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Dengeki Bunko: Fighting Climax/Glossary
In order to represent directional inputs, you use the numbers from a numpad corresponding to the directions ingame.
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.
See also: Dengeki Bunko Fighting Climax/Controls
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).
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
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.
Air Dash; Some combo extenders need you to airdash + button, for more damage.
Instant Air Dash; 686, 696, 676 or 8/9/7 > 6A+B.
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.
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