Ultra Street Fighter IV/Controls and Notation

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Ultra Street Fighter IVUSFIV-Header.png

Directions

Upleft.gif/7 - Back Jump Up.gif/8 - Neutral Jump Upright.gif/9 - Forward Jump
Left.gif/4 - Back Walk, Stand Block
(Hold to charge back)

Left.gifLeft.gif/44 - Back Dash
Universal Numeric Notation.jpg Right.gif/6 - Forward Walk

Right.gifRight.gif/66 - Forward Dash
Downleft.gif/1 - Crouch Block
(Hold to charge down+back)
Down.gif/2 - Crouch
(Hold to charge down)
Downright.gif/3 - Offensive Crouch


Six Button Notation

Notation
Lp.png - LP - Light Punch / Jab Lk.png - LK - Light Kick / Short
Mp.png - MP - Medium Punch / Strong   Mk.png - MK - Medium Kick / Forward
Hp.png - HP - Heavy Punch / Fierce Hk.png - HK - Heavy Kick / Roundhouse
P.png - P - Any Punch K.png - K - Any Kick
2p.png - PP - Any 2 Punches   2k.png - KK - Any 2 Kicks
3p.png - PPP - All 3 Punches   3k.png - KKK - All 3 Kicks


Special / Super / Ultra Inputs

The following is a list of common input notations and how they are performed. All inputs assume the player is facing right (P1 Side).


  • Mash P.png : Rapidly tap punches (Blanka, Decapre, E. Honda, Gen only)
    • 5th punch input determines which strength of special move is used
  • Mash K.png : Rapidly tap kicks (Chun-Li only)
    • 5th kick input determines which strength of special move is used
  • QCF (Quarter Circle Forward) / 236 / Qcf.png :
    • Down, Down/Towards, Towards (Down.gifDownright.gifRight.gif)
  • QCB (Quarter Circle Back) / 214 / Qcb.png :
    • Down, Down/Back, Back (Down.gifDownleft.gifLeft.gif)
  • DP (Dragon Punch) / 623 / Dp.png :
    • Towards, Down, Down/Towards (Right.gifDown.gifDownright.gif)
    • Shortcuts:
      • Downright.gifDown.gifDownright.gif / 323
      • Right.gifDownright.gifRight.gif / 636
      • Note: Downright.gifDownright.gif / 33 does not work as a shortcut on its own; at least one additional down or forward input is needed.
  • RDP (Reverse Dragon Punch) / 421 / Rdp.png :
    • Back, Down, Down/Back (Left.gifDown.gifDownleft.gif)
    • Shortcuts:
      • Downleft.gifDown.gifDownleft.gif / 121
      • Left.gifDownleft.gifLeft.gif / 414
      • Note: some RDP moves do not accept input shortcuts, like Ibuki or Elena RDP+K
  • HCF (Half Circle Forward) / 41236 / Hcf.png:
    • Back, Down/Back, Down, Down/Towards, Towards (Left.gifDownleft.gifDown.gifDownright.gifRight.gif)
  • HCB (Half Circle Back) / 63214 / Hcb.png :
    • Towards, Down/Towards, Down, Down/Back, Back (Right.gifDownright.gifDown.gifDownleft.gifLeft.gif)
  • 360 (360 Degree Motion) / 360.png :
    • Rotate the joystick in a full circle in any direction
    • As a shortcut, Half Circle (forward or back) + one additional upward direction counts as a 360
  • Charge Back + Forward / [4]6 / Cb.pngF.png
    • Can also charge Down+Back
    • A few moves may require ending in Down+Forward
  • Charge Down + Up / [2]8 / Cd.pngU.png
    • Can also charge Down+Back and end with Up+Back, which retains back charge


  • 2xQCF (Double Quarter Circle Forward) / 236236 / Qcf.pngQcf.png
    • Shortcut: Down.gifDownright.gifDown.gifDownright.gifRight.gif / 23236
  • 2xQCB (Double Quarter Circle Back) / 214214 / Qcb.pngQcb.png
    • Shortcut: Down.gifDownleft.gifDown.gifDownleft.gifLeft.gif / 21214
  • 2xHCF (Double Half Circle Forward) / 4123641236 / Hcf.pngHcf.png
    • Shortcut: Left.gifDown.gifRight.gifLeft.gifDown.gifRight.gif / 426426
  • 2xHCB (Double Half Circle Back) / 6321463214 / Hcb.pngHcb.png
    • Shortcut: Right.gifDown.gifLeft.gifRight.gifDown.gifLeft.gif / 624624
  • 720 (360 Degree Motion x2) / 360.png360.png
    • 2nd circle input does not require a full rotation
  • Charge Back, Forward~Back~Forward / [4]646 / Cb.pngF.pngB.pngF.png
    • Can also charge with Down+Back
  • Delta Motion / [1]319 / Cdb.pngDelta.png
    • Can end in any upward direction Upleft.gif/Up.gif/Upright.gif
    • For Vega, this affects which direction he travels for Super and Ultra 1

