MUGEN Database
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A command input in a fighting game is anything that requires a direction or button press or a sequence of direction/button presses in order to execute a move. In most fighting games, five common types of command inputs exist: button inputs, directional inputs, motion inputs, charge inputs and sequence inputs.

Button inputs[]

A button press is the most basic form of input. Button presses in M.U.G.E.N consist of the 7 buttons A, B, C, X, Y, Z and Start. In most six-button fighting games, these buttons would refer to Button-LK, Button-MK, Button-HK, Button-LP, Button-MP, Button-HP and Button-Start, respectively.

Directional inputs[]

The second of the most basic inputs. Directional inputs, as the name implies, consists of the 8 directions on the D-pad, Joystick, or Numpad (Right, Down-Right, Down, Down-Left, Left, Up-Left, Up, or Up-Right). Some people prefer to use numpad notation for directional inputs, with each direction corresponding the each of the number keys on the keyboard's numpad as follows:

7 8 9
4 5 6
1 2 3

Up-Left

Up

Up-Right

Left

X

Right

Down-Left

Down

Down-Right

Inputs that refer to the number 5 in numpad notation are simply referring to the directional inputs in a neutral position. Thus, 5a would be referring to A, whereas 6a would be referring to Right+A.

Although rare, certain commands or attacks may accept an 8-way directional input (Any direction), meaning that any directional input other than the neutral position can be accepted for the input.

Motion input[]

Motion inputs are a bit more complex than button presses, and require usually 2 or more directional inputs combined with one or more button presses. These kinds of inputs are usually reserved for Specials and Supers. The most common Motion inputs are as follows:

Quarter circle forward[]

(Denoted as Down, Down-Right, Right): consists of a directional input sequence of Down, Down-Right and Right (236 in numpad notation). It is sometimes referred to as a "fireball motion" due to its common usage as an activation for projectile specials.

Quarter circle backward[]

(Denoted as Down, Down-Left, Left): consists of a directional input sequence of Down, Down-Left and Left (214 in numpad notation).

Dragon Punch[]

(Denoted as Right, Down, Down-Right): consists of a directional input sequence of Right, Down and Down-Right (623 in numpad notation). It is mostly reserved for Shoryukens and similar anti-air Specials, hence its name.

Reverse Dragon Punch[]

(Denoted as Left, Down, Down-Left): consists of a directional input sequence of Left, Down and Down-Left (421 in numpad notation).

Half circle forward[]

(Denoted as Left, Down-Left, Down, Down-Right, Right): consists of a directional input sequence of Left, Down-Left, Down, Down-Right and Right (41236 in numpad notation).

Half circle backward[]

(Denoted as Right, Down-Right, Down, Down-Left, Left): consists of a directional input sequence of Right, Down-Right, Down, Down-Left and Left (63214 in numpad notation).

Tiger Knee[]

Main article: Tiger Knee

360 motion[]

(Denoted as Left, Down-Left, Down, Down-Right, Right, Up-Right, Up, Up-Left or Right, Down-Right, Down, Down-Left, Left, Up-Left, Up, Up-Right): the most complex motion input to perform. As the name implies, the command requires a complete 360 degree rotation with the directional inputs (such as LeftDown-LeftDownDown-RightRightUp-RightUpUp-Left and Left, or 412369874 in numpad notation). Most fighting games give the player leeway and allow the player to perform a 270 degree rotation instead (such as LeftDown-LeftDownDown-RightRightUp-Right and Up, or 4123698 in numpad notation). These motions are usually reserved exclusively for command grabs and grappler characters.

Charge inputs[]

First utilized by Guile in Street Fighter 2, charge inputs are similar to motion inputs in that they require multiple directional inputs, with the difference being that charge inputs require the player to hold a specific direction for a period of time (anywhere from 3/4 of a second to 1 second depending on game) before executing the rest of the command. The most common types of charge inputs are as follows:

Horizontal charge[]

Consists of holding Left, then pressing Right. Usually denoted with brackets as [ LeftRight to indicate holding the direction (denoted as [4]6 in numpad notation). Some games may also feature the reverse motion, where Right is held and then Left is pressed, which is denoted as [ LeftRight ([6]4 in numpad notation).

Vertical charge[]

Consists of holding Down, then pressing Up. Usually denoted with brackets as [ DownUp to indicate holding the direction (denoted as [2]8 in numpad notation). Just like the horizontal charge, the reverse is also present in some games, though this is almost exclusively reserved for aerials as holding Up typically causes the character to jump; this is denoted as [ UpDown ([8]2 in numpad notation).

Double horizontal charge[]

Usually denoted as [ LeftRight Left Right. Similar to the horizontal charge, this input consists of holding Left, then pressing Right, Left and Right (denoted as [4]646 in numpad notation). This motion is usually reserved for Hypers.

Delta charge[]

Sometimes referred to as a "pretzel motion", it is usually denoted as [ Down-LeftDown-Right, Down-Left, Up-Right. The most complex charge input, it consists of holding Down-Left, then pressing Down-RightDown-Left and Up-Right (denoted as [1]319 in numpad notation). This motion is usually reserved for Hypers.

Sequence inputs[]

These are complex command inputs that do not fit into the other categories that consist of multiple directional and button inputs. One such example is the Raging Demon, which uses a sequence input of X X Right A Z (xx6az in numpad notation).

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