For the longest time, the way we communicate about Smash has been sufficient, but not very efficient. Input Notations offer a way to describe inputs in a compact yet descriptive way. If you've ever tried telling someone how to perform Ryu's true inputs, Yoshi's angled eggs, or even just a jump cancel up-smash OoS, you'll probably see the value in a Smash Bros Input Notation immediately. This guide aims to teach everyone how to use my own notation. I've named it "Compact" because compactness was a priority of its design.
Control stick directions:
These are represented by numbers. When writing directional inputs, it helps to imagine that the numbers on your number pad are angles on a control stick. Also, just for standardization purposes, assume that your character is facing to the right when you perform these.
Button inputs:
The button inputs- things like jump, grab, etc. aren't named after actual buttons. That's just so that the Notation remains exactly the same no matter the controller it's performed on (the notation will change based on control scheme, however). By default, make each of these uppercase, but if you need to express that an input is tapped, use lowercase.
Modifiers:
These are the modifiers. They are usually only applicable to directional inputs, which by default, are assumed to be inputted on the analog stick. Modifiers just add some information that explains how the stick should be moved, or which stick to use.
Flow notes:
These are special modifiers that can go in between words and describe the way inputs are to be transitioned between.
Examples:
While CIN is great for expressing inputs where specific timings don't matter, if an action requires the inputs to each be held for a certain number of frames each, CIN has no way of conveying that. Thankfully, not too many advanced techs require frame-exact timings. Take perfect pivoting, for example. While the inputs must each be performed in about 3 frames each, you don't have to perform them in 3 frames, and wait exactly 1 frame in between inputs. If ever there was an action that required a specific amount of time per input or pause, CIN would be incapable of describing it accurately, but most AT's don't have such exact timings.
CIN doesn't allow you to convey information about control schemes. If an input only works with Bidou, for example, you'd have to specify that separately.
Lastly, CIN can't be spoken; it's a written language only. I imagine, however, that it's not entirely necessary for an input notation to be able to be spoken. I see input notations used most in written guides anyway. In the case of something like commentary, a commentator doesn't have to tell the audience how to perform an input, mostly just what the input does for a character.
My only fear is that people don't see CIN or input notations in general as very useful. It's true that information about inputs can still be conveyed without them, but input notations do make communication about inputs much clearer and much more compact. If you can make a better input notation, please let me know. CIN isn't without problems, but I really like the idea.
How to write out inputs in CIN:
Compact notation's syntax is based on a system of "words" which consist of a button input or a directional input, and one or more modifiers. Words are usually separated by a space. Each action can be represented by a series of words enclosed in parentheses. When reading, assume that each input must be done right after the last unless a flow note dictates otherwise.Control stick directions:
These are represented by numbers. When writing directional inputs, it helps to imagine that the numbers on your number pad are angles on a control stick. Also, just for standardization purposes, assume that your character is facing to the right when you perform these.
- up-back: 1
- up: 2
- up-forward: 3
- forward: 6
- down-forward: 9
- down: 8
- down-back: 7
- back: 4
- neutral: 5
Button inputs:
The button inputs- things like jump, grab, etc. aren't named after actual buttons. That's just so that the Notation remains exactly the same no matter the controller it's performed on (the notation will change based on control scheme, however). By default, make each of these uppercase, but if you need to express that an input is tapped, use lowercase.
- Jump: j/J (held/tapped)
- Attack: a/A (held/tapped)
- Special: b/B (held/tapped)
- Grab: G
- Shield: s/S (light/full)
- Pause: P
Modifiers:
These are the modifiers. They are usually only applicable to directional inputs, which by default, are assumed to be inputted on the analog stick. Modifiers just add some information that explains how the stick should be moved, or which stick to use.
- smash: =
- tilt: -
- c-stick: |
- d-pad: #
- 1-frame: ^
Flow notes:
These are special modifiers that can go in between words and describe the way inputs are to be transitioned between.
- pause: '
- short pause: "
- slide: ~
- simultaneous: +
- start while holding: @
- repeat: :
- mash: !
- release: _
Examples:
- Smash 4 Perfect Pivot: (=4 ^6 5)
- Bayonetta's DABK: (8~9~6+b)
- Smash 4/Brawl SH RAR bair: (@6 ^4 j 6+a)
- Ryu's FADC: (@2+b 6 6)
- Lucario's ASCUS: (S+J+=2+A)
- Smash 4 EDD: (:^6 =4 " ^4 =6: )
- Melee Forward Wavedash: (J S+3)
- Melee/64 SHFFL Nair: (j 5+A " 2 S)
Pros and Cons:
The Compact SBIN is really good for describing individual actions that don't vary much. So it's great for writing out inputs for AT's or specific versions of a move. It starts to fall apart when used to describe entire combos. That's because combos involve dashing and drifting, which add variability to the inputs.CIN has no symbol that represents "drift forward" or "read DI".While CIN is great for expressing inputs where specific timings don't matter, if an action requires the inputs to each be held for a certain number of frames each, CIN has no way of conveying that. Thankfully, not too many advanced techs require frame-exact timings. Take perfect pivoting, for example. While the inputs must each be performed in about 3 frames each, you don't have to perform them in 3 frames, and wait exactly 1 frame in between inputs. If ever there was an action that required a specific amount of time per input or pause, CIN would be incapable of describing it accurately, but most AT's don't have such exact timings.
CIN doesn't allow you to convey information about control schemes. If an input only works with Bidou, for example, you'd have to specify that separately.
Lastly, CIN can't be spoken; it's a written language only. I imagine, however, that it's not entirely necessary for an input notation to be able to be spoken. I see input notations used most in written guides anyway. In the case of something like commentary, a commentator doesn't have to tell the audience how to perform an input, mostly just what the input does for a character.
Discussion:
Despite its shortcomings, CIN is super versatile and descriptive. No matter what Smash game you play or what controller you use, it's still applicable.My only fear is that people don't see CIN or input notations in general as very useful. It's true that information about inputs can still be conveyed without them, but input notations do make communication about inputs much clearer and much more compact. If you can make a better input notation, please let me know. CIN isn't without problems, but I really like the idea.
- Applicable Games
- Smash 64, Melee, Brawl, Project M, Smash 3DS, Smash Wii U