Notation: Difference between revisions

From Dustloop Wiki
m (Spelling fixes and character labels)
(migrated to Glossary page)
(6 intermediate revisions by the same user not shown)
Line 37: Line 37:


==== Charge Moves====
==== Charge Moves====
Charge moves are performed by holding a direction and then switching to a specific direction and inputting an attack button. One example would be {{Character Label|GGXRD-R2|Venom|20px}}'s [[GGXRD-R2/Venom#Stinger Aim|Stinger Aim]] attack which is input by holding backwards {{4}} for a period of time then inputting forwards {{6}} and pressing either the {{S}} or {{H}} attack button. Holding a button is indicated in numpad notation by surrounding the held input with a set of square brackets, [ and ]. This can apply to both directions, such as [4], or attack buttons, such as [P].
Charge moves are performed by holding a direction and then switching to a specific direction and inputting an attack button. One example would be {{Character Label|GGXRD-R2|Venom|20px}}'s [[GGXRD-R2/Venom#Stinger Aim|Stinger Aim]] attack which is input by holding backwards {{4}} for a period of time then inputting forwards {{6}} and pressing either the {{S}} or {{H}} attack button. Holding a button is indicated in numpad notation by surrounding the held input with a set of square brackets, [ and ]. This can apply to both directions, such as [4], or attack buttons, such as [P]. With these rules in mind, Venom's Stinger Aim is written as {{Clr|3|[4]6S}} for the {{S}} version or as {{clr|4|[4]6H}} for the {{H}} version.


Most of the time the release of a button is not strict and as such not noted, but in the case that there is a very specific release of a button the square brackets are reversed. For instance if you need to release the P button at a specific time the release is represented as ]P[.  
Most of the time the release of a button is not strict and as such not noted, but in the case that there is a very specific release of a button the square brackets are reversed. For instance if you need to release the P button at a specific time the release is represented as ]P[.  
Line 50: Line 50:
=== The Exceptions ===
=== The Exceptions ===
----
----
Because we prioritize ease of communication sometimes moves will be notated by coloquial terms or their proper names on a case-by-case basis. Some moves have long inputs that might be more difficult to parse than their actual names and as a result people will often opt to simply use the name or a nickname for the move instead of the input. For instance, {{Character Label|GGXRD-R2|Potemkin|20px}}'s [[GGXRD-R2/Potemkin#Potemkin Buster|Potemkin Buster]] is often referred to as "Pot Buster", "Potemkin Buster", or "PB" rather than writing out the notation for it, {{clr|1|632146P}}. When this scheme will happen is determined entirely by the community and is simply whatever people find to be the easiest.
Because we prioritize ease of communication sometimes moves will be notated by colloquial terms or their proper names on a case-by-case basis. Some moves have long inputs that might be more difficult to parse than their actual names and as a result people will often opt to simply use the name or a nickname for the move instead of the input. For instance, {{Character Label|GGXRD-R2|Potemkin|20px}}'s [[GGXRD-R2/Potemkin#Potemkin Buster|Potemkin Buster]] is often referred to as "Pot Buster", "Potemkin Buster", or "PB" rather than writing out the notation for it, {{clr|1|632146P}}. When this scheme will happen is determined entirely by the community and is simply whatever people find to be the easiest.


