Under Night In-Birth/Glossary
Numpad Notation
Numpad notation is a system for writing the inputs used in fighting games in an easy-to-read, easy-to-understand, and language agnostic way. The core mechanic of numpad notation is also how it gets its name: numbers are used in place of directions, according to their position on a keyboard's numpad. Numpad notation always assumes that the player character is facing the right side of the screen. Pictured to the right are each of the directions in numpad notation, represented by arrows on a gamepad's directional buttons, next to a full-size keyboard's numpad.
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.
Directional Inputs
In numpad notation, direction inputs are represented by a number corresponding to the direction the user inputs on their analogue stick, directional pad, or other input device. In traditional 2D fighting games, a player makes their character jump straight up by pressing up on their controller. This is represented by the number 8. Similarly, diagonal jumps are performed by pressing diagonally to the upper-left or upper-right . These jumps can be written as 7 and 9 respectively. Players can make their characters crouch by holding down on their controller which is represented in numpad notation as holding 2. If no direction is listed, then it is assumed to be "neutral" or the number 5 which is the same as not pressing any direction at all.
Attack Buttons
Attack buttons, often called simply "buttons" for brevity, are represented by a capitalized letter. For instance, the button is represented by the capital letter B.
Proximity Normals
These are normals that change based on distance from the opponent. The only proximity normal currently in the game belongs to Akatsuki. The far version is notated using the f.-prefix, while the close version is written using cl.-. For example, Akatsuki's 5C would be written as either cl.5C or f.5C.
Command Normals
In numpad notation, attacks are represented by combining the direction the user must input with the attack button that the move uses. If a move is performed by pressing the button while holding forward the input will be represented as 6B. Similarly, pressing the button while holding down is represented as 2B.
Special Moves
Most traditional 2D fighting games will allow players to input special moves by performing a series of inputs which usually involve three or more directions combined with an attack button. In numpad notation , these special moves are represented as a series of numbers followed by an attack button. Take for example Hyde's fireball special, Black Orbiter. This move is performed by inputting the directions down , then diagonally down-and-forward , then forward followed quickly by the attack button. These directional inputs would be represented by 2 then 3 then 6 in that. As such, Hyde's A version fireball is notated in numpad notation as 236A.
Charge Moves
Charge moves are performed by holding a direction and then switching to a specific direction and inputting an attack button. One example would be Vatista's Lumen Stella, which is input by holding backwards for a period of time then inputting forwards and pressing one of the attack buttons , or . Holding a button is indicated in numpad notation by surrounding the held input with a set of square brackets, [ and ]. This can apply to both directions, such as [4], or attack buttons, such as [C]. With these rules in mind, Vatista's Lumen Stella is written as [4]6A for the version or as [4]6B for the version.
Negative Edge Inputs
Most of the time the release of a button is not strict and as such not noted, but in the case that there is a very specific release of a button, an input method known as Negative Edge, the square brackets are reversed. For instance if you need to release the A button at a specific time, the release is represented as ]A[.
Air Moves
Most 2D fighting games will allow the user to input normals, command normals, and special moves while in the air. When a move is performed in the air it will be preceded by the prefix j.
. Listed below are some examples:
- The basic attack in the air is represented by j.A.
- If a move is performed by pressing down and the attack button in the air it is represented by j.2B.
- Hyde's Dark Lotus can be performed in the air by inputting +. This air version is notated as j.236A.
Combos Legends
Combos and strings written in numpad notation use a set of special characters to help the reader understand what is happening within the game state in as few words as possible. These characters and their uses are as follows:
Notation Help | |
---|---|
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
|
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
X plink Y | Button "X" has to be held down while Button "Y" is pressed |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Common fighting game terminology
The Infil Glossary does a better job than us.
Block Properties
Low
An attack that can be blocked crouching.
Mid
An attack that can be blocked standing or crouching.
High
An attack that can be blocked standing. Also known as an Overhead.
Air
An attack that can be blocked in the air.
Air Shield
An attack that can be blocked in air while shielding.
All
An attack that can be blocked by all means. Equivalent to Mid+Air.
Throw
An attack that cannot be blocked, but can be throw teched (if conditions are met).
Unblockable
A strike/projectile that cannot be blocked.
Attribute Properties
Attributes are used mostly to determine invincibilty.
Strike
Usually attacks that hit the opponent without "grabbing" them.
Body
Any attack that isn't Head, Foot, Dive, Projectile and Throw are Body attribute. Interchangeable with the term Strike, if there is no ambiguity.
Throw
Usually attacks that grab the opponent.
Head
Usually aerial normal attacks.
Foot
Usually grounded attacks that hit low.
Dive
Usually aerial special attacks that move the character.
Projectile
Usually attacks that act on their own, independent of the character.
Full
Used only for invincibility. This move is fully invincible to all attacks.
Special Properties
Guard Point
During a part of this moves, the character can absorb an attack with armor.
Launch
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.
Tumble
When this move connects, it causes the opponent to fall backwards.
Crumple
When this move connects, it causes the opponent become stunned and fall forwards. If the opponent completely falls over, the opponent will be treated in an on the ground state, which causes the opponent to float on any hit.
Knockdown
When this move connects, it sends the opponent downward and puts the opponent into an on the ground state.
Hard Knockdown
When this move connects, it sends the opponent downward and puts the opponent into an on the ground state and disables Emergency Tech.
Vacuum
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.
Sword/Shield Enhance
Wagner only. This move will provide or consume a sword or shield enhancement.
Freeze
Londrekia only. If the opponent has not been hit by a Freeze attack previously, applies a "pre-freeze" to the opponent.
If they are hit with a Freeze attack with this "pre-freeze", then the opponent becomes surrounded by ice and "frozen".
GRD Steal
When this moves connects, it will take GRD from the opponent.
Snare
When this move connects, it causes the opponent to momentarily stay or float in place and able to take attacks.
Tracking
This move follows the opponent in some way, rather than covering a set space.
Gold Throw
When this throw connects, it causes a gold throw.
Null Projectile
When this move connects with an opponent's projectile attack, it destroys the opponent's projectile.
Counter State
During some part or the entirety of the recovery of this move, hitting the opponent within this duration will be considered as a counter hit, as opposed to only the startup and active frames as normal.
Cancel Properties
Normal (N)
By the Passing Link system, this move can cancel into any other normal move that has not been used previously in the current attack string.
Special (SP)
This move can cancel into a special move.
EX
This move can cancel into an EXS or Super move.
CS
This move can cancel into Chain Shift.
UNQ
This move can cancel in a unique way, such as a specific follow-up or action. Will be explained in the move description.
Resource Properties
GRD
Consumes GRD blocks. While out of Vorpal, Force Function moves will consume any fraction of the currently filling block and then a whole block.
EXS/FLS
Consumes the Super meter.
Vorpal
Consumes the Vorpal state.
GRD Break
This move causes GRD Break state. When listed under "Cost", this causes GRD Break on the user. When listed under "Properties", this causes the opponent to take the GRD Break status.
VIT
Consumes VIT (your health).
Bullets
Eltnum only. Consumes bullets.