Strategy Guide

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Welcome to the Home of the Shoryuken Strategy Guide. Below you'll find links to most of the games found within the strategy guide.

The Basics

Notation

Here you'll find a guide to the various notation you may encounter. Typically the game specific strategy pages will include all relevant notion in an icon format but for general text related discussion the following may prove useful.

Joystick Notation

Often a numbering system is used to discuss joystick positions. Below is a guide explaining how this notation works.

                   .- up (u)
                   |
  up+back (ub) - 7 8 9 - up+forward (uf)

      back (b) - 4   6 - forward (f)

down+back (db) - 1 2 3 - down+foward (df)
                   |
                   `- down (d)

Note: These numbers can be easily referenced by looking at your keyboard "numpad". Think of it as a joystick/controller that is facing to the right. "5" is used to signify "neutral".

Motion Abbreviations

Most special move commands consist of one or more of the following motions combined with an appropriately timed button input, typically following the completion of the motion.

QCF - Quarter Circle Forward (D, DF, F)
QCB - Quarter Circle Back (D, DB, B)
HCF - Half Circle Forward (B, DB, D, DF, F)
HCB - Half Circle Back (F, DF, D, DB, B)
DP  - Dragon Punch Motion (F, D, DF)
RDP - Reverse Dragon Punch Motion (B, D, DB)
360 - Full Circle Motion (for example F, D, B, U, F)
720 - Double Full Circle Motion (for example F, D, B, U, F, D, B, U, F)
AD  - Air dash (in air, PP); Commonly followed by specified direction 
      (e.g. ADDF = Air dash DF)
PP or 2P - Press two punches simultaneously 
      (e.g.  LP + MP)
PPP or 3P - Press all three punches simultaneously.
KK or 2K - Press two kicks simultaneously
      (e.g. MK + HK)
KKK or 3K - Press all three kicks simultaneously.
Charge - Hold specified input for ~two seconds before proceeding to next command. 

State Modifiers

These prefixes refer to the position, or "state" you should be in when executing the respective attack.

s.  - Standing; always followed by specified attack
      (e.g. s.LP = Standing LP)
c.  - Crouching; always followed by specified attack
      (e.g. c.MP = Crouching MP)
j.  - Jumping; always followed by specified attack
      (e.g. j.HP = Jumping HP)
sj. - Superjumping; always followed by specified attack
      (e.g. sj.LK = Superjumping LK)
+   - Simultaneously with; always placed between two actions
      (e.g. F+MK = Press forward and MK)
xx  - cancel; always placed between two actions
      (e.g. c.MK xx QCF+P = Cancel c.MK into QCF+P)
->  - chain; always placed between two actions
      (e.g. s.LP -> s.MP = Chain s.LP into s.MP)
/\  - jump; clarifies transition from ground to air actions
      (e.g. c.HP /\ j.LP = Jump-cancel c.HP into j.LP)
\/  - land; clarifies transition from air to ground actions 
      (e.g. j.HP \/ s.LP = Follow j.HP with s.LP)

Game Acronyms

Below are some of the most popular acronyms used throughout this guide. They are presented in alphabetical order.

Glossary

The Glossary is a list of terms that you may hear in relation to many fighting games.

Game Specific Strategies

Capcom Games

SNK Games

Midway Games

SEGA Games

Tecmo Games

Namco Games

Arc System Works Games

Nintendo Games

Misc. Developer Games