Notation
Joystick/Controller Notation
This guide uses numerical notation alongside the traditional Street Fighter (SF) notation for those who are more familiar with it.
Numerical Notation
Imagine the directions as they correspond to a numerical keypad, based on the first player (1P) side:
7 | 8 | 9 |
---|---|---|
Jumping-up-back | Straight-up jump | Jumping-up-forward |
4 | 5 | 6 |
Walking backwards/blocking | Neutral/standing | Walking forward |
1 | 2 | 3 |
Crouching-down-back | Crouching | Crouch-down-forward |
Directional Inputs:
Input | Description |
---|---|
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 |
Special Moves:
Input | Move Description |
---|---|
236 | Quarter circle forward: Move the stick/pad down, then down-forward, then forward. |
214 | Quarter circle back: Move the stick/pad down, then down-back, then back. |
41236 | Half-circle forward: Move the stick/pad back, then down-back, down, down-forward, then forward. |
63214 | Half-circle back: Move the stick/pad forward, then down-forward, down, down-back, then back. |
623 | Dragon punch (Shoryuken motion): Move the stick/pad forward, then down, then down-forward. |
421 | Reverse dragon punch: Move the stick/pad back, then down, then down-back. |
896321478 | Full Circle Motion (360 motion): Complete one full motion with the stick/pad. |
Charge | Depending on the move, hold 4 (back) or 2 (down) for a few seconds, then perform the necessary direction and press the required button. |
Remember, the direction depends on which side you're on:
- On the left (1P side), 6 (forward) is to the right.
- On the right (2P side), 4 (forward) is to the left.
- 8 (jump) and 2 (crouch) are the same on both sides.
Street Fighter Notation
Directional Inputs:
Input | Description |
---|---|
F | Move the stick/pad forward |
B | Move the stick/pad backward |
U | Move the stick/pad up |
D | Move the stick/pad down |
Special Moves:
Input | Move Description |
---|---|
QCF | Quarter circle forward: D -> DF -> F |
QCB | Quarter circle back: D -> DB -> b |
HCF | Half-circle forward: b -> DB -> D -> DF -> F |
HCB | Half-circle back: F -> DF -> D -> DB -> b |
DP | Dragon punch (Shoryuken motion): F -> D -> DF |
RDP | Reverse dragon punch: b -> D -> DB |
360 | Full Circle Motion: Complete one full motion with the stick/pad. |
Charge | Hold b or D for a few seconds, then perform the appropriate direction and press the button. |
Four Button Notation
Button | Attack Type |
---|---|
A | Weak Attack |
B | Medium Attack |
C | Strong Attack |
P | Partner Button |
Arcade Stick Button Layout:
(A) | (B) | (C) |
(P) |
Descriptor
Numerical Connectors
Connector | Description |
---|---|
+ | Press simultaneously. Example: Ryu's super energy fireball is 236 + AB. |
-> (or >, ,) | Sequential input. Example: Ryu's ground combo: 5A -> 5B -> 5C. |
xx (or x) | Cancel into another move. Example: 5A -> 5B -> 5C -> 236+A xx 236+AB. |
~ | Approximate timing. Example: Karas' special: Charge 4, then 6 + A/B/C ~ 236+A ~ 6+C. |
/ | Any button can be used. Example: Ryu's fireball: 236 + A/B/C. |
Street Fighter Connectors
Connector | Description |
---|---|
+ | Press simultaneously. Example: QCF + A+B. |
-> (or >, ,) | Sequential input. Example: A -> B -> C. |
xx (or x) | Cancel into another move. Example: A -> B -> C -> QCF+A xx QCF+AB. |
~ | Approximate timing. Example: Charge b, then F + A/B/C ~ QCF+A ~ F+C. |
/ | Any button can be used. Example: QCF + A/B/C. |
State Modifiers
Modifier | Description |
---|---|
s. | Standing position. Example: s.QCF+A (standing fireball). |
c. | Crouching position. Example: c.A -> c.B -> c.C. |
j. | Jumping position. Example: j.C. |
sj. | Super jumping position. Example: sj.C. |
Miscellaneous Notation
Notation | Description |
---|---|
Tap/Rapidly | Press a button repeatedly. Example: Chun-Li's lightning kick. |
Deep/Close | Perform close to the opponent. |
Far | Perform far from the opponent, typically in footsie/poke games. |
Reversal | A special move executed at the right timing, often as a counter. |