Notation
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Controls
Most Fighting Layer moves and combo sequences are a bit older and thus notated with a combination of button letters and abbreviated motions, known as Standard Notation. However, as this wiki is updated, much of the notation will change to Numerical Notation.
First of all, the game has 6 attack buttons: LP, MP, HP, LK, MK, HK.
- Button Notation
- Light punch
- Medium punch
- Heavy punch
- Light kick
- Medium kick
- Heavy kick
- Any punch
- Any kick
Common special move inputs
Not an exhaustive list, there's a good bit more than this. charge back-forwards, charge down-up, backwards DP, etc. even weird ones like LK+HP!
- quarter circle forward - 236: down > down-forward > forward
- quarter circle back - 214 : down > down-back > back
- half circle forward - 41236 : back > down-back > down > down-forward > forward
- half circle back - 63214 : forward > down-forward > down > down-back > back
- dragon punch - 623 : forward > down > down-forward
Connectors
- ~ = Immediately after, e.g "MP~HP" means press Hard Punch IMMEDIATELY after Medium Punch.
State Modifiers
- st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.HP, perform a Hard Punch whilst standing.
- cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.HP, perform a Hard Punch whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.HP, perform a Hard Punch whilst in the air.
- cl. -The following move should be performed 'close' to the opponent in the standing position so that the close animation of the move activates.