Controls
7 8 9 \ | / 4 - 5 - 6 / | \ 1 2 3
LP MP HP LK MK HK
Directions and Abbreviations
6: Walking forward.
4: Walking backward and blocking high.
7/8/9: Jumping either backwards, in place, or forwards. Tapping these will give you a hop in whichever direction you pressed. Going from 2 to any of these quickly gives you a superjump.
1/2/3: Crouching. Holding 1 is also blocking low.
j.X: Shows a move is done while jumping. Always assumed diagonal.
nj.X: Specifies a neutral jump.
dj.X: Specifies a diagonal jump.
h.X: Specifies a hop or low jump.
sj.X: Specifies a super jump.
cl.: Abbreviation for close normals, i.e. cl.HP.
[X]: Used to show a button hold, or to charge a motion for charge moves.
]X[: Release the held button.
66: Dash or Run depending on Groove. With run, continue holding the second 6 input to run for longer.
44: Backdash.
Buttons and Macros
LP: Light Punch, also called Jab.
MP: Medium Punch, also called Strong.
HP: Heavy Punch, also called Fierce.
LK: Light Kick, also called Short.
MK: Medium Kick, also called Forward.
HK: Heavy Kick, also called Roundhouse.
LP + LK: In C/A/N Grooves, this is how you input roll. In S Groove, this is how you input a dodge.
HP + HK: Macro for varios Groove specific features. In A Groove this activates Custom Combo, in S Groove this charges meter, in N Groove this activates Max Mode.
6MP+MK: Counter Attack. Present in C/A/S/N Grooves. Costs one bar of meter.
4LP+LK/6LP+LK: Guard Cancel roll. Present in N Groove only.