== Combos in Numpad ==
== Combos in Numpad ==
{{Tt|Combos|A series of attacks which hit the opponent without them being able to act}} and {{Tt|strings|A general term describing a loose series of actions which may or may not be a combo}} written in numpad notation use a set of special characters to help the reader understand what is happening within the gamestate in as few words as possible. These characters and their uses are as follows:
{{Tt|Combos|A series of attacks which hit the opponent without them being able to act}} and {{Tt|strings|A general term describing a loose series of actions which may or may not be a combo}} written in numpad notation use a set of special characters to help the reader understand what is happening within the game state in as few words as possible. These characters and their uses are as follows:
;>
;>
: The Right Angle Bracket is a catchall for proceeding from 1 move or hit in a combo to or string to the next without any specific conditions.
: The Right Angle Bracket is a catchall for proceeding from one move or hit in a combo to or string to the next without any specific conditions.
;,
;,
: The comma is used to specifically denote a {{Tt|link|Performing one move, usually in a combo, breifly after the previously used move has recovered}}
: The comma is used to specifically denote a {{Tt|link|Performing one move, usually in a combo, briefly after the previously used move has recovered}}
:''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.''
:''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.''
;->
;->
: An "[https://en.wikipedia.org/wiki/ASCII ASCII] right arrow", formed by a minus, '-', character and a right arrow, '>', character represents {{Tt|canceling|To bypass the remaining time or frames in an action by proceding directly into another action}} one special move into another special move
: An "[https://en.wikipedia.org/wiki/ASCII ASCII] right arrow", formed by a minus, '-', character and a right arrow, '>', character represents {{Tt|canceling|To bypass the remaining time or frames in an action by proceeding directly into another action}} one special move into another special move
;▷
;▷
: The unicode white-rightpointing-triangle is used to denote actions taken after landing from being airborne.  
: The Unicode white-right pointing-triangle is used to denote actions taken after landing from being airborne.  
;~
;~
: The Tilde is used to indicate a Kara Cancel/Followup. This is used when a player must perform some action immediately after another action. The Tilde is placed between the first action and the second action.
: The Tilde is used to indicate a Kara Cancel/Followup. This is used when a player must perform some action immediately after another action. The Tilde is placed between the first action and the second action.
Line 124: Line 124:
:;Move Names, Placeholders
:;Move Names, Placeholders
::In combos, you may find the name of an attack used in place of an input. Just perform the move that's written. Additionally, combos might end with phrases like "air combo ender," "OTG ender," things of that nature. In these cases you would use any general combo that suits the situation and yields the result you want, rather than writing out a new combo for each possibility.
::In combos, you may find the name of an attack used in place of an input. Just perform the move that's written. Additionally, combos might end with phrases like "air combo ender," "OTG ender," things of that nature. In these cases you would use any general combo that suits the situation and yields the result you want, rather than writing out a new combo for each possibility.
== More Abbreviations ==
;CH
:'''C'''ounter '''H'''it
:To interrupt the opponent's attack with your own. Counter Hits usually have increased hitstun or have additional properties that normal hits do not have. This usually gives the opportunity to retaliate with even stronger combos.
;FD
:'''F'''aultless '''D'''efense
:A Guilty Gear term that refers to a special type of blocking that negates chip damage and increases pushback. Can be used to refer to similar mechanics in other games (such as BlazBlue's Barrier Block).
;IAD
:'''I'''nstant '''A'''ir '''D'''ash
:To perform an air dash from a standing position as fast as possible. Done by pressing 956 to air dash forwards or 754 to air dash backwards.
;IB
:'''I'''nstant '''B'''lock
:A mechanic used in games like [[:Category:Guilty Gear|Guilty Gear]] and [[:Category:BlazBlue|BlazBlue]] where you begin blocking right before an attack strikes you. The benefit of this is that you recover faster, suffer less pushback, and gain extra meter.
;OCV
:'''O'''ne '''C'''haracter '''V'''ictory
:When a single person defeats every opponent in a team match.
;OTG
:'''O'''ff '''T'''he '''G'''round
:The act of hitting the opponent when the are knocked down, thus hitting them '''O'''ff '''T'''he '''G'''round.
;FC
:'''F'''atal '''C'''ounter
:A state inflicted on the opponent that increases hitstun on all subsequent attacks in a combo, allowing for bigger and/or longer combos.
:Often earned by counter-hitting the opponent with specific moves.
== Gameplay Related Terms ==
