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Shorthand used in Street Fighter

  • 02-05-2009 5:33pm
    #1
    Registered Users Posts: 14


    Normals
    lp or Jab: Light Punch
    mp or Strong: Medium Punch
    hp or Fierce: Hard Punch
    lk or Short: Light Kick
    mk or Forward: Medium Kick
    hk or Roundhouse: Hard Kick

    Position
    s. = standing
    cl. = close
    c. = crouching
    j. = jumping

    With both of these we can now describe what we are doing in shorthand! For example...

    Standing fierce = s.hp
    Crouching forward = c.mk


    Different movements you can do on a pad/stick for special moves.
    QCF: Stands for Quarter-circle forward. ↓↘→
    QCB: Stands for Quarter-circle backward. ↓↙←
    HCF: Stands for Half-circle forward. ←↙↓↘→
    HCB: Stands for Half-circle backward. →↘↓↙←
    360: Stands for doing a full 360 degree circle. →↘↓↙←↖↑↗
    Srk/dp motion: The Shoryuken or dragon punch motion. →↓↘

    Note: In sf4 you can get away with just ↘↓↘ for the shoryuken motion.



    And now for writing Combos

    +: means at the same time, ↓↘→ + hp for a hadoken with ryu.

    XX: Stands for cancelling a move into another. This means that you interrupt one moves animation into another move. DOESN’T REQUIRE STRICT TIMING but can only be done with certain moves. Normally used between a normal and a special move.

    Linking: Doing another attack just as your current attacks animation finishes. STRICT TIMING here, you might just have one or two frames to get the second attack out.

    BnB: Stands for Bread and Butter. It’s a combo that is used a lot due to its effectiveness.

    Now for an example of a full combo, one of ryu’s BnB combos in sf4 is two crouching jabs followed by a linked crouching strong then cancelling into a Hadoken or we could write...

    cr.lp, cr.lp, cr.mp XX →↓↘ + hp

    I've left out some stuff like charging and FADC but thats about it.


Comments

  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Any reason you just wrote "Street Fighter" and not "basically every 2D fighter"? :P


  • Registered Users Posts: 14 thelinked


    I don't have experience with any other 2d fighting game and I'm not going to second guess their fighting systems.


  • Moderators, Music Moderators Posts: 25,872 Mod ✭✭✭✭Doctor DooM


    Dreddybajs wrote: »
    Any reason you just wrote "Street Fighter" and not "basically every 2D fighter"? :P

    Not really... although some other fighters (SNK ones come to mind) use rather more complex controls than the SF games.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    True, though SF4 seems to be going that way too with Viper's superjump and Gief's kara short hop... ;p


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    superjump or whatever was something everyone had in 3s. I miss it :( Although it prob wouldnt work for sfiv. Yo the linked, how did you type those arrows there?


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  • Registered Users Posts: 14 thelinked


    I used word for the arrows. There might be a keyboard shortcut for them but I'm not sure what it is.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Sticky maybe, as the shorthand is going to be fairly prevalent around this forum?


  • Registered Users, Registered Users 2 Posts: 1,103 ✭✭✭CodeMonkey


    If you've done Ken and Gouken's trails, you've probably noticed they have combos that requires you to do cr.hp, →↓↘ + hp

    This can be tricky to do with a pad but you can use shortcuts and buffering commands to make it easier. As thelinked mentioned in the original post, you can substitute →↓↘ with ↘↓↘ for a shoryuken motion.

    To do the combo then you can do: ↘ + hp, ↓↘ + hp

    Explanation: When you are doing the crouching punch with ↘ + hp, you are effectively buffering the ↘ motion. Hitting hp doesn't use it up. Then ↓↘ + hp finishes the shoryuken motion.



    Buffering also lets you do something that's pretty impossible otherwise such as blanka's forward hop transition into ultra.

    ← (2), → + kkk, ←, → + PPP


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    Good glossary of fighting game terms although it's still a WIP

    http://gaming.wikia.com/wiki/Glossary:Fighting_Games


  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    Another way of writing directions is using numbers;

    789
    456
    123

    ^ representing the range of movement.

    So for example 236+lp would be a slow Ryu fireball.


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  • Registered Users, Registered Users 2 Posts: 18,753 ✭✭✭✭K.O.Kiki


    Jim wrote: »
    Another way of writing directions is using numbers;

    789
    456
    123

    ^ representing the range of movement.

    So for example 236+lp would be a slow Ryu fireball.
    Except that system gets FUBARd if you're into Tekken, where some people use:
    1 2
    3 4

    for
    Left Punch|Right Punch
    Left Kick|Right Kick

    So combos are written as:
    f,b+2, f+1+2, f+1, 3,3,4
    The space is also important, as it differentiates individual moves (the above is Bryan's Jet Upper, Side Step Elbow, Forward Jab, Anaconda Riot BnB)


  • Registered Users, Registered Users 2 Posts: 1,170 ✭✭✭Sagat06


    K.O.Kiki wrote: »
    Except that system gets FUBARd if you're into Tekken, where some people use:
    1 2
    3 4

    for
    Left Punch|Right Punch
    Left Kick|Right Kick

    So combos are written as:
    f,b+2, f+1+2, f+1, 3,3,4
    The space is also important, as it differentiates individual moves (the above is Bryan's Jet Upper, Side Step Elbow, Forward Jab, Anaconda Riot BnB)

    My head hurts :(


  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    Sagat06 wrote: »
    My head hurts :(
    SHORYUKEN!


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