The King of Fighters '97/Notation: Difference between revisions

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==Notation==
==Notation==
* Controls and basic notation of KOF 97.


=== Joystick Notation ===
=== Joystick Notation ===
<pre>
[[File:NumpadNotation2.jpg]]
                    .- up (u)
                    |
  up-back (u/b) - 7 8 9 - up-forward (u/f)


      back (b) - 4 5 6 - forward (f)
== Motion Inputs ==


down-back (d/b) - 1 2 3 - down-forward (d/f)
===basic motion inputs===
                    |
{| class="wikitable"
                    `- down (d)
|-
</pre>
! Input
''Primary 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".
! Action
|-
| {{Motion|236}}
| Quarter circle forward motion
|-
| {{Motion|214}}
| Quarter circle back motion
|-
| {{Motion|623}}
| uppercut motion
|-
| {{Motion|421}}
| Reverse uppercut motion
|-
| {{Motion|63214}}
| Half circle back motion
|-
| {{Motion|41236}}
| Half circle forward motion
|-
| hold {{Motion|4}}~{{Motion|6}}
| charge back (usually around 1 second)~forward motion
|-
| hold {{Motion|2}}~{{Motion|8}}
| charge down (usually around 1 second)~up motion
|}


''Secondary Note: These notations are based on the assumption that the character is on the "Player 1" side of the playing field. These notations remain relative to the character based upon this assumption.''
===advanced motion inputs===
 
{| class="wikitable"
=== Motion Abbreviations ===
|-
* qcf - 236 - Quarter circle forward/Hadouken/Fireball motion - In one smooth motion move to down -> down-forward -> forward.
! Input
 
! Action
* qcf - 214 - Quarter circle backward - In one smooth motion move to down -> down-back -> back.
|-
 
| {{Motion|236}} {{Motion|236}}
* hcf - 41236 - Half circle forward - In one smooth motion move to back -> down-back -> down -> down-forward -> forward.
| Double quarter circle forward motion
 
|-
* hcb - 63214 - Half circle backward - In one smooth motion move to forward -> down-forward -> down -> down-back -> back.
| {{Motion|214}} {{Motion|214}}
 
| Double quarter circle back motion
* dp - 623 - Dragon Punch motion - In one smooth motion move to forward -> down -> down-forward.
|-
 
| {{Motion|214}} {{Motion|41236}}
* rdp - 421 - Reverse Dragon Punch motion - In one smooth motion move to back -> down -> down-back.
| Quarter circle back, half circle forward motion
 
|-
* Charge - Hold the given direction (usually back/down) for around 1 second, before moving to the next command (usually forward or up  a button).
| {{Motion|236}} {{Motion|63214}}
 
| Quarter circle forward, half circle back motion
* tk - 2369 - Tiger Knee Motion - qcf, then move to up-forward.
|-
| {{Motion|6}}{{Motion|41236}} 
| Forward, half circle forward motion
|-
| {{Motion|4}}{{Motion|63214}} 
| Back, half circle back motion
|-
| {{Motion|63214}}{{Motion|63214}}
| Double half circle back motion
|-
| {{Motion|41236}}{{Motion|41236}}
| Double half circle forward motion
|}


=== Attack Notation ===
=== Attack Notation ===
* A - LP - Light Punch
{| class="wikitable"
 
|-
* B - LK - Light Kick
! Input
 
! Action
* C - HP - Hard Punch
|-
 
| {{Icon-SNK|a}}
* D - HK - Hard Kick
| Light Punch (LP)
 
|-
* CD - Blow back attack, press C and D simultaneously.
| {{Icon-SNK|b}}
 
| Light Kick (LK)
* P - Any punch
|-
 
| {{Icon-SNK|c}}
* K - Any kick
| Heavy Punch (HP)
 
|-
=== Other common abbreviations ===
| {{Icon-SNK|d}}
* j. - Jump/jumping - Press up-back, up, or up-forward.
| Heavy Kick (HK)
 
|-
* nj. - Neutral jump - Referencing specifically for directly upward jump, especially for specific attacks that only occur in this state.
| {{Icon-SNK|c}}+{{Icon-SNK|d}}
 
| Blowback attack (CD)
* sj. - Super jump - Tap down, down-back, or down-forward, then quickly press up-back or up-forward.
|-
 
| [[File:P.png]]
* sh. - Short hop - Lightly tap up-back, up, or up-forward.
| Any punch button
 
|-
* hh. - Hyper hop - Tap down, down-back, or down-forward, then quickly and lightly tap up-back or up-forward.
| [[File:K.png]]
 
| Any kick button
* cl. - Close, as in a close normal attack.
|}
 
* cr. - Crouching, as in a crouching normal attack.


