Command

Notation:

Explanation:

Notation:

Explanation:

1

left punch (square button)

3

left kick (X button)

2

right punch (triangle button)

4

right kick (circle button)

f

tap forward

F

hold forward

b

tap back

B

hold back

u

tap up

U

hold up

d

tap down

D

hold down

d/f

tap down + forward

D/F

hold down and forward

d/b

tap down + back

D/B

hold down and back

u/f

tap up + forward

U/F

hold up and forward

u/b

tap up + back

U/B

hold up and back

qcf

quarter circle forward (d,d/f,f)

qcb

quarter circle back (d,d/b,b)

hcf

half circle forward (b,d/b,d,d/f,f)

hcb

half circle back (f,d/f,d,d/b,b)

Notations

Notation:

Explanation:

Notation:

Explanation:

N

neutral joystick position

SSL

side step left (left only)

SS

side step (left or right)

SSR

side step right (right only)

FC

full crouch position

WS

while standing up from crouch

WR

while running

[ ]

optional command(s)

( _ )

or

...

continue infinitely

+

at the same time

~

immediately after

,

followed by

<

delayed input

*

press and hold button(s)

=

next in sequence

:

"just frame" input - button must be pressed on an exact frame number

;

used to separate commands used in a combo

Grounded Positions

Notation:

Explanation:

Notation:

Explanation:

KND (FUFT)

knock down (face up / feet towards)

PLD (FUFA)

play dead (face up / feet away)

SLD (FDFA)

slide (face down / feet away)

FCD (FDFT)

face down (face down / feet toward)

Throws Types

Notation:

Explanation:

Notation:

Explanation:

F

front throw

B

back throw

L

left side throw

R

right side throw

C

crouch throw (from the front on a crouching opponent)

A

air throw (opponent in the air)

G

ground throw

-

-

Move Properties

Notation:

Explanation:

Command:

Explanation:

BT

back turned

FF

face forward

RC

recovers crouching initially

RCj

RC joystick modifier (hold D or D/B)

CH

major counter hit

OC

forces opponent to crouch

 (ex. Ganryu - u/f+3+4)

OS

forces opponent's side to face you

 (ex. Hwoarang - CH LFF,b+4)

OB

forces opponent's back to face you

 (ex. Marshall - BT+1)

JG

juggle starter

 (ex. Feng Wei - u/f+4)

BN

bounce juggle starter

 (ex. Lee - CH b+4)

 

BS

block stun - attacking character has huge disadvantage if blocked

 (ex. Marshall - d/b+4)

 

GB

guard break - defending character takes a step back, or his hands are in the air (ex. Feng Wei - f+1+2)

SH

stagger hit - opponent may recover KND in some cases (ex. Nina - b+4)

DS

double over stun - opponent can tap f to escape (ex. King - CH f,f,N+2)

 

MS

minor stun - animations vary, but usually nothing is guaranteed afterwards

 (ex. Nina - b,f+3)

 

FS

fall back stun - opponent can tap f to escape

 (ex. Bryan - CH SS+1,2)

 

KS

kneel stun - opponent falls to one knee, free hits are sometimes possible

 (ex. Anna - d/f+4)

 

CFS

crumple fall stun - opponent slowly falls down, free hits are usually possible (ex. Heihachi - CH b+2)

 

CF

crumple fall - opponent quickly falls down, free hits are usually possible

 (ex. Roger Jr. - 3+4)

 

CS

crumple stun - opponent falls down, free hits are usually possible

 (ex. Lee - CH f,f+4)

[x]

hit modifier (ex. CFS[1,2])

#

see footnote (ex. #2)

b

block modifier (ex. BTb - character is BT on block)

c

counter hit modifier

 (ex. BNc - BN on counter hit)

co

crouching opponent modifier

(ex. SHco - SH on crouching opponent)

cco

CH on crouching opponent

 (ex. JGcco)

cl

clean hit modifier

(ex. JGcl - JG on a clean hit)

ccl

CH clean hit modifier

(ex. FSccl)

bt

back turned opponent modifier (ex. JGbt - JG on a BT opponent)

B!

move can cause "bound" property when used in combos (and also floor destruction)

F! move can cause floor destruction - -

Hit Ranges

Notation:

Explanation:

Notation:

Explanation:

h

high (block B or duck)

H

high, hits grounded

m

mid (block B)

M

mid, hits grounded

l

low (block D/B or jump over)

L

low, hits grounded

Sm

special mid (block B or D/B)

SM

special mid, hits grounded

!

unblockable

<!>

unblockable, can be ducked

[!]

unblockable, hits grounded

T

throw (duck or input escape command)

Specials

Notation:

Explanation:

Notation:

Explanation:

LBR

Labyrinth (Raven)

FLA

Flamingo (Baek)

MST

Mist Step (Lee)

RKT

Rocket Stance (Roger Jr.)

HMS

Hit Man (Lee)

LFF

Left Foot Forward (Hwoarang)

CJM

Chaos Judgement (Anna)

RFF

Right Foot Forward (Hwoarang)

LCT

Leg Cutter (Asuka)

LFS

Left Flamingo (Hwoarang)

HPF

Haze Palm Fist (Asuka)

RFS

Right Flamingo (Hwoarang)

RDS

Rain Dance (Ling)

SIT

Sit Down

(Ganryu & Jack-5 & Kuma/Panda)

AOP

Art of Phoenix (Lei & Ling)

HBS

Hunting (Kuma/Panda)

DRU

Drunken Master Walk (Lei)

ROL

Prowling Grizzly Roll (Kuma/Panda)

SNA

Art of Snake (Lei)

FKS

Fake Step (Marshall)

DGN

Art of Dragon (Lei)

DSS

Dragon Sign (Marshall)

PAN

Art of Panther (Lei)

DFS

Dragon Fake Step (Marshall)

TGR

Art of Tiger (Lei)

KNP

Kenpo Step (Feng Wei)

CRA

Art of Crane (Lei)

JAG

Jaguar Step (King)

CDS

Crouching Demon (Jin)

FLK

Flicker (Steve)

MNT

Mount Position (Craig)

ALB

Albatross Spin (Steve)

RDP

Ready Position (Craig)

LWV

Left Weave (Steve)

HSP

Handstand (Christie/Eddy)

RWV

Right Weave (Steve)

NEG

Negativa (Christie/Eddy)

DCK

Ducking (Steve)

FLE

Flea (Yoshimitsu)

DKI

Ducking In (Steve)

INS

Indian Sit (Yoshimitsu)

SWY

Sway (Steve & Paul)

DGF

Dragonfly (Yoshimitsu)

WND

Wind Roll (Julia)

MED

Meditation (Yoshimitsu)

DES

Destroy Form (Alisa)

SEN Silent Entry (Lars) DEN Dynamic Entry (Lars)
SAV Savage Stance (Miguel) TRT Tarantula Stance (Zafina)
MNT Mantis Stance (Zafina) SCR Scarecrow Stance (Zafina)
MTS Muay Thai Stance (Bruce) NSS No Sword Stance (Yoshimitsu)
PKB Peekaboo (Steve) STC Shifting Clouds (Feng)
HAZ Haze Stance (Raven) KIN Kinchou Stance (Yoshimitsu)