Punch Planet/Glossary

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Numpad Notation

Using the numpad notation you can write combos without resulting to icons (which can be slow).In order to represent directional inputs, you can use the numbers from a numpad (look at the numbers on the right-hand side of the keyboard) to correspond to the directional inputs for the game.


  • 5 = Neutral
  • 6.png = 6 = Forward
  • 3.png = 3 = Crouching Forward
  • 2.png = 2 = Neutral Crouching
  • 1.png = 1 = Crouch Blocking/Guarding
  • 4.png = 4 = Backward
  • 7.png = 7 = Jump Backward
  • 8.png = 8 = Neutral Jump
  • 9.png = 9 = Jump Forward
Note: Commands are always denoted assuming that you're on the left-side/player-1 side/facing right. You have to keep in mind that your inputs are mirrored when you're on the right-side/player-2 side/facing left.

Some moves require multiple directional inputs before performing the move. See Punch Planet/Controls for all the different combinations. Multiple directional inputs can also be noted in numpad notation:

Combo Notations


Normals are the basic moves of a character. These are moves that only require one input to complete, and use the main attack buttons. In the case of Punch Planet, there are six attack buttons: LP MP HP LK MK HK

Command Normals

Command normals are almost similar to regular normals, except they require an additional input. What command normals exist is entirely character specific, so there is no concrete list of them.


Specials are moves that are not normals nor command normals. These inputs vary per character and per game, but require a combination of directional inputs and an attack button to complete.

Examples of the direction inputs required by specials are:

  • 236 (Quarter Circle Forward/QCF)
  • 214 (Quarter Circle Back/QCB)
  • 623 (Dragon Punch/DP)
  • 41236 (Half Circle Forward)
  • 632147896 (360)

More can and do exist based on the character. Check the command list in-game or online for your character to see what specials they have. Some inputs may be shortened just due to being easier, 360 and Half Circle Forward are prone to being written as their shorthand to avoid having to type out huge ugly number strings.

Combos Strings

When writing down combos, single commands are separated by a space (e.g. 5LP 5MP 2MP 623LK), commas (e.g. 5LP, 5MP, 2mp, 623LP), or by the greater than symbol ">" (e.g. 5lp>5MP>5MK>623LK). Any can be used and is up to personal preference.

Simultaneous Inputs (+)

This can indicate two buttons are to be pressed at the same time. For example, throws are executed using LP+LK.

Delay (dl.)

Notation that indicated that the move written after it must be delayed somewhat in order for the combo to work. Combo example, 2HP>236PP>dl2HP>214LK. the 2HP needs to be delayed in this combo.

Whiff (w.)

A term derived from the sound made when swinging a sword, bat, or any piece of mass through the air. This generally indicates that a move will miss. You may see this used in a few different ways as a prefix, so context is important.


j.X stands for an aerial input. Jumping normals, specials, and very likely all inputs inputted in the air will use the j.- prefix to indicate the aerial version.

Jump Cancel (jc)

Some attacks can be jump cancelled. If you hold 7, 8 , or 9 after the move hits the opponent the recovery frames are cancelled into a jump.

Tiger Knee (TK)

TK stands for Tiger Knee. This term hearkens back to Street Fighter's Sagat, however the term has been adopted to refer to generally any move needed to be done at very low or minimum height. How this is inputted can vary based on the input and personal preference, however when written in combos, it is just referred to as TK and placed before the move needed to TK. An example of a TK input being written would be TK j.236LP. It goes without saying that all TK inputs will be using aerial moves because TK already implies going airborne, so the j. prefix is also needed.

Increase [X]

A set of brackets surrounding an input like the X above indicates that a move needs to be held or charged. A charged C normal would look something like 5[HP], for example. IC is shorthand for Increased. IC can be used in the same context as [X] is, to denote charged moves.

Partial Charge {X}

Partial-charged normals; works on almost every move that can be fully charged. This is to delay certain attacks by holding the button long enough so a delay occurs but short enough so that it doesn't become fully charged.

Follow-up move (~)

The ~ symbol is written in two contexts. The first, is its use to indicate move buffering. For example, a common Option Select is buffering the throw input during crouch to avoid having the opponent walking up to you and throwing you, or teching if they are already too close. This OS, using the ~ symbol would look something like LP~LK.

Clarifying the hits of a Multi-hit move (#)

Parenthesis are often used with moves that are multiple hit to describe the need to only allow part of the move to complete. For example, a two hit move that you only want one hit of may be written as 5MK(1).

Other Syntax

Anti-air (AA)

Anti-airs are moves that are designed to catch aerial approaches. The input from an anti-airs differs from character to character so "AA" is adopted to talk about anti-airs generally.