* st. - Standing, as in a far standing normal attack.
=== Combo Notations ===
{| class="wikitable"
|-
! notation
! Action
|-
| ~
| link / follow-up after specific specials
|-
| (Number)
| the number of hit you must do
|-
| /
| means you can use any of these moves.
|-
|}


* f. - Forward, and relative to the direction the character is facing.
=== Abbreviations ===
{| class="wikitable"
|-
! notation
! Action
|-
| DM
| Desperation move
|-
| SDM
| Super Desperation move
|-
| ADV
| Advanced mode
|-
| EX
| Extra mode
|-
| MAX
| Max Mode
|-
| GCR
| Guard Cancel Roll
|-
| GCA
| Guard Cancel Attack
|-
|}


* b. - Back, and relative to the direction the character is facing.
=== Other Notations ===
{| class="wikitable"
|-
! notation
! Action
|-
| jp. / j.
| jump/jumping
|-
| nj.
| neutral jump
|-
| sj.
| super jump
|-
| sh.
| short hop
|-
| hh.
| hyper hop
|-
| st.
| standing, as in far normal attacks
|-
| cl.
| close, as in close normal attacks
|-
| cr.
| crouch, as in crouching normal attack
|-
| f.
| Forward, and relative to the direction the character is facing.
|-
| b.
| Back, and relative to the direction the character is facing.
|-
|}


{{The King Of Fighters '97}}
{{The King Of Fighters '97}}
[[Category:The King of Fighters '97]]
[[Category:The King of Fighters '97]]

Revision as of 01:55, 15 October 2022

Notation

Joystick Notation

NumpadNotation2.jpg

Motion Inputs

basic motion inputs

Input Action
Qcf.png Quarter circle forward motion
Qcb.png Quarter circle back motion
Dp.png uppercut motion
Rdp.png Reverse uppercut motion
Hcb.png Half circle back motion
Hcf.png Half circle forward motion
hold B.png~F.png charge back (usually around 1 second)~forward motion
hold D.png~U.png charge down (usually around 1 second)~up motion

advanced motion inputs

Input Action
Qcf.png Qcf.png Double quarter circle forward motion
Qcb.png Qcb.png Double quarter circle back motion
Qcb.png Hcf.png Quarter circle back, half circle forward motion
Qcf.png Hcb.png Quarter circle forward, half circle back motion
F.pngHcf.png Forward, half circle forward motion
B.pngHcb.png Back, half circle back motion
Hcb.pngHcb.png Double half circle back motion
Hcf.pngHcf.png Double half circle forward motion

Attack Notation

Input Action
Kof.lp.png Light Punch (LP)
Kof.lk.png Light Kick (LK)
Kof.sp.png Heavy Punch (HP)
Kof.sk.png Heavy Kick (HK)
Kof.sp.png+Kof.sk.png Blowback attack (CD)
P.png Any punch button
K.png Any kick button

Combo Notations

notation Action
~ link / follow-up after specific specials
(Number) the number of hit you must do
/ means you can use any of these moves.

Abbreviations

notation Action
DM Desperation move
SDM Super Desperation move
ADV Advanced mode
EX Extra mode
MAX Max Mode
GCR Guard Cancel Roll
GCA Guard Cancel Attack

Other Notations

notation Action
jp. / j. jump/jumping
nj. neutral jump
sj. super jump
sh. short hop
hh. hyper hop
st. standing, as in far normal attacks
cl. close, as in close normal attacks
cr. crouch, as in crouching normal attack
f. Forward, and relative to the direction the character is facing.
b. Back, and relative to the direction the character is facing.

Game Navigation

General
Controls
Notation
HUD
System
FAQ
Characters
Andy
Athena
Benimaru
Billy
Blue Mary
Chang
Chin
Chizuru
Choi
Chris
Clark
Daimon
Iori
Joe
Kensou
Kim
King
Kyo
Leona
Mai
Ralf
Robert
Ryo
Shermie
Shingo
Terry
Yamazaki
Yashiro
Yuri
EX/Boss Characters
EX Kyo
Orochi Chris
Orochi Shermie
Orochi Yashiro
Orochi Iori
Orochi Leona
Orochi