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Revision as of 20:03, 2 June 2009

Introduction

Welcome to the strategy section. This article is one of the larger sections in the wiki, so we advise you to make good use of the Table of Contents.

The Basics

Notation

A guide to the various notation you may encounter. Typically the game specific strategy pages will include all relevant notion explained as well.

Joystick Notation

                   .- 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

American and Japanese titles of a single release are grouped together. Varying common acronyms for a single release are grouped together. Minor upgrade versions are listed despite lack of popularity.

Glossary

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

Advanced Articles

Seth Killian's Domination 101 Articles

Before anyone can really develop, it is integral to address the ever popular issue of "cheapness". Here Seth Killian gives us the run down.

In order to take on a tournament, you need more than pure skill.

Because it ain't that easy.

Game Specific Strategies

Capcom Games

SNK Games

Midway Games

SEGA Games

Tecmo Games

Namco Games

Arc System Works Games

Nintendo Games

Misc. Developer Games