Inputs

Command inputs are the "directions" for the use of attacks in the Street Fighter series and other fighting games. Detailed below are the various type of inputs used in the series, as well as a basic guide to reading inputs and performing them.

'Simple' Input


Above is an example of what a unique attack's input looks like - a simple direction (right), and a button (medium punch). For the most part, unique attack commands require specific buttons.

'Complex' Inputs


The above input is that of the Shoryuken, a special attack. 'Complex' inputs like these require at least one 'complex' motion (forward, down, down-forward) and a button (punch). Special attacks have properties that vary based on the specific button pressed; a light punch Shoryuken will have less height than a heavy punch Shoryuken, for example.



This is a common input for high-powered moves, e.g. Super Combos; such moves often use two motions (two quarter-circle forward motions, charging back, then moving forward, back, and forward, etc.) and at least one punch or kick button.

Button-only Inputs
Certain special attacks can be performed with the use of only buttons; depending on how the controller/arcade stick is mapped, certain moves such as the Double Lariat can be performed with only one button.

Tapping


Above is the input used for a few special moves, such as the Hundred Hand Slap. Attacks that require the player to tap buttons in order to execute them require the buttons to be pressed at least 5 times; the more the button is tapped, the longer the attack is performed.

Tapping is also 'optional' for certain moves (e.g. Rolling Thunder and Shoryuu Cannon), and is used in those instances to increase damage and hits. In the Marvel vs. Capcom series, all Hyper Combos inflict more damage if the player taps the attack buttons as it executes.

Holding
Certain attacks (e.g Turn Punch) require the player to hold a button(s) for a set period of time and then release them, at which point the move is performed. Moves like Fuhajin allow the player to hold the button if they wish; often, this serves to delay the move until a later point in the match where it can be of use.

Components
Along with the eight basic directions are various motions (an example of which is show in the complex input above). The types of motions a player uses ultimately depends on the character chosen.

Note that any difficulty in performing a motion mentioned below is based off a general overview. Actual difficulty with the motions varies with the experience of a player.

Charge Motions


"Charging" is performed by holding the stick or pressing the direction pad down and/or away from the opponent for at least 2 seconds, and then moving forward and/or up. Charges can be performed mid-combo, depending on when the charge is started. Charges can be performed diagonally as well.

"Charge" characters often have movesets that make use of these motions for most (if not all) of their special attacks; such characters include Guile, Urien and Blanka.

Shoryuken Motions


Shoryuken motions are perfomed by holding the stick or pressing the direction pad in an 'Z' motion, i.e. forward, down, down-forward; some moves use a "reverse Shoryuken" motion that is performed with an 'S' motion, i.e. back, down, down-back. Shoryuken motions are often used for "upper"-type attacks that serve as anti-air attacks (e.g. Jet Upper, Tomahawk Buster), as well as most teleport attacks.

Circle Motions


Quarter-circle motions are performed by moving the stick or pressing the pad in a 90-degree motion (e.g. down, down-forward, foward or down, down-back, back as shown above). They are the most commonly used motions in special attack inputs, and appear in the moveset of many different character types, from "shotos" like Ryu and Ken to grapplers like Hugo and Zangief. They can be considered the 'basic' motions as a result.



Half-circle motions are performed by moving the stick or pressing the pad in a 180-degree motion (e.g. back, down-back, down, down-forward, forward). The direction varies with the special attack. They appear somewhat less frequently, though they appear in fighting styles that are just as varied.



Full-circle (or 360-degree) motions are rare in special attack inputs, and can be performed clockwise or counterclockwise. Characters that use grapple moves - such as E. Honda and T. Hawk - have inputs that use many half-circle and full-circle motions in attack inputs. They are comparatively rare when compared to the above motions, which can be attributed to its relative difficulty.

Full-circle motions are most often performed during jumps in order to "mask" them; while this makes the corresponding move easier to pull off, it can come at the cost of 'telegraphing' the move.

Of note is that, in the Street Fighter III series, all Super Arts (excluding the Raging Demon and Kongou Kokuretsuzan) use two circular motions and a punch or kick button.