Tatsunoko vs Capcom: Ultimate All Stars/Notation

From SuperCombo Wiki

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.

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants