Intro |
To understand the information on this site, you need to know what all the conventions and abbreviations mean. This page can
be used as reference for whenever you don't understand a particular convention or abbreviation.
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Conventions |
7  |
8  |
9  |
Input |
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Kick |
Slash |
Heavy |
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4  |
5  |
6  |
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K  |
S  |
H  |
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1  |
2  |
3  |
Punch |
P  |
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D  |
Dust |
Controller commands are facing right.
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Notations |
j. |
Jump - Jumping version of the attack (ie: j.S, jump slash) |
sj. |
Super Jump - Super jumping version of the attack (ie: sj.S, super jump slash) |
jc. |
Jump Cancel - Jump cancel from the previous move into this attack |
sjc. |
Super Jump Cancel - Same as jump cancel, but with a Super Jump instead |
(c) or c. |
Close - close version of an attack (ie: S(c) or c.S, close slash) |
(f) or f. |
far - far version of an attack (ie: S(f) or f.S, far slash) |
iad. |
Instant Air Dash - modifies attack after a jump cancel (JC) (ie: H -> JC, iad.K, instant air dash kick) |
[ ] |
"Hold" - Hold button indicated (ie: [H], hold Heavy) |
] [ |
"Release" - Release the button or direction indicated (ie: ]H[, release Heavy) |
|> |
Return to Gronud - Land from the air |
/\ |
Homing Jump - Hold up direction after Dust launcher |
Abbreviations |
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FD |
Faultless Defense - Special Guard ability. Hold Back and any two buttons that are not Dust,
and not S+H. For example, hold Back + P + K. |
FDC |
Faultless Defense Cancel - Advanced canceling technique |
IB |
Instant Block - Press back as a move is about to strike (also known as Just Defend) |
RC |
Roman Cancel - Press any 3 buttons during attack (hit or blocked) |
FRC |
Force Roman Cancel - Press any 3 buttons during specific attack at a specific timing (hit, blocked, or whiffed). |
JC |
Jump Cancel - Press any up (9,8,7) direction during jump cancelable move (unless noted, assume 9) |
HJC SJC |
High Jump Cancel - Press down then any up direction during jump cancelable move |
JI |
Jump Install - Press any up direction during jump cancelable move during combo |
ID |
Impossible Dust - Refers to Impossible Dust technique |
CH |
Counter Hit - Abbreviation for Counter Hit (move interrupts an attacking opponent) |
IAD |
Instant Air Dash - Perform quick air dash close to ground (used outside of combos) |
IK |
Instant Kill - Nanto Fatal KO |
FB |
Force Break - New 25% tension attack added to Accent Core |
SB |
Slash Back - New Parry type defensive system added to Accent Core |
Reading the Analysis Section |
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Damage |
Total damage the move inflicts. |
TG |
Tension Gauge - The amount the Tension Gauge increases when move is performed.
listed as Whiff/Hit for special attacks. |
GB+ |
Indicates how much the guard bar increases when this move is blocked. |
GB- |
Indicates how much the guard bar decreases when hit by this move. |
LV |
Level - Determines how much guard / hit stun move inflicts (see: Attack Effects) |
Guard |
How to guard the move:
H: High Guard
L: Low guard
F: Faultless Defense is required when blocking from the air
A: Can be guarded normally in the air
Any: You can block it however you want
Unblockable: You can't block it at all!
### Pixels: It's a throw, and this is it's maximum range in pixels |
Cancel |
How the move can be canceled:
c: Cancels into itself
C: Cancels into Special Moves, Overdrives, Force Breaks
R: Roman Cancel
F: False Roman Cancel
J: Jump |
Startup |
Startup refers to the number of frames that it takes before a move can
actually hit the other player. |
Active |
Active Frames refers to the number of frames that a move can actually hit the other player. |
Recovery |
Recovery refers to the number of frames that a move requires to recover from. |
SD |
Static Difference - This is how much frame advantage or disadvantage you have assuming the
move is blocked on the first possible active frame. |
*1 |
Notes, see below for more detail. |
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