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Control help

BlueFox

The Blue Fox chosen by the legend
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Robo Fortune Fukua Eliza
Ok, i promissed that i would never do this but times changed.

Look, in Skullgirls forum, wiki, tutorial, etc, people refer to the controls of the game as c.LK, c.MK, j.HK, s.LP, etc...

The thing is: i dont get it... what does it mean c, j, s or any other letter that comes before the move?
 
c = crouching
j = jumping
s = standing (not crouching or jumping)

for characters with command normals you might see something like f.LP which would mean "forward light punch"
 
LIVpKow.jpg


j. refers to jumping or aerial attacks.
c. refers to crouching attacks. However, in games with "close" normals that only trigger within a certain range, cr. will refer to crouching normals. Some will use cr. out of habit, like me.
s. refers to standing normals. In games with "close" normals, f. refers to "Far Standing" normals. There are no "far" normals in SG, or any "proximity based" normals at all.
f. and b. refer to "forward" and "back" normals, respectively. These are considered "command" normals, because they require a 4 or 6 input (See Above)

DP, QCF, RDP, HCF, HCB are all truncated notation of the motions listed in the above image.

360, and 720 refer to "whole circle" or "double whole circle" motions. There are no 720s in Skullgirls. Praise Mok.

You may see combinations, such as 9j.MK or 7j.HK. This usually refers to a specific jumping direction (Or flight direction if you're using Painwheel) combined with an aerial attack.
 
You'll often see charges and hold releases denoted with brackets too. [4]6HP would denote a napalm shot or brass knuckle for example. Peacocks holding an item might say something like [H-Item] in their combo and then Argus ]H-Item[ x Argus when you need to release it.

Air dash cancels are commonly ADC/adc and refers to cancelling the preceding move with an airdash.

Instant airdashes (jumping up-forward and pressing both punches or up-forward forward) are usually IAD/iad. In some cases you need to jump a specific way before the airdash, so you might see something like (7)IAD jLP jLK or 7IAD jLP jLK.

'x' usually refers to special cancelling. 'xx' usually refers to super cancelling. More often than not they're implied/understood and not necessary unless there's a less-than-obvious point/reason to note it.

I personally like to use parentheses in front of the move to denote a specific movement direction, and parentheses afterwards to denote how many hits you need before cancelling/chaining into the next thing. For example Val has combos and resets that explicitly require a certain number of jMP hits before the jHP for the next link to work:

cHP jHP adc jMP(3) jHP
jHK adc jMK jHP
dash jLP jMP jHP
dash sLPx2 sMPx2 cMK(2) sHP + Bomber x Bypass xx EKG

Just as a bit of advice, I'd also recommend noting your combos as one chain per line. Later on when you're working with your own notes, it makes it easier to read and you can write down any resets in any of the chains without losing track of the rest of the combo.
 
This is literally part of one of the first tutorials.
 
Essentially, these acronyms apply when a direction input is involved such as:

Crouch/Chrouching - C

Jump/Jumping - J