Hyper Street Fighter 2
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - Quarter circle forward - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward/Hadouken/Fireball - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- 360/FC - Full circle - Complete a full rotation of the stick.
- 720 - N/A - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
X-axis functions can be used interchangably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
Six Button Notation
Expressed in the form: Notation - Move - (X-box Default Map) - (PS2 Default Map)
- LP - Low Punch - (X) - (?)
- MP - Medium/Strong Punch - (Y) - (?)
- HP - High/Fierce Punch - (Right Trigger/White) - (?)
- LK - Low Kick - (A) - (?)
- MK - Medium/Strong Kick - (B) - (?)
- HK - High/Roundhouse Kick - (Left Trigger/Black) - (?)
Occasionally people may use "Notation" and "Move" interchangeably.
- +: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".
e.g. F + MP
- -> (Sometimes >): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".
e.g. F -> Fierce Shoryuken
- x: Used between two other pieces of notation to signify that the first should be cancelled (interuppted earlier than it would finish otherwise) into the second. i.e. "X" x "Y", "X" should be cancelled into "Y".
e.g. MP x Fierce Shoryuken
- ~: Indicates that the preceeding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"
e.g. LK ~ MP ~ HP
- /: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results.
- s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
- c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
- twds - ?????
- x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated.
- Tap/Rapidly - Repeatedly press a button.
NOTE: In this game, you have a whole bunch of character versions which aren't really worth using, so there's no point in ranking them.
WW = World Warrior (Normal)
CE = Champion Edition (Champ)
HF = Hyper Fighting (Turbo)
S = New Challengers (Super)
ST = Super Turbo (SuperT)
CE-Guile, HF-Ryu, ST-Ryu, HF-Ken, CE-M. Bison, CE-Sagat
ST-Balrog, ST-Chun-Li, ST-Vega, ST-Dhalsim, ST-M. Bison
ST-T. Hawk, ST-Zangief
ST-Fei-Long, ST-Blanka, ST-Cammy, WW-Dhalsim