;Abare <small>''noun''</small>
:An attack during the opponent's pressure, intended to interrupt it.
;Burst <small>''noun''</small>
:An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. Bursts usually consume a very hard-to-come-by resource and can be baited and punished.
;Cancel <small>''verb''</small>
:To perform a second action while the first action is still in motion. Used to create combos, advantageous situations, etc.
;Catch Move / Parry Move / Counter Move <small>''noun''</small>
:An attack where your character goes into a blocking stance and will only trigger an attack if the opponent hits you. Examples of this include Hakumen's Drive attacks or Axl's Tenhou Seki (214P/K)
;Command Throw <small>''noun''</small>
:A throw that is performed by inputting a special command like 214C. Generally command throws have special properties like more damage or inescapable.
;Chicken Block <small>''noun''</small>
:Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup.
;Chip Damage <small>''noun''</small>
:Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
;Combo <small>''noun''</small>
:A sequence of attack where if the first attack hits, then the followup hits are guaranteed to hit the opponent.
;Crossup <small>''noun''</small>
:To perform a maneuver where a defending opponent must block the opposite direction. An example is [[BBCS2:Ragna the Bloodedge|Ragna]] jumping over an opponent and attacking with a j.B. Depending on the timing, the opponent must block in two different directions.
;Dead Angle/ Alpha Counter/ Counter Assault
:An attack that is done during blockstun that has invincibility and is used to stop the opponent's pressure.
;EX / Force Break
:A type of special attack that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers.
;Faultless Defense / Barrier Block <small>''noun''</small>
:A special type of blocking that negates chip damage, increases blockstun, and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.
;Frame Trap <small>''noun''</small>
:An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.
;Fuzzy Guard <small>''noun''</small>
:An advanced offensive technique where the player tricks the opponent to block high then low, then does two high attacks in a row that would whiff on a crouching opponent, resulting in a defender being hit by an overhead. When switching from standing to crouching block, the defender's vertical hurtbox remains extended briefly, allowing moves that whiff on crouching opponents to connect, and the defender will often be shown as blocking incorrectly while still standing to block the overhead high.
;Fuzzy Guard (2) <small>''verb, adj''</small>
:Also called "OS Blocking" and "Rhythm Blocking."
:A form of blocking in which the defender switches from blocking high to blocking low (or vice versa) at a specific time in order to block multiple mixup options. Typically used to defend against mixups in which the overhead and low do not hit on the same frame, allowing the defender to change their guard at the right timing in order to block both options without guessing. If the attacker's low option is faster than their overhead, the defender can Fuzzy Guard the mixup by blocking low first, then switch to blocking high for the overhead. An example of a setup vulnerable to Fuzzy Guarding is Aigis's 5B mixup, as the low option will be faster than the high, and by blocking low, then high at the right timing, the defender can cover both options.
;Fuzzy Option Select <small>''noun''</small>
:A defensive option select that allows the defender to hide an input (commonly the throw command in games with two-button throws, or a stronger defensive option such as Barrier Guard or Faultless Defence) while performing another defensive action (including continuing to block). Fuzzy Option Selects allow the defender to deal with multiple options while being pressured without committing to a only one, lessening the risk. Option selects that hide an input behind another defensive option are typically called a "Fuzzy" OS, such as Fuzzy Jump, Fuzzy Roll, Fuzzy DP, etc.
;Gatling / Revolver Action / P Combo
:The special category of cancels that describe how each character can cancel normals into other normals.
; Guard Point <small>''adj.''</small>
:An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks and Baiken's Suzuran (63214K)
; Hard Knockdown <small>''noun''</small>
:A knockdown that forces the character into a prolonged knockdown state; after a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.
;High-Low <small>''noun''</small>
:A mixup where the opponent must choose between blocking high and low.
;Hit Confirm <small>''verb''</small>
:To perform the first hit of a combo, but only performing the followup hits if the first hit successfully hits the opponent.
; Hyper Armor <small>''adj.''</small>
:An attack that can absorb multiple hits from the opponent (usually taking a fraction of the regular damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D)
;Link <small>''verb''</small>
:To perform a second action after the first action completely finishes its animation in order to create a combo.
;Low Attack <small>''noun''</small>