Button Combinations

Lp.png+Lk.png: Throw

  • Performs a close-range throw that cannot be blocked. Some characters can also throw while in the air. The same input is used to defend (tech) against throws (air throws cannot be teched).
    • A throw tech can also be input while crouching, but if the defending character is not already being thrown, then cr.LK will come out (resulting in a failed throw tech).


Mp.png+Mk.png: Focus Attack

  • Begins charging an attack that has 1 hit of armor.
  • The attack can be released at one of three strength levels:
    • Lv. 1 (quick/no charge) - crumples on counterhit
    • Lv. 2 (partial charge) - crumples on hit
    • Lv. 3 (full charge) - unblockable, leads to a crumple state
  • The focus charge (or attack on hit/block) can be cancelled with a forward/back dash
    • This is useful for maintaining pressure or avoiding punishment
  • Some normal/special attacks can be cancelled into Focus Attack for 2 bars (referred to as EX Focus Attack)
    • This version of focus attack does not have armor, but can still crumple if the Lv. 2 Focus Attack is fast enough to combo
    • This technique is the basis of the FADC (Focus Attack Dash Cancel) system that allows characters to extend combo routes, juggle into ultra, or use safe invincible reversals


Hp.png+Hk.png: Personal Action (Taunt)

  • Performs a unique taunt animation; each character has 10 taunts to choose from
    • Dan has unique jumping and crouching taunts that can hit the opponent, while Dudley's crouching taunt throws a projectile rose
    • Guile's crouching taunt causes him to put on or take off his sunglasses
    • Some taunts can shift the character's hurtbox to match the animation (such as lying down to avoid projectiles)


State Modifiers

  • st. - "Standing" - move should be used while standing
    • In numpad notation, "5" represents a neutral standing state (5HK)
  • cl. - "Close" - indicates a standing proximity normal that must be used at close range (e.g. cl.MP)
  • far. - "Far" - indicates a standing proximity normal that must be used at farther ranges (e.g. far.MK)
    • Often times, far proximity normals are simply referred to with "st." prefix (e.g. cl.LP / st.LP)
  • cr. - "Crouching" - move should be used while holding down (e.g. cr.HK)
    • In numpad notation, "2" represents a crouch state (2HK)
  • j. - "Jumping" - move should be used while in the air (e.g. j.HK)
    • Numpad notation usually keeps this indicator rather than using "8HK" or "9HK"
  • EX / Ex.png - EX Special Move - inputting a move with 2 punches or 2 kicks uses a more powerful version of the move that consumes 1 bar of Super meter
    • Seth's EX Tanden Engine (and several moves in Omega SF4) consumes 2 bars, and some moves do not have an EX version (Zangief Double Lariat, Ibuki Command Dash)
    • The 2 buttons must be pressed with in 1 frame of each other (or using a 3P/3K macro) for the EX move to work.


Combo Connectors

  • + : Indicates that 2 actions should be performed at the same time
    • e.g. Lp.png+Lk.png hit simultaneously
  • , or > : Indicates the next part of a sequence
    • "," is usually used to indicate a link while ">" indicates a chain/target combo, but this notation is not universally followed
    • e.g. LP > MP > HP (Ibuki's Target Combo 4 chain)
    • e.g. cr.MP, cr.MK (Down.gifMp.png linked into Down.gifMk.png)
  • xx : Indicates that the first action should be cancelled into the second.
    • e.g. cr.MK xx Hadouken
    • e.g. Hadouken xx Super
    • e.g. Shoryuken xx FADC
  • ~ : Indicates that the first action should be immediately followed by the second action (usually 1 frame apart)
    • e.g. st.HP ~ Throw (input for some kara throws)
    • The plinking technique uses this notation


Game Navigation

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