SCV AND NATSU NOTATION CONVENTIONS, AKA The newbie silencer

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UnseenWombat

[14] Master
Just so we're all on the same page with what we're calling different moves and such.

Shamelessly copied from the basic notation thread, but some obsolete stuff has been removed and some Natsu stuff added.

Natsu-specific Notation

~(stance name): The listed move ends with Natsu in the indicated stance
PO: Possession stance (214)
POR: Possession rush (PO 66)
PORC: Possession rush cancel (PO 664)
WR: Wind Roll (6B+K)
RM: Reverse Mill (BT 6B+K)
DB: Distorted Breeze (2_8B+K, formerly known as Side Wind Roll)
STK: Stalker (5_1_4_7B+K)
HOV: Hover (PO 8)
SM: Silent Mist (PO 2)
SOFD: Seal of the Fire Dragon (41236B unblockable)
EX: Exorcism (PO A+B unblockable)

Numerical Conventions

7 8 9
4 5 6
1 2 3

translates to:

:7::8::9:
:4::5::6:
:1::2::3:

or

u/b u u/f
b n f
d/b d d/f

Or written out fully:
up-back, up, up-forward
back, neutral, forward
down-back, down, down-forward

Hint: Look at your number pad on your computer keyboard.
Regardless of what side you play on (1p or 2p), 6 is always forward, and 4 is always back. Some more examples:
236 = QCF (quarter circle forward)
214 = QCB (quarter circle back)
41236 = HCF (half circle forward)

Buttons

A: A horizontal attack.
B: A vertical attack.
K: A kick attack.
G: A guard.
Any: Any button can be pressed.
[any]: Hold down the indicated button/direction.
_: Or. (B_A, meaning you can press B or A)
+: And. (B+G, meaning you have to press B and G together)
~/aB/bK/kB/bA/kA/aK: Slide input or input button immediately after. Input the buttons faster and in smooth conjunction. There are different timings for different slide inputs.
: : Just Frame input. (A:6 means 6 is input on a precise frame (for Natsu, it's just as the A hits))
(any): Optional.
< or *: Optional delayed input. (2B*A, or 2B<A meaning after tapping 2B, you can optionally input an A that is delayed)
=: Next in sequence.
{}: Grouping of options.
66K = forward, forward+K
66B+K = forward, foward+B+K

General Notations

H: High attack
M: Mid attack
L: Low attack
UB: Unblockable
SM: Special Mid attack
SL: Special Low attack
FC: Fully crouched
8WR: 8-Way Run
SS: Sidestep
GC/GB: Guard Crush/Guard Burst
RC: Recover Crouch
iFC: Instant Full Crouch
SP: Special Movement
NC: Natural Combo
NCC: Natural Combo on Counter
BT: Back Turned
iBT: Instant Back Turned
lBT: Left Back Turn, opponent steps to the right
rBT: Right Back Turn, opponent steps to the left
WR: While Rising (Standing up) (not to be confused with Natsu's Wind Roll which is also WR)
iWR: Instant While Rising (there is no instant Wind Roll though)
JF: Just Frame
i"number": impact ex. i11
1FS: 1 Frame Shift
GI: Guard Impact
RCC: Recover Crouching Cancel
DMG: Take damage
FrC or Opp FC: Forced Crouch (opponent is forced into a crouch)
WL: While Landing from jump
KND: Knockdown
TC: Tech Crouch
TJ: Tech Jump
TS: Tech Step
STJ: Super Tech Jump
AC: Air Control
GC: Guard Crush
FUFA: Face Up and Feet Away
FUFT: Face Up and Feet Towards
FDFA: Face Down and Feet Away
FDFT: Face Down and Feet Towards
BE: Brave Edge attack (i.e., 66B BE = 66B~A+B+K)
$: Brave Edge attack (i.e., 66B$) (Some people like this style, but I don't think it's catching on, BE is the more common notation)
CE: Critical Edge attack (236236A+B+K)

Hit Properties

BT: Your back is facing the opponent
OB or Opp BT: Forces your opponent's back to face you
OS: Forces your opponent's side to face you
OSB: Forces your opponent's side to face you when blocked
LNC: Launcher
SLNC: Super Launcher
RO: The move rings the opponent out
CH: Requires a counter hit
AT: Attack throw (blockable throw)
GI: Guard Impact is possible
GI-h: Guard Impact - horizontal attacks
GI-v: Guard Impact - vertical attacks
re-GI: reverse GI, GI opponent's post-GI attack
c: Counter hit modifier (for example, BNc is a bounce juggler starter on counter hit)
co: Crouching opponent modifier (for example BNco)
cco: Counter hit on crouching opponent modifier (for example FScco)

Stuns

STN: Generic stun notation, may be any of the below
BN: Bounce Stun
DOS: Double Over Stun. This can be broken with a 5-directional input
FS: Fall back Stun
LS: Lift Stun
HS: Hunch Over Stun
CS: Crumple Stun
CFS: Crumple Fall Stun
STS: Sitting Stun
TS: Thrust Stun
QS: Quake Stun
SPS: Spin Stun
THS: Toe Hop Stun
BS: Block Stagger
GC/GB: Guard Crush/Guard Break

Guard Impacts

GI = Guard Impact (4A+B+K)
JG = Just Guard (press G just before opponent's attack connects)

Throw Breaks

ETB = Early Throw Break
NTB = Normal Throw Break
LTB = Late Throw Break
 
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