Art of Fighting 3/Controls
Jump to navigation
Jump to search
Notation
7 8 9 4 5 6 A B C D 1 2 3
The 9-point numerical direction system refers to the directions in which your pad or stick can be moved, with 7 8 9 being up left, up, and up right, 4 5 6 being left, neutral, and right, and 1 2 3 being down left, down, and down right. Thus 236 is qcf (quarter circle forward).
Examples:
- 5A - Standing A
- 2A - Crouching A, or a standing 2A for some characters like Ryo
- 6A - Forwards A
- 3A - Down+forwards A
- 2A xx - Indicates a special cancel.
- FC 2A - Indicates a Full Crouching state, for characters like Ryo
- WB 2A - Indicates a Wrongblock effect
- CH 2A - Indicates a Counter Hit effect
Universal Commands
- Buttons
- A - Punch
- B - Kick
- C - Strong Attack
- D - Taunt
- Movement
- 66 - Forwards dash
- 44 - Backdash
- 33 - Crouch forward dash
- 11 - Crouch backdash
- 7, 8, or 9 - Jump
- Tap 7, 8, or 9 instead of holding it - Short hop
- Other
- Throw - 6C
- Parry - 4C
- OTG Attack - 3A OR 3B, while opponent is on the ground
- Spirit Charge - Hold any button; can also be done while knocked down
- Tech/Recovery - Keep mashing the left stick to wake up faster; wake up faster by pressing more directions
- Some knockdowns you can't tech out of (such as soft knockdowns) since they have a set animation, but normal knockdowns may also feature less KD frames depending on the attack, in other words a quick knockdown.