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A combo tracker for fighting game players

Build, visualize, organize, and share combos using standard fighting game notation with graphical input displays.

Electron React TypeScript Vite License: GPL v3+

✨ Features

  • Various Notation Styles — Fully supports numpad (236H, 623K), traditional (qcf, dp), and full (standing Light Punch, quarter circle forward) notations
  • Dual Display Modes — Toggle between custom colored text and visual icon display for combos
  • Beautiful Organization — Organize your combos by game and character with cover images
  • Import / Export — Backup, restore, and share your entire library or individual combos as JSON
  • Search & Filter — Search across combo names, tags, and descriptions with multiple filters
  • Video Demonstrations — Attach local videos or YouTube links to combos for visual reference
  • Offline-First — All data stored locally via IndexedDB — no account, no cloud, no tracking
  • Auto-Updates — Built-in update system keeps you on the latest version

📸 Screenshots

🎮 Game Library

Game Library Browse and manage your fighting game collection

🥊 Character Select

Character Select Select a character to view and manage their combos

📝 Combo View — Text Mode

Combo View View combos with colored notation text and tags

➕ Adding a Combo

Add Combo Create combos with notation, tags, and video demonstrations

⚙️ Settings

Settings Customize display, notation colors, and button layouts

🚀 Getting Started

Option 1: Download Release (Recommended)

  1. Download the latest installer or portable .exe from the Releases page
  2. Run the installer or open the app

Option 2: Build from Source

Prerequisites: Node.js (v18 or later)

git clone https://github.com/kevinkickback/notation.LABS.git
cd notation-labs
npm install
npm run dev

🕹️ Notation Reference

Notation Meaning
> Proceed from the previous move to the following move
|> / (Land) Indicate that the player must land at that point in the sequence
, Link the previous move into the following move
~ Cancel the previous special into a follow-up
dl. Delay the following move
(whiff) The move must whiff (not hit)
cl. Close
f. Far
j. Jumping/Aerial
dj. Double Jump
sj. Super Jump
jc. Jump Cancel
sjc. Super Jump Cancel
dd. / 22 Double Down
back dash / 44 Back Dash
dash / 66 Forward Dash
CH Counter Hit
[X] Hold input
(sequence) xN Repeat sequence N amount of times
(N) Hit N of a move or move must deal N amount of hits
qcf. / 236 Quarter Circle Forward
qcb. / 214 Quarter Circle Back
dp. / 623 Dragon Punch
rdp. / 421 Reverse Dragon Punch
hcf. / 41236 Half Circle Forward
hcb. / 63214 Half Circle Back
2qcf. / 236236 Double Quarter Circle Forward
2qcb. / 214214 Double Quarter Circle Back

📄 License

This project is licensed under the GNU General Public License v3.0 or later — see the LICENSE file for details.

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A combo tracker for fighting game players

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