Fighting game notations
Numpad notation is a system for writing the inputs used in fighting games in an easy-to-read, easy-to-understand, fighting game notations, and language agnostic way. The core mechanic of fighting game notations notation is also how it gets its name: numbers mathpapa used in place of directions, according to their position on a keyboard's numpad. Numpad notation always assumes that the player character is facing the right side of the screen.
The intention of this thread is to start a discussion on fighting game notation, and what games should use what notation. Most of the audience for these games are more familiar with "cr. I get that Numpad Notation is easier to understand for other people, but I think we should stick to that traditional style for these older, slower, not as chain-crazy games. And of course, Numpad Notation should be used for anime games or games with chain combo systems. That's a chain game, and indeed on Dream Cancel people do use Numpad Notation. It just seems to fit that game better than Capcom Notation.
Fighting game notations
There are 2 forms of common notation, traditional six button and numpad notation. Traditional notation refers to directions and motions by their English names. Numpad notation uses numbers and sequences of numbers to refer to directions and moves, as corresponds with a number pad. Most special move commands consist of one or more of the following motions combined with an appropriately timed button input, typically following the completion of the motion. Often a numbering system is used to discuss joystick positions. Below is a guide explaining how this notation works. Note: These numbers can be easily referenced by looking at your keyboard "numpad". These prefixes refer to the position, or "state" you should be in when executing the respective attack. Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog. KK or 2K - Press two kicks simultaneously e. Example Cammy combo in SFV: j. HP, cr. LP, b.
Here are a few of them. In traditional 2D fighting games, a player makes their character jump straight up by pressing up on their controller.
I wanna get good at this game, but to get good, I have to learn a new fighting game term altogether. And I wanna know how long this will take because I hate reading. I only played Netherrealm Games such as Mortal Kombat and Injustice and I never heard about this being yelled out at the tournaments. All you would hear is Down, 1. Forward 3.
Numpad notation is a form of fighting game notation in which the directions that you may move in a fighting game are mapped to the layout of a keyboard's numpad. The notation is oriented as follows, with the "N" in the middle representing "neutral:". Numpad notation is the most convenient way to quickly transcribe complex inputs and combos. It originated as an easy way of discussing fighting game commands before arrow keys were commonly available on computer character sets. They are now mostly in vogue within anime fighter scenes, but are being used for this project as some of the more obscure fighters have complicated inputs and combos. Please note that full-circle motions SPDs as they are commonlt known and double full-circles such as Hugo's SA1 in Third Strike are simply written as and , respectively.
Fighting game notations
Numpad notation is a system for writing the inputs used in fighting games in an easy-to-read, easy-to-understand, and language agnostic way. The core mechanic of numpad notation is also how it gets its name: numbers are used in place of directions, according to their position on a keyboard's numpad. Numpad notation always assumes that the player character is facing the right side of the screen. Pictured to the right are each of the directions in numpad notation, represented by arrows on a gamepad's directional buttons, next to a full-size keyboard's numpad. In numpad notation, direction inputs are represented by a number corresponding to the direction the user inputs on their analogue stick, directional pad, or other input device. In traditional 2D fighting games, a player makes their character jump straight up by pressing up on their controller. This is represented by the number 8.
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You have no way of denoting that sans another new expression. I don't really understand where you're drawing the line about chains. It's simple math: Command xNumber of times to perform the command. Plenty of games that use numpad don't really have chains, like granblue doesn't have chains outside of auto combo but everyone uses numpad. Just take your time decrypting these notations and you'll be able to read this kind of slang in no time. The handleSpace function adds an empty image and a hyphen "-" to represent space between inputs. For instance if you need to release the P button at a specific time the release is represented as ]P[. Also it's not like you notate chains any different in numpad. Games such as Guilty Gear XRD and Granblue Fantasy Versus have in-game button prompts which are color coded, and as such Dustloop Wiki will attempt to match the colors of those prompts with text color coding. With these rules in mind, Venom's Stinger Aim is written as [4]6S for the version or as [4]6H for the version.
Fighting games require complex button combinations to execute "combos.
This site is best viewed in a modern browser with JavaScript enabled. Repeating Inputs Some attacks require, or allow, an attack button to be pressed multiple times. Additional Notation Features There are some symbols, terms, or abbreviations that are used in notation which are specific to certain games or characters. Directional Inputs In numpad notation, direction inputs are represented by a number corresponding to the direction the user inputs on their analogue stick, directional pad, or other input device. Once unpublished, all posts by dgvall will become hidden and only accessible to themselves. When this scheme will happen is determined entirely by the community and is simply whatever people find to be the easiest. It is a smaller piece of a larger project I'm working on called the Combo Library which will act as a hub for fighting game players to upload their combos on a per game, per character basis using this digestible notation. Alch So, the most immediate problem with that is it's awkward to type most of the time, so even if you used it on the wiki you'd still need to learn another notation in order to talk to anyone over twitter and instant messaging. If a move is performed by pressing the button while holding forward the input will be represented as 6P. With Shadow Fight 2 all weapons at your disposal, you can master the shadow arts using your preferred weapon and conquer opponents with finesse and skill.
I apologise, but, in my opinion, you are not right. Let's discuss. Write to me in PM.