Street Fighter IV Remix/Controls & Notation

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Notation

Street Fighter 4 Remix, and most other fighting games on Supercombo, use Numpad Notation to define moves. Numpad allows for easily readable and writeable notation of normals, specials, combos, and more.

7   8   9  Each number on the numpad translates to a direction you can input.
   \  /    This is read assuming P1 position, so 6 would be a Forward input, 4 would be Back, 2 would be Down, 8 would be Up
4   5   6  Motion inputs are written with each individual direction, so 236 would indicate a Quarter Circle Forward
   /  \    Attack inputs are written with abbreviations, such as LP for Light Punch, so a 236LP input would be Quarter Circle Forward Light Punch.
1   2   3  Symbols such as >, ~, and , will often be used to notate specific parts of combos.

Controls

Movement:
Remix uses the standard control scheme present in Street Fighter 4. You can walk forwards or backwards by holding 6 or 4, and dash or backdash by double tapping. Holding 1 allows you to block low, while holding 2 or 3 will just crouch without blocking. 7, 8, and 9 are jump directions that each correspond to their respective angles.

Characters will often have unique movement options, anything from runs or unusual dashes to airdashes, fastfalls, double jumps, and more. These will all be notated in individual pages under the Unique Movement section.

Attacks:
Characters in Remix have access to 6 buttons for attacking: Light Punch/Kick, Medium Punch/Kick, and Heavy Punch/Kick. Each characters normals will be extremely unique to them, but they all have access to these same attacks. Each button has a unique attack for standing, jumping, or crouching. Most characters have unique attacks called Command Normals, which are done with various directions and a button (Deejay 6HP, Guile 3HK, Yun j.3K, etc) and are much more unique functionally.

Specials are done with motion inputs plus a button. The button used will define the version of the special used (i.e. Ryu 236LP is a slow fireball while 236HP is much faster). EX specials are done by pressing two punches or kicks, and cost a bar of meter to use, but are often much more powerful than the meterless version to make up for this. These are written as PP or KK.

Supers are done similarly, and in Remix supers are done with simpler inputs and three punches or kicks, such as Poison's Love Storm input being 236PPP. Supers cost 2 bars to use, but are often extremely powerful in combos or have strong utility uses such as punishing fireballs, anti-airing, or being reversals.

Throws are done by pressing LP+LK, and will beat blocking. Many characters can combo off of their throws for great reward, or get strong okizeme from them. Throws are a core part of offense in Remix, so learn to integrate these into your gameplan.

Defense:
Blocking is done by holding 4 or 1. 4 will block high, allowing you to block moves that hit mid or high. 1 will block low, allowing you to block moves that hit mid or low. Throws will beat blocking, but you can tech throws by inputting LP+LK while glowing white during the opponents throw. After a throw tech, both characters bounce back and recover at the same time.

Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo