BT |
your back turned to the opponent
|
FF |
face forward towards opponent
|
OB |
forces opponent's back to face you
|
OC |
forces opponent into crouch
|
OS |
forces opponent's side to face you
|
JG |
juggle starter
|
BN |
bounce juggle starter
|
RC |
recover crouching after a move
|
RCj |
joystick modifier, need to hold D during the move to RC
|
CH |
requires a counter hit
|
DS |
double over stun
|
tap f to escape in most cases, you can usually launch opponent
|
FS |
fall back stun
|
tap f to escape in most cases, you can usually launch opponent
|
MS |
minor stun
|
various animations, in most cases doesn't lead to guaranteed hits
|
KS |
kneel stun
|
opponent is forced onto one knee, usually does not act as a combo starter
|
CS |
crumple stun
|
opponent crumples to the ground in front of you right away, usually acts as a combo starter
|
CF |
crumple fall
|
opponent stay briefly upright before slumping to the ground, usually acts a combo starter
|
CFS |
crumple fall stun
|
opponent is pushed away while crumping to the ground, can be a combo starter
|
BS |
block stun (to attacking character, ex. Law d/b+4)
|
SH |
stagger hit
|
GB |
guard break
|
opponent is immobalized briefly, the opponent usually has the offensive advantage
|
TT |
throw transition (results in throw on hit)
|
TC |
technically crouching state
|
crouch status during this move cruches high attacks
|
TJ |
technically jumping state
|
jump status during this move crushes low attacks
|
HA |
homing attack
|
move tracks both left and right
|
B! |
this move cause bound state
|
bound moves usually also cause floor destuction
|
F! |
this move cause floor destruction
|
mostly for throws that don't cause a bound state but break floors
|
# |
see corresponding footnote
|
[2] |
hit modifier (eg RC[2] property applies to 2nd hit)
|
b |
Block modifier (eg. OCb opponent crouch on block)
|
c |
CH modifier (eg. JGc is a juggle starter on counter hit)
|
co |
crouching opponent modifier (eg. KSco)
|
cco |
CH on crouching opponent modifier (eg. FScco)
|