Meter is just a general term to refer to the super gauge each character has on their respective side of the screen. Punch Planet's meter gauge is split into four stocks/bars. 1 EX move costs 1 bar, and supers will eiher cost 2 or 4 depending on your super of choice. Meter is built by connecting attacks with the opponent, whiffing special moves, or getting hit.

Overhead (OH)

Moves that cannot be blocked by crouching are referred to as overheads or OHs. Using the term only the term OH alone might require context clues (i.e this character only has one OH, or a specific setup that will hit overhead), otherwise it might be attached to the move, written like OH 6MP or 6MP OH for example. Most likely you will not see this term used by itself, but rather the input, and it's often preferable to just write the move by itself. Using the prior example, just writing it as 6MP.

Option Select (OS)

An option select is a singular input that will cover multiple options. Option selects range wildly based on each game, and can require a varying range of possible inputs. They're often described using the term OS, but the actual input is variable per game and per OS, and is written in respects to what said inputs are.

Fireball (FB)

FB stands for Fireball, a general term that refers to projectiles that moves horizontally in a straight line across the screen. A FB has traditionally been inputted using the 236 motion (see: Hadouken).

Dragon Punch (DP)

DP stands for Dragon Punch, a general term that refers to one of two things. A DP has traditionally been inputted using the 623 motion (see: Shoryuken), and something described as a DP input would just refer to the fact this special uses the 623 motion. The alternate but equally as prevalent meaning is using DP to describe reversals. Because DPs like the aforementioned Shoryuken have traditionally been reversals, describing any reversal regardless of its input as DP has grown common.


This term has two primary meanings. The original, purest meaning of the word is any move done soon as actions are available (as blockstun or hitstun ends, or on wakeup). Any move or action can be said to be done as a reversal. A reversal 2LP for example would be a 2LP done immediately after exiting blockstun. The secondary and more common meaning for a reversal is a move that has invulnerability on its startup, so that it can interrupt other moves.


Safe-jumping is the general idea of ending a combo in a jump normal that is unable to be challenged by the opponent on wakeup, even by reversals. A safe-jump setup does not use a specific syntax, but is often just described as being a safe-jump route or some other similar descriptor.

Counter Hit (CH)

Achieved by hitting your opponent out of a move. Some combo routes may only work on CH. Counterhit occurs during the first move of the combo, so generally CH will be written either before the combo or immediately after the first move.

Double Time Cancel(DTC)

Achieved by inputting the same attack button after the initial attack. By Pressing the same attack button twice, you can spend one T-Meter to cancel the normal. This also applies to special attacks. Once cancelled, you are returned to a neutral state; instantly changing the frame advantage of whatever move you decided to DTC. Combo's will generally add x dtc in the middle of the combo to let you know when to DTC. An example would be 2MK>236LP x dtc>2MK>236LK

Block Properties


An attack that can be blocked crouching.


An attack that can be blocked standing or crouching.


An attack that can be blocked standing. Also known as an Overhead.


An attack that cannot be blocked.

Attribute Properties

Attributes are used mostly to determine invincibility.


Usually attacks that hit the opponent without "grabbing" them.


Usually attacks that grab the opponent.


Usually aerial normal attacks.


Usually grounded attacks that hit low.


Usually aerial special attacks that move the character.


Usually attacks that act on their own, independent of the character.


Used only for invincibility. This move is fully invincible to all attacks.

Special Properties


When this move connects, it causes the opponent to change from a grounded state to a floating state.

Wall Bounce

When this move connects, it causes the opponent to bounce off the wall if they're close enough. Consumes a combo bounce.

Ground Bounce

When this move connects, it causes the opponent to bounce off the floor. Consumes a combo bounce.


When this move connects, it sends the opponent downward and puts the opponent into an on the ground state.


When this move connects, it pulls the opponent towards the player rather than pushes them away like normal.

No Collision

The move causes the character to not collide with the opponent, allowing the player to pass through them.

Chip Damage

When this move connects on block, it will cause a small amount of chip damage. This should only be listed for certain normals, as all special attacks are known to cause chip damage.

Null Projectile

When this move connects with an opponent's projectile attack, it destroys the opponent's projectile.

Counter State

During the entirety of the move animation, the opponent will get hit by counter hits, as opposed to only the startup and active frames as normal.

Cancel Properties

Normal (N)

This move can be cancelled into another normal (IE: Target combos, or Gat's chain normals)

Special (SP)

This move can cancel into a special move.


This move can cancel into an EX or Super move.


This move can be Double Time Cancelled.

Resource Properties


Consumes T-Meter. Certain techniques will consume T-Meter, but is not 'required' to be used, such as JTC and ATC.


Consumes the Super meter.


Consumes HP (your health).

Agent G