Notation: Difference between revisions

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== Numpad Notation ==
== Numpad Notation ==
Each direction corresponds to a number on the numpad.
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.
{| class="wikitable" border="1" align=left
{| class="wikitable" border="1" align=left
|-
|-
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|}
|}
[[File:Numpad.png|thumb|right|The Numpad on your keyboard]]
[[File:Numpad.png|thumb|right|The Numpad on your keyboard]]
<br />
 
So {{236}}A becomes 236A. [[File:236.gif]]<br />
So {{236}}A becomes 236A. [[File:236.gif]]<br clear="all"/>
{{6}}A becomes 6A<br clear=all/>
 
If no direction is listed, then it is assumed to be neutral. For example j.C means [[File:j.gif]] C (jumping) with no directional input
If no direction is listed, then it is assumed to be neutral. For example j.C means [[File:j.gif]] C (jumping) with no directional input.
 
All directions are written assuming the character is facing right (1P side). This replaces the abbreviations or individual direction names used in other forms of notation. Additionally, it uses common abbrevations and notations to indicate how moves are to be done during combos.
 
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 [2]8462 is easier than "hold down, up back forward down" no matter how else you might try to write it.
=== Additional Notations and their Definitions ===
=== Additional Notations and their Definitions ===


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:;Whiffs, and Other Unusual Things
:;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.
::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:''' ''BC whiff, 6C = press B and C together to perform a throw that misses the target, then cancel to forward C.''
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::**'''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.''
::**'''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.''' Crouching, sometimes used in place of 2.
::*'''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)
::*'''d.''' Command performed while in Drive (Noel's Chain Revolver moves are notated this way)
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=== Example ===
=== Example ===
Here is a simple example using [[Ky Kiske|Ky]] from [[Guilty Gear]]. Use the table above to determine the meaning of this combo. If you get stuck, look at the explanation below.<br />
Here is a simple example using [[Ky Kiske (GGAC)|Ky]] from [[Guilty Gear]]. Use the table above to determine the meaning of this combo. If you get stuck, look at the explanation below.<br />


  6P > c.S > 6P > 236K (2) > RC, 66 c.S > 2H > JC > j.K > j.S > j.623H
  6P > c.S > 6P xx 236K(2) RC, dash c.S > 2H > jc.K > j.S xx j.623H
<br />
<br />
'''Explanation'''
'''Explanation'''
<toggledisplay>
<toggledisplay>
  {{6}}{{P}} > close {{S}} > {{6}}{{P}} > {{236}}{{K}}, Roman Cancel the 2nd hit, run up close {{S}} > {{2}}{{H}} > jump cancel > {{j}}{{K}} > {{j}}{{S}} > {{j}}{{623}}{{H}}
  {{6}}{{P}} > close {{S}} > {{6}}{{P}} xx {{236}}{{K}}, Roman Cancel the 2nd hit, run up and do close {{S}} > {{2}}{{H}}, jump cancel to {{j}}{{K}} > {{j}}{{S}} xx {{j}}{{623}}{{H}}
</toggledisplay>
</toggledisplay>



Revision as of 07:59, 7 September 2012

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.

7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
The Numpad on your keyboard

So Template:236A becomes 236A. 236.gif

If no direction is listed, then it is assumed to be neutral. For example j.C means J.gif C (jumping) with no directional input.

All directions are written assuming the character is facing right (1P side). This replaces the abbreviations or individual direction names used in other forms of notation. Additionally, it uses common abbrevations and notations to indicate how moves are to be done during combos.

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 [2]8462 is easier than "hold down, up back forward down" no matter how else you might try to write it.

Additional Notations and their Definitions

Buttons
These are pretty self-explanatory, but just in case: when buttons follow a numerical movement command, they indicate the attack button to press. For BlazBlue and Persona, 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, or Neutral.
Writing Combos
Combos are an important part of any fighting game, and so being able to read combos is also important. Based on the way attacks are written, you can determine when and how to perform the next attack in the combo.
Gatlings
Gatlings are attacks that cancel from one to the next. Gatling attacks are separated by right angle brackets (>).
  • Example: 5A > 5B > 5C = Neutral A, cancel that attack's recovery with neutral B, then cancel that attack's recovery with neutral C.
Immediate Followup/Kara Cancel
Occasionally you'll need to press one button immediately after another to perform special attacks or to kara cancel (allowing you to use the movement of an attack that you cancel to reach farther with the attack you cancel into). These are written using a tilde (~) between the attack buttons.
  • 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 2: 236B~214B = press Down, Down-Forward, Forward + B, then immediately press Down, Down-Back, Back + B.
Links
Links are attacks that do not cancel into each other, but that still combo thanks to hitstun. Gatlings are written with commas between attacks.
Example: 5B, 5C = neutral B, then neutral C after the B attack recovers.
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.
Special Cancels
Special cancels are where normal attacks are canceled by special moves. These are marked by an xx between the attacks.
Example: 5B xx 623C = Neutral B, then Forward, Down, Down-Forward (Dragon Punch) + C.
Canceling Multi-Hit Moves Early
If you need to cancel an attack that hits multiple times before all of the hits connect, it's typically indicated by adding the number of hits desired in parentheses to the end of the attack.
  • Example: 41236C(1) = cancel after the first hit from half-circle forward C.
Followups
Some moves allow additional commands to be entered afterward to change how the first command works. Hazama demonstrates two of the most common forms: a stance, and a variable Drive. Followups are written using an arrow (->) between commands.
  • Example: D -> A = press neutral D, then press neutral A for the followup.
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.