:An attack that the opponent must block low.
; Meaty Attack <small>''noun''</small>
:Performing an attack early on okizeme to gain a lot of frame advantage and bait reversals.
;Meter <small>''noun''</small>
:A generic term to describe a resource that is used for offense/defense such as Guilty Gear's Tension, BlazBlue's Heat, and Persona 4 Arena's SP.
;Mixup <small>''noun'', ''verb''</small>
:To perform a maneuver that forces a defending opponent to choose between two or more options (typically blocking high/low, or high-low-throw). If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mixup (such as crossup and high-low).
;Neutral <small>''noun''</small>
:When neither player is in an advantageous position in terms of position on the stage.
:When the player does not press any direction on the joystick/pad.
;Normal
: A type of attack that is performed by pressing a single button.
; Negative Edge <small>''noun''</small>
:Using button-release to perform attacks. To perform, hold down an attack button, perform the motion, then release the button.
:This technique can be applied to doing special attacks for almost all characters, but characters who use this intensively include Guilty Gear's Eddie and BlazBlue's Carl.
;Okizeme <small>''noun''</small>
:Attacking an opponent about to wake up, usually with meaty attacks or mixups.
;Option Select <small>''noun''</small>
:A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.
;Overhead <small>''noun''</small>
:An attack that the opponent must block high.
;Pressure <small>''noun''</small>
:To attack the opponent continuously and leave little room for counter attacks.
;Proximity Block <small>''noun''</small>
:When not actually blocking an attack, holding back while near an attack will cause your character to go into a blocking animation. Proximity Block explains this phenomenon.
;Rebeat/Reverse Beat <small>''noun''</small>
:Canceling into a lower normal.
;Rekkas <small>''noun''</small>
:A series of special attacks that are only available after the first one is performed. Named after Fei-Long's Rekkaken punches in Street Fighter 2.
;Reset <small>''noun''</small>
:Purposefully ending a combo early in order to perform a mixup in order to deal more damage.
;Reversal <small>''noun, adj.''</small>
:An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
:To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.
; Rising <small>''adj.''</small>
:Performing a jumping attack while ascending from a jump.
;Rushdown <small>''noun''</small>
:Style of play where you constantly attack the opponent in close range fighting, never giving him an opportunity to retaliate.
;Shoryuken, DP, SRK <small>''noun''</small>
:Ryu's dragon punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup, long recovery, and a jumping/rising motion.
;Special
: A type of attack that requires a command like 236A. These attacks typically special effects that normal attacks do not have such as chip damage, invincibility, etc.
;Super
:A type of attack that consumes meter, and is typically followed by a superfreeze.
; Super Armor <small>''adj.''</small>
:An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P)
; Ukemi, Tech <small>''noun, verb''</small>
:To recover from a knockdown or air hitstun state by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.
;Wake up <small>''noun''</small>
:Used to describe a character's state after they have been knocked down and are about to regain the ability to act.
;Whiff <small>''verb, adj.''</small>
:An attack that completely misses the opponent, such as when the opponent is out of range of the attack.
;Zoning/ Keep Away <small>''noun''</small>
:Style of play where you stay far away from the opponent and use ranged attacks to keep the opponent away while slowly whittling away the opponent's life.
; 360, 720, etc <small>''noun''</small>
:To input a directional command that is 360/720/etc degrees clockwise or counter-clockwise. This is typically for command throws like Zangief's Spinning Piledriver or Tager's Gigantic Tager Buster
;50/50 <small>''noun''</small>
:A mixup where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.
== Frame Data Related Terms ==
;Active <small>''noun''</small>
:The active frames of an attack refers to the amount of time an attack can hit the opponent.
;Attack Level <small>''noun''</small>
:An attack attribute that determines how much hitstun or blockstun a move inflicts.
;Blockstun / Guardstun <small>''noun''</small>
:Similar to hitstun but applies when the opponent blocks an attack.
;Frame <small>''noun''</small>
:The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
;Frame Advantage/ Static Difference
:The difference in time an attacker and a defender can begin moving again after blocking an attack.
;Hitbox <small>''noun''</small>
:A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.
:The hitbox specifically relating to where an attack can hit the opponent.
;Hitstop <small>''noun''</small>
:When a character is hit, both characters are stopped in place to give the hit the feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.
;Hitstun <small>''noun''</small>
:When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.
