Virtua Fighter

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Segata Kenshirō
Jesus is a true pussy sore loser blah blah
Jesus is a true pussy sore loser blah blah

Messages : 683
Date d'inscription : 22/02/2010
Age : 37

MessageSujet: Appendice.   Mer 24 Fév - 23:44


Command Notation

Original Source: Virtua Fighter Notation posted by GLC

All the move notation should be applied to 1P (Player 1, on the left) side. Reverse left and right directions for 2P (Player 2, on the right) side.

Stick Motions

When you “tap” motions you enter them, but they aren't held - the stick is then either immediately returned to neutral (“no motion”) or goes straight into another direction, for example - half circle from back to forward. If you see two identical motions one after another, eg. , return the stick to neutral after the first one. You can also see things like - in this case return the stick to neutral after 1st tap, and HOLD the 2nd one. There is also a numerical notation where you use numbers on your numeric keypad which correspond to directions. When a number is followed by an underscore “_”, it means to hold that direction. For example, 2_6P for Pai's double palm.

Tap Notation
Graphic ASCII Numeric
ub u uf 7 8 9
b n f 4 5 6
db d df 1 2 3
Hold Notation
Graphic ASCII Numeric
UB U UF 7_ 8_ 9_
B n F 4_ 5 6_
DB D DF 1_ 2_ 3_

or P - press Punch button
or K - press Kick button
or G - press Guard button (don't use “B” for “Block” or “D” for “Defend”, since those are reserved for stick motions)
Sometimes you may see something like [P]x, [P]x (“Px” or “PPx”) - those are series starting with the same move(s), but ending with different options. Take a look at this example:

= Lau's punch-kick
- Lau's double punch-heelkick
= Lau's triple punch-sweep
All of the above could be denoted as [P]x, and the 2nd and 3rd one could be [P]x.

Even though the standard arcade button layout goes G > P > K (from left to right), we use the order of P > K > G for notation. Please type eg. df+P+K+G instead of df+G+P+K. (or instead of .)

In some other games it's possible to hold a button and add another button to the sequence, eg. press , add without releasing , making it - you cannot do that in Virtua Fighter. You need to release the , and then press and together.

Practical Usage

Includes most commonly used combinations.

/ f,f / 66 = dash forward
/ b,b / 44 = dash back
/ f,F / 66_ = run forward (you can't run back)
With graphical commands there is no need to use commas.

Crouch Dash, commonly abbreviated CD, can be achieved by inputting various motions, here are the most popular methods:

/ df,df / 33
/ df,d,df / 323
All the above make your character CD forward. Buffering a crouch dash is used to get to crouching position faster than just holding . You can buffer a backward CD to get to crouching position too, which allows to execute some moves a lot faster.

Examples of complex motions:

/ d,df,f / 236 = QCF, quarter-circle forward
/ d,db,b / 214 = QCB, quarter-circle back
A ”>” can be used to denote QCF/QCB too, eg. > which means . There are no QCF/QCB motions which start from a direction different than down.

/ b,db,d,df,f / 41236 = HCF, half circle forward
/ f,df,d,db,b / 63214 = HCB, half circle back
A ”>” can be used to denote HCF/HCB too, eg. > which means . There are no HCF/HCB motions which start from a direction different than back or forward.

/ u,f,d,b / 8624 = 270 throw, 3/4 circle up-back
/ u,b,d,f / 8426 = 270 throw, 3/4 circle up-forward
/ d,f,u,b / 2684 = 270 throw, 3/4 circle down-back
/ d,b,u,f / 2486 = 270 throw, 3/4 circle down-forward
A ”>” can be used to denote 270 throws too, eg. > which means . There are no 270 motions which start from a direction different than down or up. While inputting the motions you're allowed to go through diagonals, but not neutral.


/ P,K / PK = Pai's punch-heelkick
Press , release it, then press .

/ f,b+P / 64P = Pai's lunging palm
Tap , then input and press together.

/ D,f+P+G (or FC,f+P+G) / 2_6P+G Pai's reaping knife (throw)
Enter crouching by any means, then tap together with buttons and .

/ f+P+K+G / 6P+K+G = Pai's flipover (throw)
Tap together with all the buttons, , and .

Some rare moves require you to hold a button; it's always denoted descriptively in the movelist (check Vanessa's movelist for holds).

(release within 1 frame) / K+G!G
Another descriptive notation, this is Akira's knee - sometimes such moves are also denoted with an exclamation mark.

Denoting Stance

After many character-specific stances have been added in VF4, it was needed to invent abbreviations to denote them. The most commonly used ones include FL (Sarah's flamingo), JM (Kage's jumonji) and DS (Vanessa's defensive style). Examples of usage:

FL / FL K,d+K / FL K2K = Sarah's low cut combination
JM / JM f+P / JM 6P = Kage's turning elbow
DS / DS b,f+K,P / DS 46KP = Vanessa's parrying combination
Combo Notation

In combos we denote series of moves. Here's an example VF5 Pai combo:

CH > > > = graphical notation
CH FC,f+P (or D,f+P) > F+P > P+K > P,P,K,K = ASCII notation
CH 2_3P > 6_P > P+K > PPKK = numerical notation
1st move - double palm: the move requires crouching, so is used in graphic command. In ASCII notation you can use either “D” or “FC” (“From Crouching”) - it's probably better to use the latter, since no motion is required and you can use the crouch dash.

2nd move - punch: you're required to hold forward for the combo to connect, hence the - this is not !

3rd move - ensei katan heki: additional element, this move makes the opponent rebounce for the last sequence to connect.

4th move - double punch, kick, hopkick: the finishing sequence.

It's common to use either >, -, ~ or commas (the latter especially in case of graphic commands) to separate different elements.

You may also want to denote if move is a small down attack, or , by adding an appropriate note. You don't have to add notes to throws in combos/sequences, since all of them end in either (high throw) or (low throw) - but ground-hitting move commands are usually the same as regular move ones (eg. can be either a side kick or small down attack). You can also see “pounce” used in place of “small down attack”, meaning the same, though the term is mostly used to denote (or in case of some characters) jumping down attacks. Please note that some characters also have throws that work on knocked down opponent only, done by and .

In some combos you may notice moves in brackets, for instance () - this is to denote that a move is entered, comes out, but misses. In this example the 1st punch hits, 2nd misses, but 3rd punch and the kick hit normally.

Popular Abbreviations

All of the abbreviations below can be used to denote various states the character's in. Here's a quick list with examples:

BT = backturned (eg. after Sarah's )
FC = from crouching (after crouch dash or while the character is simply crouching)
WS = while standing (releasing the stick to neutral while the character is crouching)
All = all buttons press simultaneously, same as (eg. f,f+All, standard notation only)
N or n = neutral (no stick input)
CH or MC = counter hit or major counter (means the same thing)
mC = minor counter hit (hit during recovery of a move)
DM = defensive move ( or , add for a DM attack)
OM = offensive move ( while doing a DM, add or for an OM attack)
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