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Heaton
A Soul in the Purgatory
This thread contains general information on notations and terminology used both in-game and on the forums here. Report any inconsitencies or inaccuracies to me via PM.
Numerical Conventions
(there's gonna be a really cool graphic here soon I swear)
= 7 8 9
= 4 5 6
= 1 2 3
Input Notations
A - horizontal attack
B - vertical attack
K - kick attack
G - guard
(A) - indicates the button must be held
* - indicates either input may be used; e.g. A+G*B+G
+ - indicates button combonation must be pushed together; e.g. A+B
aB - indicates the buttons must be pressed quickly in sucession
~ - the next move in the sequence; e.g. 3B ~ 236B ~ 236K
Move Properties
H - signifies the attack hits standing opponents, but misses against crouching opponents; can be blocked with a standing guard
M - signifies the attack hits standing and crouching opponents; can be blocked with a standing guard
L (Low) - signifies the attack hits standing and crouching opponents, but misses against aerial opponents; can be blocked with a crouching guard
SM (Special Mid) - the attack hits standing, crouching, and aerial opponents; can be blocked with either a standing or crouching guard
SL (Special Low) - the attack hits standing or crouching opponents, but misses against aerial opponents; can be blocked with either a standing or crouching guard
KND (Knockdown) - the attack knocks the opponent down
TH (Throw) - the attack cannot be blocked, but can be broken with either A or B inputs depending on the move
AT (Attack Throw) - the attack initiates an unbreakable throw on a successful hit, but can still be blocked normally
UA (Unblockable Attack) - the attack cannot be blocked with a normal Guard; formerly abbreviated as UB
BE (Brave Edge) - the attack costs 0.5 meter and flashes bright yellow; all Brave Edge attacks use A+B+K
CE (Critical Edge) - the attack costs 1.0 meter; all Critical Edge attacks use 236236A+B+K as their input
BA (Break Attack) - the attack has electricity effects and generally gives the attacker more frames on block; also known as GC (Guard Crush) and GB (Guard Break)
aGI (auto Guard Impact) - the attack has Guard Impact frames
SS (Special Stance) - the move leaves the character in a specific stance dependent on the character
TC (Tech Crouch) - the move crouches under high moves
STC (Super Tech Crouch) - the move crouches under high moves as well as some mids
TJ (Tech Jump) - the move jumps over low moves
STJ (Super Tech Jump) - the move jumps over low moves as well as some mid and high moves
LNC (Launcher) - the move launches the opponent into the air for combo opportunities
SLNC (Super Launcher) - the move launches the opponent high into the air for extended combo opportunities
General Definitions
Air Control - the ability to move while being juggled by your opponent by pressing any directional input while airborne; commonly abbreviated as AC
Back Turned - the state in your opponent is behind you and you are facing away from them; commonly abbreviated as BT
Buffering - inputting a move during the recovery frames of another move
Counter Hit - a hit property that occurs when you attack your opponent while they are in the middle of performing an attack or movement; commonly abbreviated as CH
Full Crouch - a crouched state; commonly abbreviated as FC
Guard Impact - defensive maneuver that, on successful execution, makes the opponent vulnerable for around 30 frames; executed with 4A+B+K for 0.5 meter; abbreviated as GI
i(#) - where "i" means "impact" and # is a number that stands for a frame, indicates a move will impact with the opponent at that specific frame
Instant Full Crouch - a Full Crouch state initiated as fast as possible; abbreviated as iFC
Instant While Rising - a While Rising state intiated as fast possible; abbreviated as iWR
Just Frame - a move that requires inputs to be given at a specific frame; commonly abbreviated as JF and indicated with : (e.g. 1B:B, 236:B)
Natural Combo - a combo that can be done on an opponent with no special requirements' abbreviated as NC
Natural Counter Combo - a combo that can only be done with the first hit has Counter Hit properties; abbreviated as NCC
Quick Step - defensive maneuver that evades most vertical attacks; executed with 22 or 88; abbreviated as QS
Side Step - defensive maneuver that evades some vertical attacks; executed with 2 or 8
Ukemi - defensive maneuver used to quickly recover from a knockdown state; executed by inputting G and any direction when you hit the ground; also known as "Tech"
While Rising - indicates a move needs to be done while transitioning from a crouched state to a standing state; abbreviated as WR
(Report any inconsistencies or inaccuracies directly to me via PM.)