Example

Here is a simple example using Ky from Guilty Gear. Use the table above to determine the meaning of this combo. If you get stuck, look at the explanation below.

6P > c.S > 6P xx 236K(2) RC, dash c.S > 2H > jc.K > j.S xx j.623H


Explanation <toggledisplay>

Template:6GGP.png > close GGS.png > Template:6GGP.png xx Template:236GGK.png, Roman Cancel the 2nd hit, run up and do close GGS.png > Template:2GGH.png, jump cancel to J.gifGGK.png > J.gifGGS.png xx J.gifTemplate:623GGH.png

</toggledisplay>

More Abbreviations

IAD
Instant Air Dash
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
Instant Block
A mechanic used in games like Guilty Gear and 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.
CH
Counter Hit
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.
OTG
Off The Ground
The act of hitting the opponent when the are knocked down, thus hitting them Off The Ground.
TK
Tiger Knee
The act of performing an air attack very close to the ground starting from the ground. For example, to perform j.236C very close to the ground, perform a 2369C. If you did this correctly, your character will be airborne and your character will perform a j.236C.
FD
Faultless Defense
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).
OCV
One Character Victory
When a single person defeats every opponent in a team match.

Gameplay Related Terms

Normal
A type of attack that is performed by pressing a single button.
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.
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.
Combo noun
A sequence of attack where if the first attack hits, then the followup hits are guaranteed to hit the opponent.
Cancel verb
To perform a second action while the first action is still in motion. Used to create combos, advantageous situations, etc.
Link verb
To perform a second action after the first action completely finishes its animation in order to create a combo.
Low Attack noun
An attack that the opponent must block low.
Overhead noun
An attack that the opponent must block high.
Mixup noun, verb
To perform a maneuver that forces a defending opponent to choose between 2 or more options (typically blocking high/low). 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).
Crossup noun
To perform a maneuver where a defending opponent must block the opposite direction. An example is Ragna jumping over an opponent and attacking with a j.B. Depending on the timing, the opponent must block in two different directions.
50/50 noun
A mixup where the opponent has a choice between 2 options.
High-Low noun
A mixup where the opponent must choose between blocking high and low.
Command Throw noun
A throw that is performed by inputting a special command like 214C. Generally command throws have special properties like more damage or inescapable.
Neutral noun
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.
Shoryuken, DP, SRK noun
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.
Rekkas noun
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.
Reversal noun
An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
Hit Confirm verb
To perform the first hit of a combo, but only performing the followup hits if the first hit successfully hits the opponent.
Fuzzy Guard
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 normally miss the opponent if done independently.
Wake up
The character state after a character is knocked down and is about to be able to move again.
Okizeme
Attacking an opponent about to wake up.
Gatling / Revolver Action
The special name of cancels that each character can cancel normals
Burst
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.
Faultless Defense / Barrier Block
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.
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.
Option Select
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.
Meter
A generic term to describe a resource that is used for offense/defense such as Guilty Gear's Tension, BlazBlue's Heat.
Chip Damage noun
Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
Chicken Block noun
Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup.
Pressure noun
To attack the opponent continuously and leave little room for counter attacks.
Rushdown noun
Style of play where you constantly attack the opponent in close range fighting, never giving him an opportunity to retaliate.
Zoning/ Keep Away noun
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.
Whiff verb, adj.
An attack that completely misses the opponent such as when the opponent is out of range of the attack.
Frame Trap
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.
360, 720, etc
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
Catch Move
An attack where you 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)
Guard Point
An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks and Baiken's Suzuran (63214K)
Super Armor
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)
Hyper Armor
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)
Ukemi, Tech
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.
Negative Edge
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.
Meaty Attack
Performing an attack early on okizeme to gain a lot of frame advantage.

Frame Data Related Terms

Frame noun
The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
Startup noun
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.
Active noun
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery noun
The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.
Frame Advantage/ Static Difference
The difference in time an attacker and a defender can begin moving again after blocking an attack.
Hitstop noun
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 noun
When a character is hit, 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.
Blockstun / Guardstun noun
Similar to hitstun but applies when the opponent blocks an attack.
Attack Level noun
An attack attribute that determines how much hitstun or blockstun a move inflicts.
Hitbox noun
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.
Hurtbox noun
The hitbox specifically relating to where an attack is vulnerable to an opponent's attack.

Fighting Game Culture Related Terms

Scrub noun
A low level player.
I'm a scrub! Go easy on me!
Beast noun, adj
A very strong player.
BnB, Bread and Butternoun
A staple combo that is simple yet effective.
Stream Monster noun
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.
Free adj
To declare that something (or someone) is easy or requires no though.
You're challenging me? Dude, you're free! I don't even have to use my main to beat you.
Salty adj
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 adj
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 noun
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 noun
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 noun
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 noun
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 noun
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 verb
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"
Download verb
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 noun
New tactics and combo
XCopy verb
To shamelessly copy another player's combos/tactics/playstyle
Comes from the Street Fighter 3 character Twelve's Super Attack of the same name