Notation
Joystick Notation
Motion Inputs
Primary Note: These numbers can be easily referenced by looking at your keyboard numpad. Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral".
Secondary Note: These notations are based on the assumption that the character is on the "Player 1" side of the playing field. These notations remain relative to the character based upon this assumption.
basic motion inputs
advanced motion inputs
Attack notations
Input | Action |
---|---|
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Light Punch (LP) |
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Light Kick (LK) |
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Heavy Punch (HP) |
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Heavy Kick (HK) |
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Blowback attack (CD) |
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Any punch button |
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Any kick button |
Combo Notations
notation | Action |
---|---|
~ | link / follow-up after specific specials |
(Number) | the number of hit you must do |
/ | means you can use any of these moves. |
Abbreviations
notation | Action |
---|---|
DM | Desperation move |
MAX | Max Mode |
GCR | Guard Cancel Roll |
GCA | Guard Cancel Attack |
Other Notations
notation | Action |
---|---|
jp. / j. | jump/jumping |
nj. | neutral jump |
sj. | super jump |
sh. | short hop |
hh. | hyper hop |
st. | standing, as in far normal attacks |
cl. | close, as in close normal attacks |
cr. | crouch, as in crouching normal attack |
f. | Forward, and relative to the direction the character is facing. |
b. | Back, and relative to the direction the character is facing. |