;Hurtbox <small>''noun''</small>
:The hitbox specifically relating to where a character is vulnerable to an opponent's attack.
;Recovery <small>''noun''</small>
:The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.
;Startup <small>''noun''</small>
:The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
;Untechable Time <small>''noun''</small>
:Minimal airborne "hitstun".
:Getting hit while airborne will force you into a vulnerable falling state. After the untechable time passes, you can choose to ukemi (aka tech) and recover in the air, wait and delay your ukemi, or simply fall to the ground.
:This delayable timing difference between ground hitstun and untechable time is the reason the term was created.
== Fighting Game Culture Related Terms ==
;Scrub <small>''noun''</small>
:A low level player.
:''"I'm a scrub! Go easy on me!"''
;Beast <small>''noun'', ''adj''</small>
:A very strong player.
;BnB, B&B, Bread and Butter <small>''noun''</small>
:A staple combo that is simple yet effective.
;Stream Monster <small>''noun''</small>
:A person who watches many video streams of tournaments/other fighting game events and participates in the stream chat.
:''"I don't feel like going anywhere this weekend. I think I'll just be a stream monster."''
;Pot Monster <small>''noun''</small>
:A person who enters a tournament believing he has no chance at winning anything.
:''"I'm a pot monster: I know I'm not going to win anything, but I want that tourney experience!"''
;Free <small>''adj''</small>
:To declare that something (or someone) is easy or requires little to no thought to handle.
:''"You're challenging me? Dude, you're free! I don't even have to use my main to beat you."''
;Salty <small>''adj''</small>
:To feel remorse and bitterness.
:''"He must have been salty after losing to him; they were arguing with each other all year on the forums."''
;Broken <small>''adj''</small>
:An overpowered character or tactic. Comes from the idea that the game's developers did not fully test a character/tactic thus being 'broken' and not ready for release.
:''"Man that shit is broken. Did you see how much damage it did?"''
;Shoto <small>''noun''</small>
:A character in a fighting game that resembles Ryu and Ken from Street Fighter in terms of playstyle.
:''"Who's the shoto of this game? They're always good for beginners like me."''
;Grappler <small>''noun''</small>
:A character in a fighting game who's primary gameplan is to get close to the opponent and throw them for massive damage. Grapplers usually have poor mobility and high health.
:''"I hate fighting grapplers, they're so scary when they get close to you."''
;Money Match <small>''noun''</small>
:A match between two players where both players put money into a pot and the winner of the match gets the money.
:''"Anyone here want to money match? I need to make some money this weekend!"''
;Main <small>''noun & verb''</small>
:The character(s) a player primarily uses and devotes most of his time to using him.
:''"It's been a year since last talked, how have you been? Do you still main Sol?"''
;Sub <small>''noun''</small>
:A character a player uses, but does not use as much as his main.
:''"I swear that guy has an army of subs that he switches between. Maybe he's trying to find a new main."''
;Mash <small>''verb, noun''</small>
:To press buttons rapidly without any planning. To perform an action without thinking.
:''"Do you have any idea what you're doing?"''
:''"Sorry, I'm just mashing till I figure something out!"''
:Often used as a synonym for scramble.
;Scramble <small>''verb, noun''</small>
:An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops.
:''"During the scramble, he was mashing reversal like his life depended on it."''
;Download <small>''verb''</small>
:To learn a player's behavior patterns in order to gain an upper hand in a match.
:''"He won the first game, but I was just using that time to download him. After that I didn't lose a game against him for the rest of the night."''
;Technology <small>''noun''</small>
:New tactics and combos, new discoveries by players. Can refer to the discovery that a certain character's mix-up is actually easy to defeat, a character having far more potential than was initially assumed, etc.
:(Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown)
;XCopy <small>''verb''</small>
:To copy another player's combos/tactics/playstyle without making any changes.
:Comes from the Street Fighter 3 character Twelve's Super Attack of the same name.
;Runback <small>''noun, verb''</small>
:Synonym to rematch.
; Respect <small>''verb''</small>
:Constantly taking the most conservative option available due to opponent's skill, randomness, or character's strong options.
; Disrespect <small>''verb''</small>
:The opposite of respect: to perform high risk options without fear of punishment.
; Hard Read <small>''verb''</small>
:To correctly predict the opponent's action without relying on option selects.
; Call Out <small>''verb''</small>
:To make a hard read and punish the opponent for massive damage.
; One-and-Done <small>''verb''</small>
:To leave immediately after beating someone once.


