Fighting Game Collectors Wiki
Fighting Game Collectors Wiki

Overview[]

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:"

7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3

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 360 and 720, respectively.

Common Examples[]

Quarter-Circle Forward (QCF):[]

236

Standard notation: d, df, f (down, down forward, forward)

Numpad notation: 236

Quarter-Circle Back (QCB):[]

214

Standard notation: d, db, b (down, down back, back)

Numpad notation: 214

Dragon Punch (DP):[]

623

Standard notation: f, d, df (forward, down, down foward)

Numpad notation: 623

NOTE: sometimes DP can be done as 626 or f, d, f if done fast enough. The numpad notation would be 626. 626 is an easy shortcut for people who play fighting games on keyboard.

Sonic Boom/Common Charge Move:[]

Hold 4, 6

Standard notation: typically the move's whole name is written out

Numpad notation: [4]6 or [4], 6

Combo Notation[]

Cancels

Marked with right angle brackets (>)

Example: 5A > 5B > 5C

Special Cancels

Often seen in the Street Fighter community, marked with two letter X's (xx)

Example: 5A > 5B xx 236B

Immediate Followups

Marked with a tilde (~)

Eaxmple: 225D~C

(Often used for Kara Cancels)

Cancelling multi-hitting techniques early

Marked by adding the number of hits desired before the cancel in parentheses at the end of the attack.

Example: 41236C(1)

Follow-ups

Marked with a rightward arrow (->) between commands.

Example: A -> C

Multiple possible inputs

Each possible input is separated by a forward slash (/). If any attack button can be used, the attack button is sometimes written as X.

Example 1: 5C > 236A/B/C

Example 2: 5C > 236X

Holding/Releasing buttons

Brackets are used for both holding and releasing- [] for holding and ][ for releasing.

Example 1: 5[D], 22]D[

Example 2: [4]6A

Delay

Delay or waiting to do an input for the correct timing is usually seen as dL/dl

Example: 5B 2c jcB.dLB

Non-notated actions

Whiff, dash and walk forward are common phrases used in combo notation.

Example: 236236B, walk forward 4D

Prefixes[]

Jumping

Prefixed "j."

Example: j.C

Jump Cancelling

Prefixed "jc."

Example: jc.6B

Close attacks

Prefixed "c."

Example: c.A

Far attacks

Prefixed "f."

Example: f.A

Tiger Knee

Prefixed "tk."

Example: tk.236A

(Definition found in Glossary)