*Hold input when directional notations are capitalized*
1: Left Punch
2: Right Punch
3: Left Kick
4: Right Kick
qcf: Quarter Circle Forward
qcb: Quarter Circle Back
hcf: Half Circle Forward
hcb: Half Circle Back
cd: Crouch Dash
ss: Sidestep
ssr: Sidestep Right
ssl: Sidestep Left
sw: Sidewalk
swr: Sidewalk Right
swl: Sidewalk Left
ws: While Standing
wr: While Running
iWR: Instant While Running
FC: Full Crouch
CH: Counter Hit
BT: Back Turn
KND: Knockdown
~ : Immediately After
+ : Simultaneously
, : Followed By
General Terms
Backdash: The act of increasing distance between the opponent by tapping the back button twice.
Backsway: Refers to characters whose qcb notation causes a backward sway animation.
Backswing Blow: Similar to the backsway, a backswing blow refers to an attacking move that evades an opponent's attack; often by a great distance. (ex: Dragunov's qcb+2)
Ballerina Stun: Any move that causes an opponent to spin around when hit.
Block Stun: Referring to a move that was blocked and has some degree of stun, resulting in a longer recovery time for your character. Some block stuns are so powerful that it causes pushback upon your character.
Chicken: A classic technique not listed in the movelist that allows you to counteract a reversal. A chicken can be achieved by pressing f+1+3 or f+2+4 at the exact moment your limb is grabbed. For example, if you throw a "2" punch, you will press the f+2+4 option. If you kick with a "3", you will press the f+1+3 option. This can be looked at as matching pairs; if "1" is pressed then you need "3" and vice versa, "3" to "1" alongside the forward input.
Crouchdash: A type of movement that closes the distance in a smooth, sway-like manner.
Crush: A move that naturally avoids an attack; Often in a vertical manner. Low Crush = A move that naturally avoids an incoming low attack. High Crush = A move that naturally avoids an incoming high attack.
Double over/Crumple stun: A stun that causes your character to fall forward to their knees, usually guaranteeing a combo.
Fuzzy Duck: The act of covering both options when referring to an opponent's attack that has a high or low mixup.
Hellsweep: Designated for Mishimas but often referring to any fast-sweeping low.
Hopkick: Normally describing a jumping kick that's used as a launcher but can also refer to a jumping knee. (ex: Lee's u/f+4)
Ki Charge: Used to put your character into a counter hit state and is represented by an animation that leads to glowing sparkles after pressing all four buttons at the same time (1+2+3+4). Ki Charging leaves your character unable to block and is therefore wise to only use it in practice mode.
Korean Backdash: Originating in the Korean arcade scene, this technique involves cancelling the generic backdash by adding a d/b after tapping back twice. Refer to the Advance technique page for details.
Jail: Referring to 2 or more hits that prevent you from ducking after blocking the 1st hit.
Magic 4: A term that describes when a character has a fast standing "4" kick that allows for a combo on counter hit.
Nosebleed: A type of stun that causes your character to slowly fall backwards. Some characters that cause nosebleeds may be able to combo from it. To prevent yourself from being juggled, simply hold down during the animation to fall quicker.
Okizeme: A term referring to the act of pressuring an opponent while they are getting up after being knocked to the ground.
Parry: My definition of parry is when you move aside an opponent's limb but don't do damage in return; whereas as my definition of a REVERSAL is when you actually damage an opponent as a consequence.
Slash Kick: A term that is used to describe the majority of character's airborne running "3" kick.
Snake edge: The name of a move that appears only on Bryan's movelist, but is often referred to as any slow-sweeping low.
Spike: A move that slams your opponent down in front of you; which puts them in an instant ground state that cannot be techrolled in either direction. Often done at the end of combos to create an opportunity for an okizeme.
String: A sequence of 2 or more hits.
Techroll: Another word for describing the Japanese martial art technique of Ukemi, this is the ability to recover from being grounded by the opponent. In some cases, Ukemi or tech-rolling, can reduce the damage of a fall; such as the case with timing a techroll after Armor King's or King's giant swing throw.
Wall Break/Balcony Break: A move that causes a wall or balcony to break.
Wall Carry: The act of adjusting a juggle/combo to carry an opponent to the wall before or after performing a tailspin.
Wall Splat: A move that forcefully knocks your opponent into a wall.
Wavedash: Three or more consecutive crouchdashes.
Character Specific Notations
Akuma: FADC - Focus Attack Dash Cancel
Alisa: SBT - Single Boot | DES - Destructive Form | DBT - Dual Boot
Anna: CJM - Chaos Judgment
Claudio: STB - Starburst
Eddy: HSP - Handstand | RLX - Relax
Eliza: MG - Moon Glide
Feng: STC - Shifting clouds | KNP - Deceptive Step but referred to as Kenpo stance
Geese: MAX - Max Mode
Gigas: GOL - Goliath stance | SG - Golem stance
Heihachi: RAI - Raijin stance
Hwoarang: LFF/LS - Left Foot Forward | RFF/RS - Right Foot Forward | LFS - Left Flamingo Stance | RFS - Right Flamingo Stance
Jack 7: CSK - Cossack Kicks | SIT - Sitting stance
Jin: MA - Mental Alertness | ZEN - Zenshin stance
Josie: SWS - Switch Stance | SWB - Sway Back
Julia: Windroll | Swift Step
Katarina: HAR - Harrier
Kazumi: Fearless Warrior
Kazuya: DVK - Devil Form
King: Jaguar Step
Kuma/Panda: HBS - Hunting Bear Stance | SIT - Sitting stance | ROL - Roll