Phrase | Meaning |
---|---|
f | tap forward |
df | tap down-forward |
d | tap down |
db | tap down-back |
b | tap back |
ub | tap up-back |
u | tap up |
uf | tap up-forward |
F,DF,D,etc. | hold direction indicated |
G | tap Guard button |
P | tap Punch button |
K | tap Kick button |
E | tap Evade button |
, | perform controls indicated in sequence quickly |
+ | peform controls indicated simulatneously |
~ | damage varies from number before ~ to number after depending on distance |
high | high level attack--hits standing non-defender,not croucher |
mid | mid level attack--hits standing non-defender,non-defending or defending croucher |
low | low level attack--hits standing defender or non-defender,crouching non-defender |
ground | ground level attack (works only when enemy's downed) |
Move | name/description of move |
Controls | how to perform move |
Level | where attack hits (high, mid, low, or ground) |
Frames | still frames taken to perform move listed as prelagtime-attack frames-postlagtime |
Damage | damage points move takes off |
Reaction | enemy's reaction when hit with move |
throw | standing close in front of enemy |
side throw | Standing close to enemy's side |
back throw | Standing close to enemy's back |
wall throw | Standing close to enemy's front with back to wall |
TT | perform attack with back to enemy to turn towards |
TA | character turns away from enemy after attacking |
Motions | character does an action that's not an attack |
Reversal | perform reversal right before enemy's attack frames come out |
Normal | enemy's not knocked down, not stunned long enough to combo |
Preset/Normal | enemy has "Normal" reaction, except certain pre-programmed combos work (i.e. P,P or P,P,P,K) |
Stun | enemy's stunned long enough to combo after move |
Float | enemy's floated into air so you can do a float combo |
Knockdown | enemy's knocked onto ground; not in air long enough for float combo |