Abbreviation
|
Meaning
|
A,B
|
Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
|
A xx B
|
Cancel A into B. During A's animation, press B to cancel.
|
A > B
|
Alternate notation indicating chains or target combos, cancelling A into B.
|
(N)
|
Multi-hit move hits only N times. Omitted if all hits are used.
|
xN
|
Normal that chains into itself pressed N times
|
[X]
|
Hold down X
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]X[
|
Release X
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X~Y
|
X then Y done in quick succession
|
X/Y
|
X or Y
|
Fastfall
|
Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
|
Kara
|
Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
|
OTG
|
Following move hits off the ground
|
CH
|
Counter hit
|
CC
|
Crush Counter
|
CA
|
Critical Art
|
GB
|
Guard Break
|
VS(1/2)
|
V-Skill 1 or 2. Input with MP+MK
|
VT(1/2)
|
V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
|
j.
|
Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
|
jc
|
Jump cancel
|
dl
|
Delay
|
jf
|
Just Frame (special move with precise button timing, e.g. Karin's Tenko)
|
TK
|
Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
|
whiff / (w)
|
Indicates that the move must not hit the opponent.
|
(move)
|
Indicates that the move is optional in a sequence.
|
236
|
|
214
|
|
623
|
|
421
|
|
41236
|
|
63214
|
|
[4]6
|
(hold),
|
[2]8
|
(hold),
|
360
|
|
720
|
|