Reference
Input notation
The motions, the buttons, the system mechanics. If you've ever stared at a movelist and wondered what QCF + P meant, start here.
Glyph reference
Every input on Combopedia that renders as a glyph. Use these as a quick legend when you see them inside movelists.
Motion notation
5
Neutral
Standing still, no input.
6
Forward
Tap toward the opponent.
4
Back
Tap away from the opponent.
8
Up
Tap up (jump).
2
Down
Tap down (crouch).
9
Up-forward
Diagonal jump toward.
7
Up-back
Diagonal jump away.
3
Down-forward
Diagonal crouch toward.
1
Down-back
Diagonal crouch away (block).
66
Forward dash
Two forward taps.
44
Back dash
Two back taps.
236
Quarter circle forward
qcf · the universal fireball motion.
214
Quarter circle back
qcb · second-most-common motion in fighters.
623
Dragon punch
dp · forward, down, down-forward.
421
Reverse dragon punch
rdp · the mirror of DP.
41236
Half circle forward
hcf · back through down to forward.
63214
Half circle back
hcb · forward through down to back.
1632143
Pretzel motion
Misogi style, full half-circle plus DP.
41236987
Spinning input
720° style command grab roll.
Capcom · LP MP HP / LK MK HK
P
Any punch
Generic punch icon.
K
Any kick
Generic kick icon.
PP
Any-two punch
Two-punch macro, often EX.
KK
Any-two kick
Two-kick macro.
LP
Light punch
MP
Medium punch
HP
Heavy punch
LK
Light kick
MK
Medium kick
HK
Heavy kick
Guilty Gear & BlazBlue · S H D / A B C D
gg-p
Punch (P)
Guilty Gear / Strive light attack.
gg-k
Kick (K)
Guilty Gear / Strive light kick.
gg-s
Slash (S)
Guilty Gear standard slash.
gg-h
Heavy Slash (HS)
Guilty Gear heavy attack.
gg-d
Dust (D)
Launches the opponent skyward.
bb-a
BlazBlue A
Light attack.
bb-b
BlazBlue B
Medium attack.
bb-c
BlazBlue C
Heavy attack.
bb-d
BlazBlue D
Drive button, character-specific.
SNK · A B C D
snk-a
SNK A · Light Punch
snk-b
SNK B · Light Kick
snk-c
SNK C · Heavy Punch
snk-d
SNK D · Heavy Kick
Persona 4 Arena · A B C D
p4-a
Persona A · Light
p4-b
Persona B · Heavy
p4-c
Persona C · Persona Light
p4-d
Persona D · Persona Heavy
Them’s Fightin’ Herds
tfh-a
TFH A · Light
tfh-b
TFH B · Medium
tfh-c
TFH C · Heavy
tfh-d
TFH D · Magic
tfh-any
TFH Any
Press any one button.
tfh-any-2
TFH Any-Two
Press any two buttons.
System mechanics
rc
Roman Cancel
Generic Roman Cancel.
rc-red
Force Roman Cancel
Strive · 50% tension, blocks input recovery.
rc-blue
Blue Roman Cancel
Slow time around the opponent.
rc-purple
Purple Roman Cancel
Drift / cancel during a special.
rc-yellow
Yellow Roman Cancel
Cancel during blockstun.
air-dash
Air Dash
Forward air dash.
iad
Instant Air Dash
Tigerknee'd air dash.
Sequence arrows
arrow-link
Link
Bridge between two normals on hit.
arrow-cancel
Cancel
Cancel one move into another.
arrow-next
Then…
Sequence separator.
Miscellaneous
unknown
Unknown input
Placeholder when notation can't be matched.
Motions
Stick or D-pad rotations. Numpad notation in parens (623 = DP).
Quarter circle forward
Roll the stick from down to forward — the universal fireball motion.
Hadoken (QCF + P)
Quarter circle back
Roll from down to back — second-most-common motion in fighters.
Tatsumaki (QCB + K)
Half circle forward
Half-circle from back through down to forward.
Yamazaki Sand Kick
Half circle back
Half-circle the other direction.
Shakunetsu Hadoken (HCB + P)
Dragon Punch
Forward, down, down-forward — the Shoryuken motion. Tags as anti-air.
Shoryuken (DP + P)
Reverse Dragon Punch
The mirror of DP, often used for command grabs in 2D fighters.
Genei Jin (rev DP + K)
Charge back, forward
Hold back ~1 second, then tap forward + button. Used by Guile, Bison, Charlie.
Sonic Boom ([←]→ + P)
Charge down, up
Hold down, then tap up + button. Flash Kicks, Somersaults.
Flash Kick ([↓]↑ + K)
Full rotation
Make a full circle on the stick. Command grab signature.
Spinning Pile Driver (360° + P)
Double rotation
Two full circles. Zangief level-3 super.
Final Atomic Buster (720° + P)
Buttons
Six-button SF arcade layout. Plus the macro shortcuts that show up in modern systems.
LP / MP / HP
Light / Medium / Heavy Punch
LK / MK / HK
Light / Medium / Heavy Kick
P
Any punch
K
Any kick
PP
Two-punch macro (often EX)
KK
Two-kick macro
PPP
All three punches
KKK
All three kicks
SF6 system mechanics
Drive Impact (HP+HK)
Drive Impact
Armored attack that wallsplats on counter-hit.
Drive Parry (MP+MK)
Drive Parry
Hold to parry incoming hits and refill drive.
Drive Rush
Drive Rush
Forward dash that converts cancel windows to plus frames.
Drive Reversal
Drive Reversal
Burns drive to escape pressure.
SFV V-system
V-Skill (MP+MK)
V-Skill
Per-character utility move; some build V-Trigger meter on hit.
V-Trigger (HP+HK)
V-Trigger
Mode activation that boosts the character for the round.
V-Reversal
V-Reversal
Spend V-meter to escape pressure on block.
Critical Art
Critical Art
Super combo. Three-bar EX-meter spend.

