desperation Move", referring to each character's move that can only be done when at low health.