Template:ComboLegend-WW7

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see System and Controls and Notation

> Proceed from the previous move to the following move
X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
j.X Button "X" is input while jumping or in the air.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Repeat the listed command(s) in a swift succession. ('{X}' means to swiftly hit any button over and over.)
X(#) Attack "X" should only hit # of times.
X~Y Anything within that specific range of directions or buttons will work. (Always goes clockwise for directions; '2~8' means 2, 1, 4, 7, or 8.) Commonly used to show a min/max range of frames, hits, and/or damage for attack properties that may change due to charging or powering-up.
CH The first attack must be Counter Hit.
c. Perform the following command(s) when near the opponent.
f. Perform the following command(s) when away from the opponent.
Land to the ground after previous move or command.
-> Indicates cancels (basic attacks into special moves/supers)
, No special combo method is needed between the two attack typically used to denote links or post-CAPTURE mechanics.