Notation Guide

Conventions
This guide uses the numeric notation, where numbers are used to represent directions, and letters used to represent buttons.
All inputs are listed assuming you are facing right. As a shortcut, look at your numpad, the numbers are the same as that.

Examples on how to read this are listed at the bottom of the page!

Input Notations
  7 8 9     Lights Heavys Gatchi  
4 5 6 Punches A C G
1 2 3 Kicks B D  

Move Notations
P Either punch button, the result is the same.
K Either kick button, the result is the same.
A/C Either A or C, but the effect may be different.
j. Jump - Jumping version of the attack
( j.C = Jumping Hard Punch )
sj. Super Jump - Super jumping version of the attack
( sj.D = Super Jump Heavy Kick )
c. Close - Close version of an attack
(c.C = Close Heavy Punch)
f. Far - Far version of an attack
(f.C = Far Heavy Punch)
dr. Dragon - Special Moves for Marco during Heat Up
(See his section for details)
ch. Charged - Charged version of move, for Ashley or Deathbringer.

Combo Notations
jc Jump Cancel - Jump cancel from the previous move.
IAD Instant Air Dash - Dash Instantly after jump canceling
(See Coyori section)
[ ] "Hold" - Hold button or direction indicated
([2]8D = Hold 2 briefly, then hit 8 and D)
] [ "Release" - Release the button or direction indicated
(]D[ = Release Heavy Kick)
|> Return to Ground - Land from being in the air.
, Link - Move must be linked into the next one.
(5A, 2B = Link 5A into 2B)
... Fill in the blank with another combo or part of a combo.
( ) This move is optional in the combo.
( )*3 Repeat this move (or section) 3 times.
(late) Do this move extra late. Needed for certain combos.
(early) Do this move very early. Needed for certain combos.
(wiff) This move will wiff entirely.

Combo Qualifiers
CH Counter Hit - Combo is on Counter Hit only.
AA Anti-Air - Combo works against airborne enemies.
(Any)
Combo works anywhere! Assumed by default.
(Mid)
Combo works at Mid Screen.
(Corner)
Combo works in the Corner.
(Near Corner)
Combo works when you are a little ways away from the corner.
(Deep Corner)
Combo works when very far into the corner.
(1 Any)
Combo requires 1 super bar to do (and works anywhere).
[1234]
Combo does 1234 damage (VS Urs at full life).

Reading the Guide

Reading Moves

Some examples of move inputs you might see are:

6B - Forwards plus Light Kick. Many characters have a normal like this.

236A - Quarter Circle Forward, Light Punch (Fireball motion)
623C - Forward, Down, Down-Forward, Heavy Punch (Dragon Punch motion)
63214B/D - Half Circle Back, with either Kick.

j.236A - Jumping Quarter Circle Forward, Light Punch

360A - Roll a 360, then hit Light Punch.
720P - Roll a 720, then hit either Punch.

About Normals

Normals in the Guide are listed only if they are particularly noteworthy, and thus some are not mentioned because they aren't worth writing about.
Every character has the following normals whether they are listed or not:

5A, 2A, 5B, 2B, 5C, 2C, 5D, 2D, j.A, j.B, j.C, j.D

Many characters have a distinction between their Close and Far version of their 5C normal. When this is the case, both will be listed and distinguished as:

c.C, f.C

About Specials and Supers

Special moves that are listed with notation such as A/C have distinctions between their light and heavy versions.
Special moves that are listed with notation such as P have no distinctions between their light and heavy versions.

Moves written such as [4]6A signify charge moves. To do these moves, briefly hold 4, then press 6 and A.

All Supers require 1 MP bar to do and have their own section.

Distinctions Between Types of Combos

· Combos listed under Basic are general purpose combos you can use in normal situations.
· Combos listed under Gatchi Counter refer to comboing after a regular Gatchi. The word G-Counter will appear for these.
· Combos listed under High Gatchi Drive or Low Gatchi Drive refer to combos that can be done off of those moves (6+Gatchi or 3+Gatchi).
· Combos listed under Heat Up are combos that either must be done while in Heat Up, or must involve the use of Heat Up.

Note that combos for either kind of Gatchi Drive will not explicitly mention the HGD or LGD, it is simply inferred that all combos in these sections start with them.
Heat Up Combos as well assume that you are in Heat Up already and will not explicitly mention the fact. If a combo requires you to Heat Up mid-combo, it will make specific note of this.

Reading an Example Combo

The following is an example Low Gatchi Drive combo for Cedric. It can only be done during a Low Gatchi Drive, and it is character specific. See Cedric's section for a full explanation of the combo.

(0 Near Corner)
j.C |> 2B 5C 5D [2]8B/D, [2]8B/D
[1100+]

Breakdown:

(0 Near Corner)
- Signifies this combo costs 0 meters to do, and must be done when near the corner.
[1100+]
- Signifies this combo will does 1100 damage, or more, to Urs. It may do more or less to other characters.

j.C |> - Do a Jumping Heavy Punch, then land on the ground.
2B 5C 5D - Directly chain cancel 2B into 5C, then 5C into 5D.
5D [2]8B/D - After chaining into 5D, you must begin charging [2]. Then before the 5D is finished, cancel it into 8. You can use either button, but the effects may be different.
[2]8B/D, [2]8B/D - After the first [2]8 special connects, you must link into a second one. This requires considerably more timing than a simple chain.