{{Navbar-GeneralStrategy}}
{{Navbar-GeneralStrategy}}

Revision as of 20:57, 5 June 2020

Numpad Notation

7 GG7.png 8 GG8.png 9 GG9.png Numpad.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png

Numpad notation is a system for writing the inputs used in fighting games in an easy-to-read, easy-to-understand, and language agnostic way. 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. Numpad notation always assumes that the player character is facing the right side of the screen. Pictured to the right are each of the directions in numpad notation, represented by arrows on a gamepad's directional buttons, next to a full-size keyboard's numpad.

Directional Inputs

In numpad notation, direction inputs are represented by a number corresponding to the direction the user inputs on their analogue stick, directional pad, or other input device. In traditional 2D fighting games, a player makes their character jump straight up by pressing up Template:8 on their controller. This is represented by the number 8. Similarly, diagonal jumps are performed by pressing diagonally to the upper-left Template:7 or upper-right Template:9. These jumps can be written as 7 and 9 respectively. Players can make their characters crouch by holding down Template:2 on their controller which is represented in numpad notation as holding 2. If no direction is listed, then it is assumed to be "neutral" or the number 5 which is the same as not pressing any direction at all.

Attack Buttons

Attack buttons, often called simply "buttons" for brevity, are represented by a capitalized letter. For instance, the GGK.png button is represented by the capital letter K.

On the Dustloop Wiki, some games will have an additional layer of differentiation in the form of color coding. Games such as Guilty Gear XRD and Granblue Fantasy Versus have in-game button prompts which are color coded, and as such Dustloop Wiki will attempt to match the colors of those prompts with text color coding.

Command Normals


In numpad notation, attacks are represented by combining the direction the user must input with the attack button that the move uses. If a move is performed by pressing the GGP.png button while holding forward Template:6 the input will be represented as 6P. Similarly, pressing the GGK.png button while holding down Template:2 is represented as 2K.

Special Moves


Most traditional 2D fighting games will allow players to input special moves by performing a series of inputs which usually involve three or more directions combined with an attack button. In numpad notation , these special moves are represented as a series of numbers followed by an attack button. Take for example  Ky Kiske's FireballA colloquial term referring to a projectile which usually travels across the screen in a straight line a short distance above the ground special, Stun Edge. This move is performed by inputting the directions down Template:2, then diagonally down-and-forward Template:3, then forward Template:6 followed quickly by the GGS.png attack button. These directional inputs would be represented by 2 then 3 then 6 in that order.236.gif Many in-game training modes will show this with an icon representing the motion and an icon representing the attack button, in this case Template:236+GGS.png. As such, Ky's fireball is notated in numpad notation as 236S.

Charge Moves

Charge moves are performed by holding a direction and then switching to a specific direction and inputting an attack button. One example would be  Venom's Stinger Aim attack which is input by holding backwards Template:4 for a period of time then inputting forwards Template:6 and pressing either the GGS.png or GGH.png attack button. Holding a button is indicated in numpad notation by surrounding the held input with a set of square brackets, [ and ]. This can apply to both directions, such as [4], or attack buttons, such as [P]. With these rules in mind, Venom's Stinger Aim is written as [4]6S for the GGS.png version or as [4]6H for the GGH.png version.

Most of the time the release of a button is not strict and as such not noted, but in the case that there is a very specific release of a button the square brackets are reversed. For instance if you need to release the P button at a specific time the release is represented as ]P[.

Air Moves


Most 2D fighting games will allow the user to input normals, command normals, and special moves while in the air. When a move is performed in the air it will be preceded by the prefix "j.". Listed below are some examples:

  • The basic GGS.png attack in the air is represented by j.S.
  • If a move is performed by pressing down Template:2 and the GGK.png attack button in the air it is represented by j.2K.
  • Ky's Stun Edge can be performed in the air by inputting Template:236+GGS.png. This air version is notated as j.236S.

The Exceptions


Because we prioritize ease of communication sometimes moves will be notated by colloquial terms or their proper names on a case-by-case basis. Some moves have long inputs that might be more difficult to parse than their actual names and as a result people will often opt to simply use the name or a nickname for the move instead of the input. For instance,  Potemkin's Potemkin Buster is often referred to as "Pot Buster", "Potemkin Buster", or "PB" rather than writing out the notation for it, 632146P. When this scheme will happen is determined entirely by the community and is simply whatever people find to be the easiest.

