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Fighting games,uses a specific language to describe specific sequences of moves.

Numpad notation[]

This notation is arguably the most popular, both in Japan and in the West. It uses a series of numbers to describe directional inputs. It gets its name from the numerical pad found on the far right of most keyboards.

In numpad notation, each of the nine possible directions is assigned to a number.

Back and Up Direction 7 Up-Back Jump Direction 8 Up Front and Up Direction 9 Up-Forward
Back Direction 4 Back 5 Neutral Front Direction 6 Forward
Back and Down Direction 1 Down-Back Down Direction 2 Down Front and Down Direction 3 Down-Forward

Like in most fighting game notations, this is making the assumption that your character is facing right; '6' always refers to the direction your character is facing and '4' always refers to the direction opposite of that, even if your character is facing left.

Common Fighting Game Input Movement[]

Name Arrow Numpad
Quarter Circle Forward (QCF) Down Direction Front and Down Direction Front Direction (Qfy Button) 2 3 6
Quarter Circle Back (QCB) Down Direction Back and Down Direction Back Direction (Qby Button) 2 1 4
Half Circle Forward (HCF) Back Direction Back and Down Direction Down Direction Front and Down Direction Front Direction 4 1 2 3 6
Half Circle Back (HCB) Front Direction Front and Down Direction Down Direction Back and Down Direction Back Direction 6 3 2 1 4
Full Circle (360) Front Direction Front and Down Direction Down Direction Back and Down Direction Back Direction Back and Up Direction Jump Direction (Full-Circle) 6 3 2 1 4 7 8

Combo Notation[]

Name Notation Examples
Cancel > Punch>Beast>Front DirectionKick
Multiple possible inputs / Front DirectionKick Back DirectionBeast/Punch
Any Attack Button (Punch/Beast/Kick) X Front and Up DirectionX
Holding Button [ ] [Front Direction]Beast or Hold Front DirectionBeast

All items (20)

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