Author Topic: Fighting Game Moveset layouts  (Read 1941 times)


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Fighting Game Moveset layouts
« on: March 14, 2018, 09:15:36 PM »
I've kind of came to a realization I should have set up a standard for writing out movesets for characters in fighting games, as the layout is quite inconsistent among all the articles. (Admittedly, I am guilty of this as well). I'm going to be using Wikitext in order to write out the formatting.

First off, make a section titled "Characters". (without quotes) Then use this wikitext template to add characters:
'''[Name]''' ([Alternate names])
*[Move Name] - [Command] (Repeat this line for additional special moves)
([Additional Notes])

[Name] ([Alternate names]) - Names should be in bold, including any alternate names. Alternate names would be used to refer to localized names, alternate/incorrect names etc.
  • Exception: If the alternate name is the character's name in a different language, that version of the name does not need to be bolded.

[Move Name] - If the move has an official name, use it. If not, try to describe the move with basic terms. When it comes to attacks that require meter, it would be a good idea to discern between them either mentioning they are a Super Attack (or whichever would be the equivalent name if the game in question is a port) or mentioning the amount of meter they require.

[Command] - This wiki is obviously not dedicated to fighting games specifically. Commands should be written out as if you would be trying to describe them to someone with little knowledge of fighting game technical terms.
  • Direction notation - Use the specific directions required to perform the move. (Example: Ryu's Hadouken command would be written as Down, Down-Forward, Forward + Any Punch) Don't shortcut them (D, DF, F, Punch), don't use joystick motions (Quarter Circle Forward, Any Punch or QCF, Punch), don't use numpad notation (236, Any Punch). Try to include all of the directions in the motion. (However, some may not detect all the directions. For example, Hummer Team's fighting games usually skip diagonals in its command system. If you don't want to get technical and figure out how exactly the game's commands need to be performed, just write the full motion.) Charge commands should tell the reader to hold back the first direction for an estimated amount of time (use seconds as a unit of time, not frames). As always, don't forget to bold the specific directions.
    • I don't recall any games on the wiki using these but if there's a full circle command such as a 360 (EX: Zangief's Spinning Piledriver) that can be performed from any direction, just use "360" or how many full rotations in degrees is required.
  • Button notation - If the controls are not remappable, follow the game's own console's buttons. Otherwise, follow what the game calls them. If the game is a port, avoid using the original button notations. (Example: Street Fighter refers to the buttons as Light, Heavy, Fierce, Short, Forward, Roundhouse) If the game has multiple punches/kicks assigned to buttons and the special move can be performed with any punch button or any kick button, just state "Any Punch"/"Any Kick". For attacks that require multiple button presses (Chun-Li's Lightning Legs), just write "Press <insert button here> repeatedly". (These moves may have a specific amount of presses required to be performed like in actual fighting games which if you can figure those out, you can totally write that in instead. If not, use the example.) As always, don't forget to bold the specific directions.

  • Stringing them together - Use commas (,) to string together directions or buttons that have to be input separately. (EX: Down, Down-Forward, Forward) If the move can be performed by pressing/holding multiple directions/buttons at the same time, string the directions/buttons with pluses (+). (EX: Forward + A + B). As a simple rule, with commands that require a motion and then a button, the last direction and the button are stringed together with a plus. (As in fighting games you usually perform the last part of the command by holding a direction and pressing a button. It's also normally written out like that to begin with) There may be some exceptions to this depending on the controls but that's on a more technical level and isn't required. Usually commas and pluses get put in bold if they're between directions/buttons.

  • Conditions - If the move requires a specific condition to be performed, write it out. However, conditions don't need to be put in bold.

  • Exceptions - If the move's command is just completely unusual in the way it's performed (Example: Ryu's and Ken's Shoryuken and Sagat's Tiger Uppercut in Super Fighter III), just write out how to perform it and bold the necessary directions and commands.
[Additional Notes] - If there's any weird quirks or attributes about the character during the fight, that can be written here. No real special formatting is required or anything.

Moves to include
Special Attacks - Obvious. For those that aren't aware of what these are, these are more advanced attacks than basic attacks such as throwing projectiles, performing a multi-hitting attack, a move that makes the player travel a great amount of distance, etc.
  • Cony's Mortal Kombat II made some of the common basic attacks from the original Mortal Kombat use special moves commands and are universal to the whole cast. In cases like these, it would be better off pointing those out in the Characters section before listing all the characters.

Command Basics - These are moves with their own commands (usually simplified compared to special attacks) that are on par with basic attacks (Chun-Li's Head Stomp for example) or are techniques that are only unique to that character. (Example: Wall-jumping, air throws) These moves don't need to be differentiated from special attacks at all.
  • If you can, it would be preferable to put the basic commands before the special attacks. However, it can be hard to differentiate them. Sometimes ports tend to turn what were once basic attacks/basic commands into special moves (In Master Fighter VI', Dhalsim's Yoga Spear and Yoga Mummy obtain special move commands and make him jump into the air first) or a special move may have a much more simplified command (In Kart Fighter and AV Bishoujo Senshi Girl Fighting, both Peach and Janifer have special attacks that can also be performed by holding Back + Kick). If you're unsure, don't worry about the order so much.
  • In a weird twist, sometimes ports may make what was once a universal mechanic among characters into something only unique to a few characters. An example of this is Cony's Street Fighter II Pro not giving all characters a throw. In a case like this, the throws would be considered a command basic and can be written in for the character.
  • Speaking of Cony, in order to get most of the basic attacks from Street Fighter II onto a two-button system, they decided to make it you have to hold forward/backwards to perform these attacks. These don't need to be added, as there would be way too many to cover.
Super Attacks - These moves require meter from a bar and are generally the player's strongest attacks. If you list these, don't make a separate section but differentiate these for the move name as stated above.

Exceptions for not including movelists
The only time a moveset shouldn't be included is if the move commands seem to be nearly universal for all characters. A good example of this is Hummer Team's Mortal Kombat II Special where with the exception of Shang Tsung, all the characters use the same commands. In this case, it's often better to list off the move commands (and exceptions) within the overview.

Example of some articles using this template:
« Last Edit: June 21, 2018, 06:45:14 PM by KingPepe »


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Fighting Game Moveset layouts
« Reply #1 on: March 15, 2018, 05:01:25 AM »
'ey, tops onnis. Very helpful for fighting game fans like myself, especially since these sorts of games are so poorly documented elsewhere.