Dengeki Bunko: Fighting Climax/Glossary
Movement Notations
Numpad Notations
In order to represent directional inputs, you use the numbers from a numpad corresponding to the directions ingame.
7 | 8 | 9 | ||||
4 | 5 | 6 | ||||
1 | 2 | 3 |
Commands are always denoted assuming that you're on the left facing right. Keep in mind that the numpad is mirrored when you face from right to left.
Motions
Forward | Backward | |||
---|---|---|---|---|
Quarter circle | 236 | 214 | ||
Dragon punch | 623 | 421 | ||
Half circle | 41236 | 63214 |
See also: Dengeki Bunko Fighting Climax/Controls
Standard Notations
Move Notation
When writing down combos, these are standard notations that help making them easier to read and understand.
Single commands are separated by a space (e.g. 5B 2B 2C 5C 623B).
jc
Jump Cancel
j.B, j.C, or j.BC
Jump+B button, Jump+C button; j.BC is just another way of saying "Jump B, Jump C". If you see a number before it (i.e. j.6B j.2C), that simply means jump forward+B or jump down+C
dj.
Double Jump
sj.
Super Jump; Ground: 28 (vertical) or 29(forward). Sometimes doing a super jump will help you when you need to stay a little higher for some combos. Or move around in general.
ad
Air Dash; Some combo extenders need you to airdash + button, for more damage.
IAD
Instant Air Dash; 686, 696, 676 or 8/9/7 > 6A+B.
[B] [C]
Charged normals, you hold the button, and the character will have a white light glow at the point of the normal right before they do the attack.
Guard Notation
H - High guard. Move can be blocked high (standing)
L - Low guard. Move can be blocked low (crouching)
A - Air guard. Move can be blocked in the air (jumping)
Move Cancel Notation
SE - Self cancelable
SP - Special cancelable
EX - EX cancelable.
JC - Jump cancelable.
SC - Support cancelable
ISC - Impact Skill cancelable
TCC - Trump Card cancelable
CAC - Climax Art cancelable
(X) - Cancelable only on hit