Move List Notation (DoA4)
From Shoryuken Wiki
| Short form | Long form | Definition | |
| Motion | Motion | The motion required to execute the move. | |
| Shtf | Stance shift | What stance (if any) the moves goes into. | |
| Hits | Hit level | The level the move hits. Levels in parenthenseis indicate an uninterruptable sequence. | |
| Exc. | Execution time | The amount of time (in frames) the move takes before it impacts | |
| Act. | Active time | The amount of time (in frames) the move is actively hitting | |
| Rec. | Recovery time | The amount of time (in frames) the move takes before it fully recovers | |
| Dmg. | Damage | The base amount of damage the move does. | |
| FDB | Frame disadvantage on block | How fast your opponent recovers from blockstun before you recover. GC indicates a move that guard crushes. A negative number indiciates you have advantage. | |
| FDH | Frame disadvantage on hit | How fast your opponent recovers from hitstun before you recover. Ch indiciates a move that induces critical hit stun. X indiciates a move that knocks down or launches. A negative number indiciates you have advantage. | |
| MovTyp | Move Type | The move classification, for holding purposes. | |
| WlHt | Wall Hit | The maximum distance (in meteres measures in gamespace) this move will cause a wall impact. A star before the number indicates that the opponent must be in critical stun. No number means a wall hit is impossible. | |
| GrHt | Ground Hit | A star indiciates that this will hit opponents on the ground. |
