Numpad notation is a system for writing the directional commands used in fighting games in an easy-to-read, easy-to-understand way, even if it may not seem like it at first. 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.



Directional Commands Numpad Direction 7 8 9 ↖ ↑ ↗ 4 5 6 ← N → 1 2 3 ↙ ↓ ↘ All directions are written assuming the character is facing right (1P side). This replaces the abbreviations or individual direction names used in other forms of notation. Additionally, it uses common abbrevations and notations to indicate how moves are to be done during combos.



An advantage of numpad notation is its ability to simply and consistently indicate complex movement sequences. You're not really saving any space when you compare QCF (Quarter-Circle Forward) to 236, but writing [2]8462 is easier than "hold down, up back forward down" no matter how else you might try to write it. Buttons These are pretty self-explanatory, but just in case: when buttons follow a numerical movement command, they indicate the attack button to press.

For BlazBlue, these are A, B, C, and D. Guilty Gear uses P, K, S, H, and D. If an attack button is listed on its own, the direction is assumed to be 5 (Neutral).



Cancels Gatlings are attacks that cancel from one to the next, be it a normal move, a special move, or a super attack. In BlazBlue and Guilty Gear, most combos are built using gatlings. These are indicated by a > between moves. Note that the term gatling comes from Guilty Gear, and that in any official BlazBlue materials, they will be called Revolver Action. However, most everyone in the english speaking world uses the term Gatlings.

Example: 5A > 5B > 5C = Neutral A, cancel that attack's recovery with neutral B, then cancel that attack's recovery with neutral C.



Holding/Releasing Buttons and Directions Sometimes an attack or command requires an input to be held, and then released later. Brackets are used for both, [] for hold and ][ for release. You'll see a lot of these in Carl combos.

Example: 5[D], 22]D[ = press D while neutral, then press Down twice and release D to perform the second attack. This same notation can be used to denote holding directionals. For example, [2]8D is the command for Jin's Astral Finish.



Immediate Gatlings/ Kara Cancels Occasionally you'll need to press one button immediately after another to perform special attacks or to kara cancel (allowing you to use the movement of an attack that you cancel to reach farther with the attack you cancel into). These are written using a tilde (~) between the attack buttons.

Example: 225D~C = press down twice, return to neutral and press D, then immediately press C. This allows you to use the movement of 5D while actually performing 22C.



Links Links are attacks that do not cancel into each other, but that still combo thanks to hitstun. You must wait for the first attack to completely finish, then start the second attack after the first one ends. Links are written with commas between attacks.

Example: 5B, 5C = neutral B, then neutral C after the B attack recovers.



Prefixes Sometimes you'll see a prefix before a numerical movement command or attack. Here are some of the most common:

j. sj. Jump and Superjump

j. indicates jumping or in midair. sj. indicates a superjump.

Example: j.2C = perform a Down+C attack while in midair.



c., f. Close and Far

Sometimes the same command can do 2 different attacks depending on your distance to the opponent. Close is usually right next to the opponent, while Far is everywhere else. While BlazBlue does not have any close/far attacks, this is a common occurance when playing other games like Guilty Gear.

Example: c.5A = press Neutral+A while close to the opponent



d. Command performed while in Drive (Noel's Chain Revolver moves are notated this way)

5D > d.6D = press neutral D to initiate Drive, then press forward D while in Drive for the next attack.



tk. Tiger Knee Indicates that the command should be performed on the ground with an upward end to the motion, allowing it to be performed just as you enter a jump state.

Example: tk.236A = Down, Down-Forward, Forward, Up-Forward, then press A just as you enter the air. This may also be written as 2369A.



(Fatal) Counters and Rapid Cancels Some combos only work under special conditions. One of the most common is a combo that's started with a counter hit - because counter hits have additional hitstun, they allow for combos that would otherwise be impossible. When an attack has to be a Counter Hit to work properly, (CH) is written after the attack. If it needs to be a Fatal Counter, (FC) is used instead. Furthermore, some moves don't link together naturally, and require a Rapid Cancel for the combo to continue. When a Rapid Cancel is used in a combo, it is abbreviated as (RC), and you'll use it to cancel the move that came before it.

Example: 5B (CH) > 6A > (RC) > 236B = neutral B hits as a counter, then cancel to forward A, and rapid cancel that into quarter-circle forward B. Note: unless links have an especially long wait on them, timing is usually not written. Typically the next move is performed as soon as it's available to use and will hit the opponent.

Jump Cancels The name sort of gives it away. This is written as a Gatling into JC.

Example: 6A > jc > j.B > j.C > 236C = Forward + A, cancel with a jump and attack with neutral B, cancel with neutral C, cancel into the special move quarter-circle forward + C.

