Tatsunoko vs Capcom: Ultimate All Stars/Notation

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Notation

Joystick/Controller Notation

This time around, I am going to add numerical notation. I will keep the Street Fighter (or "SF") notation as a reference for those who are more comfortable/familiar with SF notation:

Numerical Notation

Think of the directions as if you are looking at your numerical keyboard pad, based on first player (1P) side:

  • 7 8 9

(Jumping-up-back) (straight-up jump) (Jumping-up-forward)

  • 4 5 6

(Walking backwards/blocking if attacked) (Neutral/standing) (Walking forward)

  • 1 2 3

(Crouching-down-back) (Crouching) (Crouch-down-forward)

  • 6 - Move the arcade stick/controller pad forward
  • 4 - Move the arcade stick/controller pad backward
  • 8 - Move the arcade stick/controller pad up
  • 2 - Move the arcade stick/controller pad down
  • 236 - Quarter circle forward - move the arcade stick/controller pad down, then to downwards and forward, then forward.
  • 214 - Quarter circle back - move the arcade stick/controller pad down, then to downwards and backward, then backward.
  • 41236 - Half-circle forward - move the arcade stick/controller pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • 63214 - Half-circle back - move the arcade stick/controller pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • 623 - Dragon punch (a.k.a. shoryuken motion) - move the arcade stick/controller pad forwards, then to downward, then to downward and forward.
  • 421 - Reverse dragon punch - move the arcade stick/controller pad backwards, then to downward, then to downward and backward.
  • 896321478/Full Circle Motion a.k.a. "360 motion" - Complete one full motion with your arcade stick/controller pad
  • Charge - Depending on the special move or super, you will either hold 4 (back) for a few second, then hit 6 (forward) followed by whatever button you hit, or hold 2 (down) for a few seconds, then hit 8 (up) followed by whatever button you hit.

Depending on what side you're on determines the direction. For example, if you are on the left side of the screen (a.k.a. 1P side), moving 6 (forward) requires you to tap/hold the arcade stick/controller pad to the right. If you are on the right side of the screen (a.k.a. 2P side), moving 4 (forward) requires you to tap/hold the arcade stick/controller pad to the left. Jumping (8) or crouching (2) is universal on both player sides.

Street Fighter Notation

  • F - Move the arcade stick/controller pad forward
  • b - Move the arcade stick/controller pad backward
  • U - Move the arcade stick/controller pad up
  • D - Move the arcade stick/controller pad down
  • QCF - Quarter circle forward - move the arcade stick/controller pad down, then to downwards and forward, then forward.
  • QCB - Quarter circle back - move the arcade stick/controller pad down, then to downwards and backward, then backward.
  • HCF - Half-circle forward - move the arcade stick/controller pad backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half-circle back - move the arcade stick/controller pad forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - Dragon punch (a.k.a. shoryuken motion) - move the arcade stick/controller pad forwards, then to downward, then to downward and forward.
  • RDP - Reverse dragon punch - move the arcade stick/controller pad backwards, then to downward, then to downward and backward.
  • 360/Full Circle Motion - Complete one full motion with your arcade stick/controller pad
  • Charge - Depending on the special move or super, you will either hold b (back) for a few second, then hit F (forward) followed by whatever button you hit, or hold D (down) for a few seconds, then hit U (up) followed by whatever button you hit.

Depending on what side you're on determines the direction. For example, if you are on the left side of the screen (a.k.a. 1P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the right. If you are on the right side of the screen (a.k.a. 2P side), moving F (forward) requires you to tap/hold the arcade stick/controller pad to the left. Jumping (U) or crouching (D) is universal on both player sides.

Four Button Notation

  • A - Weak Attack
  • B - Medium Attack
  • C - Strong Attack
  • P - Partner Button

Arcade Stick Button Layout

  • (A) (B) (C)
  • (P)

Descriptor

Numerical Connectors

  • +: This means to hit at the same time. For example, Ryu's super energy fireball wave is 236 + AB. This means as you hit forward on your arcade stick/controller pad, hit A and B buttons at the same time.
  • -> (Sometimes > or ,): This is part of an order sequence. For example, a basic Ryu ground combo is 5A -> 5B -> 5C =3 hit ground combo.
  • xx (Sometimes x): Used when you need to cancel into something else. For example, Ryu's normal hits into a special move (fireball) into a super move: 5A -> 5B -> 5C -> 236+A xx 236+AB. Normals > Specials > Supers.
  • ~: This means that you should hit the button(s) or motion of your arcade stick/controller pad around a certain time. For example, Karas' special sequence: Charge back 4 for a few seconds, then 6 (hits the enemy) +A/B/C ~ 236+A ~ 6+C.
  • /: This means that you can use any other button and still get the normal or special move out. For example, Ryu's fireball is 236+A/B/C.

Street Fighter Connectors

  • +: This means to hit at the same time. For example, Ryu's super energy fireball wave is QCF + A+B. This means as you hit forward on your arcade stick/controller pad, hit A and B buttons at the same time.
  • -> (Sometimes > or ,): This is part of an order sequence. For example, a basic Ryu ground combo is A -> B -> C =3 hit ground combo.
  • xx (Sometimes x): Used when you need to cancel into something else. For example, Ryu's normal hits into a special move (fireball) into a super move: A -> B -> C -> QCF+A xx QCF+AB. Normals > Specials > Supers.
  • ~: This means that you should hit the button(s) or motion of your arcade stick/controller pad around a certain time. For example, Karas' special sequence: Charge back (b) for a few seconds, then forward (F) (hits the enemy) +A/B/C ~ QCF+A ~ F+C.
  • /: This means that you can use any other button and still get the normal or special move out. For example, Ryu's fireball is QCF+A/B/C.

State Modifiers

  • s. - This means that you should be doing whatever you need to do in the standing position. For example, Ryu's fireball can be done both in the air and ground. In this case, ground fireball is s.QCF+A (or 236A)
  • c. - This means that you should be doing whatever you need to do in the crouching position. For example, a crouching Karas three hit combo: c.A -> c.B -> c.C (or 2A->2B->2C or this combo can also be written as: 2A2B2C or even 2ABC).
  • j. - This means that you should be doing whatever you need to do while you're jumping. For example, Ryu's jumping Heavy Attack (C) will look like this: j.C (or 8C)
  • sj. - This means that you should be doing whatever you need to do while you're super jumping (to super jump, tap down on your arcade stick/controller pad, the up quickly on your arcade stick/controller pad). For example, Veautiful Joe's super jump Heavy Attack (C) will look like this: sj.C (or 28 (should be super jumping)C).

Miscellaneous Notation

  • Tap/Rapidly - Repeatedly press a button. For example, Chun-Li's lightning kick is done by tapping A/B/C continuously.
  • Deep/Close - How close a normal/special/super is performed. This is also used for "jump-in's," meaning you get closer to your enemy and do an air attack to guarantee a hit.
  • Far - How far a normal/special/super is performed. This is also used for "footsie," or "poke" games, or hitting your defending enemy until you have an opportunity to strike and deal damage.
  • Reversal - The ability to do a special move at the right time.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Capcom Characters
Alex
Batsu Ichimonji
Chun-Li
Frank West
Kaijin No Soki
Megaman Volnutt
Morrigan Aensland
Roll
Ryu
Saki Omokane
Viewtiful Joe
Zero
Tatsunoko Characters
Casshan
Doronjo
Ippatsuman
Joe the Condor
Jun the Swan
Karas
Ken the Eagle
Polimar
Tekkaman
Tekkaman Blade
Yatterman-1
Yatterman-2
Giants
Gold Lightan
PTX-40A