Vampire Savior/Notation
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Numeric Notation
Up | ||||||
Up-Back | 7 | 8 | 9 | Up-Forward | ||
Back | 4 | 5 Neutral |
6 | Forward | ||
Down-Back | 1 | 2 | 3 | Down-Forward | ||
Down |
LP MP HP ← STANDARD BUTTON LAYOUT LK MK HK LP = Light Punch / Jab MP = Medium Punch / Strong HP = Heavy Punch / Fierce LK = Light Kick / Short MK = Medium Kick / Forward HK = Heavy Kick / Round House
- Numeric Notation is a style of directional input notation that uses numbers to signify which direction is being pressed. It is the primary notation system used on this Wiki, so you'd be well off to learn it. The graph above shows you which numbers relate to which directions, so take a moment to study it. The layout matches the num-pad found on most keyboards, so use that as a cheat sheet if needed.
- 4 and 6 are walk backward and forward.
- 7, 8 and 9 are jump backward, jump straight up, and jump forward.
- 1, 2 and 3 are all crouch inputs, with 1 being crouch-block, 2 being directly down, and 3 being down-forward.
- 5 represents a Neutral Position, which you might find to be surprisingly important.
- Special move inputs are notated by lining up numbers for each direction traced. A typical fireball input would be 236.P. The first input is 2(Down), followed by 3(Down-Forward), then 6(Forward), and finally P(Any punch button).
- The benefit of numeric notation is obvious in Vampire Savior once you look at all the various command normals it has, such as 6.HP or j3.LK. More importantly than that, there are many inputs which have no common terminology, such as 263.PP(Demitri's Midnight Bliss). Listing the raw directional inputs makes understanding how to perform such moves simple.
Combo Notation
- > : Chain Combo. The next attack in the combo is Chained into.
- >> : Link Combo. The next attack in the combo is Linked into.
- xx : Cancel. Usually canceling a Normal into a Special or EX Move. Some Specials or Throws can be canceled into a follow-up.
- ~ : Delay, a gap between one input to the next. This time may be short or long. Also used to show "Kara"ing one move into another.
- + : Placed between inputs that must be performed at the same time.
- / : Either/Or. There is a choice between two options in the combo.
- ( ) : Specifics are placed inside of these, such as how many times to let a multi-hit Normal hit before chaining to the next attack.
- P, PP and PPP : P is any one Punch button, PP is pressing two Punch buttons at once, and PPP is all three Punch buttons together.
- K, KK and KKK : K is any one Kick button, KK is pressing two Kick buttons at once, and KKK is all three Kick buttons together.
Supplementary Notation
- While Numeric Notation can handle many things, it can't describe screen position or what state the character is in. The notation examples below are meant to supplement Numeric in the things it lacks.
- Far 5.LP — Some buttons have a different attack come out depending on the distance from your opponent. If you are not in close proximity, you will have a Far attack come out when the button is pressed. Not all characters have Far versions of attacks.
- Close 5.LP — Like mentioned above, when you are next to your opponent, some buttons have a Close variation of the attack come out. Sometimes notated as "cl.LP".
- j.LP — "j" as in Jumping. Due to certain Special Move inputs and Jumping Command Normals(such as "j3.HK", a dive kick), this is how Jumping attacks are notated. Some characters have different Neutral Jumping Normals and Forward/Backward Jumping Normals, which are notated as "j8.LP" and "j7.LP"/"j9.LP" respectively.
- Dash 5.LP — This is doing an attack out of a Ground Dash. A few Normals and Special Moves that can only be done out of a dash, but this can also describe doing any other regular Normal while dashing.
- 360.HP — Writing out a 360 degree input in Numeric(632147896) is difficult, so this is just a shortcut. 0 is not used in Numeric so there should be no confusion. 720 is used similarly.
Examples of Combo Notation
- A very basic combo for Demitri. Do a two hit jump in chain, land, and link into a ground chain into knockdown.
CHAIN LINK CHAIN CHAIN CHAIN ↓ ↓ ↓ ↓ ↓ j.MK > j.HP >> 2.LK > 2.MP > 2.MK > 2.HK ↑ ↑ ↑ ↑ ↑ ↑ JUMP JUMP CROUCH CROUCH CROUCH CROUCH MEDIUM HEAVY LIGHT MEDIUM MEDIUM HEAVY KICK PUNCH KICK PUNCH KICK KICK
- A typical combo for Anakaris. Start with one of Anakaris' Pyramid Dives, which are performed by jumping and holding Down-Forward while doing any Kick attack. Crouch Medium Punch can hit twice, but only let it hit once before chaining into the next attack. After knocking the opponent down, press Up and any Punch or Kick for a Pursuit Attack.
LINK CHAIN CHAIN CHAIN LINK ↓ ↓ ↓ ↓ ↓ j3.K >> 2.LK > 2.MP(1 hit) > 2.MK > 2.HK >> 8.P/K ↑ ↑ ↑ ↑ ↑ ↑ JUMP CROUCH CROUCH CROUCH CROUCH UP HOLD 3 LIGHT MEDIUM PUNCH MEDIUM HEAVY AND ANY ANY KICK KICK (ONLY 1 HIT) KICK KICK PUNCH OR KICK
- An advanced combo for Bishamon. Begin with a Dashing Light Punch; you cannot chain out of dashing attacks so you must link into the next hit. After chaining to 2.LK link into 2.MP, because you cannot special cancel while in a chain combo. Special cancel 2.MP into Bishamon's ES Karame Dama, which itself cancels into a follow up move that knockdowns. Finally, link into his EX Pursuit Attack, Togakubi Sarashi, for massive damage.
LINK CHAIN LINK CANCEL CANCEL LINK ↓ ↓ ↓ ↓ ↓ ↓ Dash 5.LP >> 2.LP > 2.LK >> 2.MP xx 41236.PP xx 236.P >> 22.PP ↑ ↑ ↑ ↑ ↑ ↑ ↑ STAND CROUCH CROUCH CROUCH HALF QUARTER DOWN LIGHT LIGHT LIGHT MEDIUM CIRCLE CIRCLE DOWN PUNCH PUNCH KICK PUNCH FORWARD FORWARD ANY TWO ANY TWO ANY PUNCHES PUNCHES PUNCH