|Basics of Numpad Notation|
Numpad notation is a system for writing the directional commands used in fighting games in an easy-to-read, easy-to-understand way, even if it
may not seem like it at first. The core mechanic of numpad notation is also how it gets its name: numbers are used in place of directions,
according to their position on a keyboard's numpad.|
An advantage of numpad notation is its ability to simply and consistently indicate complex movement sequences. You're not really saving any space when you compare QCF (Quarter-Circle Forward) to 236, but writing 8462 is easier than "hold down, up back forward down" no matter how else you might try to write it.
For BlazBlue, these are A, B, C, and D. Guilty Gear uses P, K, S, H, and D. If an attack button is listed on its own, the direction is assumed to be 5 (Neutral).
Example: 5A > 5B > 5C = Neutral A, cancel that attack's recovery with neutral B, then cancel that attack's recovery with neutral C.
Example: 5[D], 22]D[ = press D while neutral, then press Down twice and release D to perform the second attack. This same notation can be used to denote holding directionals. For example, 8D is the command for Jin's Astral Finish.
Example: 225D~C = press down twice, return to neutral and press D, then immediately press C. This allows you to use the movement of 5D while actually performing 22C.
Example: 5B, 5C = neutral B, then neutral C after the B attack recovers.
j. sj. Jump and Superjump
j. indicates jumping or in midair. sj. indicates a superjump.
Example: j.2C = perform a Down+C attack while in midair.
c., f. Close and Far
Sometimes the same command can do 2 different attacks depending on your distance to the opponent. Close is usually right next to the opponent, while Far is everywhere else. While BlazBlue does not have any close/far attacks, this is a common occurance when playing other games like Guilty Gear.
Example: c.5A = press Neutral+A while close to the opponent
d. Command performed while in Drive (Noel's Chain Revolver moves are notated this way)
5D > d.6D = press neutral D to initiate Drive, then press forward D while in Drive for the next attack.
tk. Tiger Knee Indicates that the command should be performed on the ground with an upward end to the motion, allowing it to be performed just as you enter a jump state.
Example: tk.236A = Down, Down-Forward, Forward, Up-Forward, then press A just as you enter the air. This may also be written as 2369A.
Example: 5B (CH) > 6A > (RC) > 236B = neutral B hits as a counter, then cancel to forward A, and rapid cancel that into quarter-circle forward B. Note: unless links have an especially long wait on them, timing is usually not written. Typically the next move is performed as soon as it's available to use and will hit the opponent.
Example: 6A > jc > j.B > j.C > 236C = Forward + A, cancel with a jump and attack with neutral B, cancel with neutral C, cancel into the special move quarter-circle forward + C.
|Less Common Notation|
Example: 41236C(1) = cancel after the first hit from half-circle forward C.
Example: D -> A = press neutral D, then press neutral A for the followup.
Example 1: D -> A/B/C/D = press neutral D, then you may press either A, B, C, or D.
Example 2: 6A = hold Back, press Forward + A.
Example 1: j.C(x5) = while jumping, press neutral C five times.
Example 2: 5C(xN) = press neutral C forever, or until it stops working.
Example 3: (5A > 5B > 5C)xN = loop neutral A, neutral B, and neutral C forever.
Example: BC (whiff) > 6C = press B and C together to perform a throw that misses the target, then cancel to forward C.
Example 2: 236236B, (adjust) 4D = double quarter-circle forward B, then adjust your position in order to make the back D hit.
Example: j.5C |> 6C = perform a midair neutral C, then land and perform a forward C.
Example 2: 5D /\ j.P > j.K > j.S = perform a standing Dust attack, then jump to perform the Dust superjump and, while in midair, press punch, kick, then slash.
|Abbreviations and Acronyms|
|There are MANY abbreviations and acronyms that people use for the various occurances in BlazBlue. Here are a few of them.
|Real World Examples|
2[A]~6]A[ > 2A > (6A Bug), 5C > (C Bug), Taunt~D > (D Bug) > sj.2A~[C] > (A Bug) > j.]C[ > j.2B (whiff) > (C Bug), Taunt~AD > (D Bug) > (A Bug)
Down + Hold A, immediately release while pressing Forward, cancel into Down + A again, the Forward+A Bug hits, link a neutral C, let the C bug hit while you taunt (immediately press D while taunting), D bug hits. Perform a superjump and press Down+A to dive. Hold C while diving. A bug hits, let go of C, press Down+B in midair to do another dive that whiffs. C bug hits, taunt then press A and D. D bug hits, then A bug hits.
Already we're seeing the benefits.
5B > 2B > 6C > jc > j.D, 6A/2B > 623B, 5D -> air combo ender
Neutral B, cancel into Down B, cancel into Forward C, jump cancel into neutral D, land and perform either Forward C or Down B, cancel into Shoryuken+B, link neutral D and finish up with your preferred air combo.