AzuFight: Taisen Shiyo/Controls

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Notation

Numpad Notation

AzuFight is notated with numbers and letters representing inputs, this is known as Numpad Notation. The game has 4 buttons, A, B, C, and D. Below shows how each number corresponds to each directional input, 5 meaning neutral and 6 being the direction your character is facing.

Knowing and Using Numpad Notation makes sharing combos and teaching as a whole a lot easier for both parties.


Standard Notation

This is the standard notation for transcribing combos on this wiki. You'll find similar notation conventions in other airdashing fighting games, as it makes combos or complex blockstrings easy to describe and read. Less formal equivalents of certain notation and supplementary notes will be noted with *LF:.

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y Use attack X with Y follow-up input.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Only applies to EX Chiyo.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.

Only really applies to EX Chiyo.

tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops. If this is left as "xN" it implies an infinite.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings. Only applies to both Chiyos.
IAD/IABD Performs an Instant AirDash. Again, only applies to both Chiyos.
SC Performs a Stylish Cancel.
OB Starts Outburst.


>「Cancel」

Indicates that the recovery period of the preceding move should explictly be cancelled by the next input. Most of the time, it just means "press this next", but is used for clarity's sake. For example, "5A > 5B > 5C".


,「Link」

Indicates that the next move should explictly be linked after the recovery of the previous move ends. Link timings if tight/important will be written as a comment. For example, "5A,5B,5C".

  • LF: Cancels and links alike are represented by spaces or by no space at all. They additionally drop lever position if its neutral, for brevity's sake. For example, "A B C", "ABC".


~「Follow Up」

Reserved for specific moves that can cancel into specific followups. Can be used to specify specific rekkas, if the input would bring a different move instead when linked. When in doubt: If the move can't be done from pressing the input in neutral, its indicated with ~. For example, "236A~236C~236C~236C"


j.「Aerial Move」

Indicates the following move is done in the air, implies a jump if the previous move was done from the ground. For example, "j.A".


dj. / sj. / sdj.「Double/Super/Super Double Jump Move」

Unlike the former, explicitly indicates the move is performed after a double or super jump. For example, "dj.A". Only used for EX Chiyo.

  • LF: Multiple moves performed in the same jump arc are often written together without explicit prefixes, and a new jump will be indicated by a new prefix. For example, "j.ABC j.BC".


tk.「Tiger Knee」

Usually prepended to a special move, it means it should be performed as close to the ground as possible by buffering the input motion before jumping. For example, "tk.236B".


66「Dash」

Indicates between the previous move and the next move, a dash should be performed. Ground or air dash is context dependent. For example, "5B 66 5A", "j.5B > j.5C 66 j.5B > j.C".


IAD / IABD「Instant Air Dash/Instant Air Back Dash」

Explicitly indicates the following move is performed after an Instant Air Dash. For example, "IAD j.A", "IABD j.6C". Only used for Chiyos.


XJCY「Jump Cancel」

Explcitly indicates the previous move's recovery should be cancelled into a specific jump, where 'X' is the jump type and 'Y' is the jump direction. Usually implictly indicated using j., dj., sj., but should be used when a string becomes cluttered or unclear from prefixes alone. For example, "2C JC j.2B", "2C sJC9 j.B > j.5C dJC9 j.B". Only used for EX Chiyo.


(Special Action)xN

There's a few different things that can go here.

  • Whiff: Indicates the preceding move should be whiffed. For example, "5C > 5A(w) > 6B".
  • X Hit: Indicates the preceding move should hit only on its Xth hitbox. For example, "j.B(2) > j.63214A".
  • X^: Indicates a previously discussed loop or move string is inserted here. For example, "(Pit Loop^) > j.B > j.C", where 'Pit Loop' is a labelled combo.

A special action is done once, but if xN is written after it, the action is repeated 'N' times. If the letter itself is written, then it means the number of times depends on context or character.


SC「Stylish Cancel」 Indicates a Stylish Cancel should be performed to cancel the previous move's active frames or recovery into the next move.


OB「Outburst」 Indicates an Outburst should be performed to cancel the previous move's active frames or recovery into the next move.

AzuFight Navigation

General
Menus
HUD
Chiyo-chichi
EX Characters
EX Kagura
EX Sakaki
EX Yomi
Kamineko
EX Tomo
EX Chiyo-chan
EX Osaka
Normal Characters
Yukari
Osaka
Chiyo-chan
Tomo
Yomi
Sakaki
Kagura
Nyamo