Numerical Conventions
(there's gonna be a really cool graphic here soon I swear)
= 7 8 9
= 4 5 6
= 1 2 3
Input Notations
A - horizontal attack
B - vertical attack
K - kick attack
G - guard
(A) - indicates the button must be held
* - indicates either input may be used; e.g. A+G*B+G
+ - indicates button combonation must be pushed together; e.g. A+B
aB - indicates the buttons must be pressed quickly in sucession
~ - the next move in the sequence; e.g. 3B ~ 236B ~ 236K
Move Properties
H - signifies the attack hits standing opponents, but misses against crouching opponents; can be blocked with a standing guard
M - signifies the attack hits standing and crouching opponents; can be blocked with a standing guard
L (Low) - signifies the attack hits standing and crouching opponents, but misses against aerial opponents; can be blocked with a crouching guard
SM (Special Mid) - the attack hits standing, crouching, and aerial opponents; can be blocked with either a standing or crouching guard
SL (Special Low) - the attack hits standing or crouching opponents, but misses against aerial opponents; can be blocked with either a standing or crouching guard
KND (Knockdown) - the attack knocks the opponent down
TH (Throw) - the attack cannot be blocked, but can be broken with either A or B inputs depending on the move
AT (Attack Throw) - the attack initiates an unbreakable throw on a successful hit, but can still be blocked normally
UA (Unblockable Attack) - the attack cannot be blocked with a normal Guard; formerly abbreviated as UB
BE (Brave Edge) - the attack costs 0.5 meter and flashes bright yellow; all Brave Edge attacks use A+B+K
CE (Critical Edge) - the attack costs 1.0 meter; all Critical Edge attacks use 236236A+B+K as their input
BA (Break Attack) - the attack has electricity effects and generally gives the attacker more frames on block; also known as GC (Guard Crush) and GB (Guard Break)
aGI (auto Guard Impact) - the attack has Guard Impact frames
SS (Special Stance) - the move leaves the character in a specific stance dependent on the character
TC (Tech Crouch) - the move crouches under high moves
STC (Super Tech Crouch) - the move crouches under high moves as well as some mids
TJ (Tech Jump) - the move jumps over low moves
STJ (Super Tech Jump) - the move jumps over low moves as well as some mid and high moves
LNC (Launcher) - the move launches the opponent into the air for combo opportunities
SLNC (Super Launcher) - the move launches the opponent high into the air for extended combo opportunities
General Definitions
Air Control - the ability to move while being juggled by your opponent by pressing any directional input while airborne; commonly abbreviated as AC
Back Turned - the state in your opponent is behind you and you are facing away from them; commonly abbreviated as BT
Buffering - inputting a move during the recovery frames of another move
Counter Hit - a hit property that occurs when you attack your opponent while they are in the middle of performing an attack or movement; commonly abbreviated as CH
Full Crouch - a crouched state; commonly abbreviated as FC
Guard Impact - defensive maneuver that, on successful execution, makes the opponent vulnerable for around 30 frames; executed with 4A+B+K for 0.5 meter; abbreviated as GI
i(#) - where "i" means "impact" and # is a number that stands for a frame, indicates a move will impact with the opponent at that specific frame
Instant Full Crouch - a Full Crouch state initiated as fast as possible; abbreviated as iFC
Instant While Rising - a While Rising state intiated as fast possible; abbreviated as iWR
Just Frame - a move that requires inputs to be given at a specific frame; commonly abbreviated as JF and indicated with : (e.g. 1B:B, 236:B)
Natural Combo - a combo that can be done on an opponent with no special requirements' abbreviated as NC
Natural Counter Combo - a combo that can only be done with the first hit has Counter Hit properties; abbreviated as NCC
Quick Step - defensive maneuver that evades most vertical attacks; executed with 22 or 88; abbreviated as QS
Side Step - defensive maneuver that evades some vertical attacks; executed with 2 or 8
Ukemi - defensive maneuver used to quickly recover from a knockdown state; executed by inputting G and any direction when you hit the ground; also known as "Tech"
While Rising - indicates a move needs to be done while transitioning from a crouched state to a standing state; abbreviated as WR
(Report any inconsistencies or inaccuracies directly to me via PM.)