Combos in Numpad

CombosA series of attacks which hit the opponent without them being able to act and stringsA general term describing a loose series of actions which may or may not be a combo written in numpad notation use a set of special characters to help the reader understand what is happening within the game state in as few words as possible. These characters and their uses are as follows:

>
The Right Angle Bracket is a catchall for proceeding from one move or hit in a combo to or string to the next without any specific conditions.
,
The comma is used to specifically denote a linkPerforming one move, usually in a combo, briefly after the previously used move has recovered
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.
->
An "ASCII right arrow", formed by a minus, '-', character and a right arrow, '>', character represents cancelingTo bypass the remaining time or frames in an action by proceeding directly into another action one special move into another special move
The Unicode white-right pointing-triangle is used to denote actions taken after landing from being airborne.
~
The Tilde is used to indicate a Kara Cancel/Followup. This is used when a player must perform some action immediately after another action. The Tilde is placed between the first action and the second action.

Additional Notation Features

There are some symbols, terms, or abbreviations that are used in notation which are specific to certain games or characters. Because most users will not need them, they are covered in the combo notation section at the top of any page which necessitates them.

Multiple Possible Inputs
This comes up more often in some games than others, but almost always turns up in move lists. When multiple buttons can be pressed with a single movement input, slashes (/) are used to separate the possible inputs. If ANY input is acceptable, an X is used.
  • Example: D -> A/B/C/D = press neutral D, then you may press either A, B, C, or D.
  • Example 2: 236X = press Down, Down-Forward, Forward, then any attack button.
Holding/Releasing Buttons
Sometimes an attack or command requires an input to be held, and then released later. Brackets are used for both, [] for hold and ][ for release. You'll see a lot of these in Carl combos.
  • Example: 5[D], 22]D[ = press D while neutral, then press Down twice and release D to perform the second attack.
  • Example 2: [4]6A = hold Back, press Forward + A.
Repeating Inputs
Some attacks require, or allow, an attack button to be pressed multiple times. It's simple math: Command (xNumber of times to perform the command). If an entire group of commands is to be repeated, the commands will all be surrounded in parentheses with the multiplier outside.
  • Example: 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.
(Fatal) Counters, and Rapid/One More Cancels
Some combos only work under special conditions. One of the most common is a combo that's started with a counter hit - because counter hits have additional hitstun, they allow for combos that would otherwise be impossible. When an attack has to be a Counter Hit to work properly, CH or Counter Hit is written before the attack. If it needs to be a Fatal Counter, FC or Fatal is used instead. Furthermore, some moves don't link together naturally, and require a Rapid/One More Cancel for the combo to continue. When a Rapid Cancel is used in a combo, it is abbreviated as RC (One More Cancel is OMC, while Burst is OMB), with no other separation, and you'll use it to cancel the move that came before it.
  • Example: CH 5B > 6A RC 236B = neutral B hits as a counter, then cancel to forward A, and rapid cancel that into quarter-circle forward B.
Whiffs, and Other Unusual Things
You can't have shorthand for everything. Sometimes an unusual circumstance comes up that can't be adequately explained in three letters, and so instead we simply give the instructions in the combo itself. Common instances of this are "whiff", "dash", and "delay", but there are plenty more besides those.
  • 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, walk forward 4D = double quarter-circle forward B, then walk forward in order to make the back D hit.
Attacks After Landing, Dust Followups (GG Only)
Links can sometimes start with an air move and finish with a ground move. When this is the case, the gap between moves during which you land on the ground is indicated with |>. In Guilty Gear, combos performed in the superjump following a successful Dust attack are indicated with two opposing slashes - /\.
  • 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.
Prefixes
Sometimes you'll see a prefix before a numerical movement command or attack. Here are some of the most common:
  • j. Jumping, or in midair. sj. indicates a superjump.
    • Example: j.2C = perform a Down+C attack while in midair.
  • jc. Jump Cancel (cancel the previous attack by jumping, then perform the indicated command), sometimes written as dj. (Double Jump)
    • Example: 6A > jc.B > j.C xx j.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.
  • c. Close. In Guilty Gear, Slash attacks work differently when you're near your opponent. f. is for the Far version of that attack.
  • d. Command performed while in Drive (Noel's Chain Revolver moves are notated this way)
    • Example: 5D > d.6D = press neutral D to initiate Drive, then press forward D while in Drive for the next attack.
  • tk. Tiger Knee, indicating 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.
Move Names, Placeholders
In combos, you may find the name of an attack used in place of an input. Just perform the move that's written. Additionally, combos might end with phrases like "air combo ender," "OTG ender," things of that nature. In these cases you would use any general combo that suits the situation and yields the result you want, rather than writing out a new combo for each possibility.