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Move List Notation (EFZ)
From SuperCombo Wiki
|Short Form||Long Form||Definition|
|Move||Move Input||The input required to execute the move. All listings are in Numeric Notation.|
|Hits||Number of Hits||The number of times the move will hit the opponent.|
|Damage||Damage||The base amount of damage done by the move, before any multipliers or proration is factored in. However, for multi-hit moves, usually one lump sum which includes intra-hit proration will be used for simplicity.|
|Guard||Guard||The way the opponent must act in order to avoid getting hit. The following entries are valid here:
Note: Even if a move cannot be blocked midair, it can still be recoil guarded midair as long as it is not unblockable.
Any unblockable attack cannot be recoil guarded.
|Move Cancel||Move Cancellable||"Yes" indicates that this move can be cancelled into another move.|
|Jump Cancel||Jump Cancellable||"Yes" indicates that this move can be cancelled into a jump.|
|IC Cancel||Instant Charge Cancellable||"Yes" indicates that this move can be cancelled with an instant change.|