A,B
|
Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
|
A xx B
|
Cancel A into B. During A's animation, press B to cancel.
|
X~Y or X > Y
|
X then Y done in quick succession, like in a Target Combo or when plinking for a kara-throw
|
(N)
|
Multi-hit move hits only N times. Omitted if all hits are used.
|
xN
|
Normal that chains into itself pressed N times
|
[X]
|
Hold down X
|
]X[
|
Release X
|
X/Y
|
X or Y, e.g. 236LP/MP = 236LP or 236MP
|
Kara
|
Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
|
CH
|
Counter-Hit
|
j.
|
Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only. "sj." or "hj." refers to super jump or high jump (C. Viper/Ibuki only)
|
jc
|
Jump cancel. "sjc" or "hjc" refers to super jump cancel or high jump cancel (C. Viper/Ibuki only)
|
dl
|
Delay the following input.
|
TK
|
Tiger knee motion (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump + button).
|
whiff / (w)
|
Indicates that the move must not hit the opponent.
|
(move)
|
Indicates that the move is optional in a sequence.
|
Mash
|
- press Punch or Kick 5 times in rapid succession
|
236
|
|
214
|
|
41236
|
|
63214
|
|
623
|
|
421
|
|
[4]6
|
(hold),
|
[2]8
|
(hold),
|
360
|
|
236236
|

|
214214
|

|
426426
|
 - may also be written as 4123641236
|
624624
|
 - may also be written as 6321463214
|
[4]646
|
(hold),
|
[1]318
|
(hold), 
(hold),  (any upward direction; / may change attack properties)
|
720
|

|