@grap3fruitman
Gonna cover the Z motion on Ken's Shoryuken.
When you look at the input command for the special you see:
The red circle on the left mimics an arcade stick with the Punch Icon on the right mimicking a Punch command (in this case l.P,m.P, or h.P will not matter).
To input the command you would start (using the number directional notations) at 5 and then quickly input 623. This isn't immediately obvious but with these command demonstrations you have to follow the path of the arrow from start to finish.
For the vast majority of commands (more or less all of them) the inputs will start at 5 and go in a direction or multiple directions before the command will be accepted (think of DOA half circle throws that go 541236T on a stick or just 41236T on a control). You follow the path the arrows starts from (which will be stick at neutral and no buttons on a pad being pushed, aka 5), from 5 the arrows goes to the right, the 6 position. It does not stop there as the arrow head is not present or end here and instead continues in another direction.
The "second" directional input (based on if we want to count 5 as a position in the command) takes it to the 2 direction. This makes the commands so far 562, or just 62 for short. The arrow head is not present at the 2 and instead continues on a path in another direction so there is another direction that needs to be executed before the command can be complete.
This last direction is 3 (ambiguous because you would assume it actually goes back to 6 but this is universal across all characters with these commands). The final directional input for the command becomes 5623, or 623 for short. In terms of DOA this is the directional input for Raidou's EWGF, the juggling strike that emits lightning when done right.
Finally you would input a Punch to complete the command. If done right you will get Ken performing an uppercut while shouting Shoryuken. This is what you are looking to do with this command and if you look at other commands and follow the arrow from the center of the red dot along it's path of travel you can deduce what the directional input for a command is.
If you look at the Hadouken the arrow follows a 236 direction with a Punch as the strike command, his Tatsumaki Senpukyaku follows a 214 direction with a Kick command, and the Shoryuken follows the 623 with a Punch command.
Ken's Critical are has two directional inputs followed by a kick command. If you follow the path of the arrow from the center of the dot to the end of the arrow you find that the first directional input of the CA is 236, if you follow the second directional command you find it is 236. This makes the directional commands for the CA 236 236. Kick is the followup strike command and because it is a grey icon you can use anny of the three kick commands. This makes the full command for the Critical Art 236236 + K.
If you look at Necalli or many of Bison's specials there are white arrows as part of multi directional inputs. These are charge moves and you have to hold a direction for a certain number of frames to "charge" the strike before inputting the final directional and strike command. The amount of time required to charge tends to vary per special.
Below is what you can use in some situations and require a very slightly higher degree of knowledge above complete beginner.
Based on which special you use you can add a higher strength strike to add additional effects to the special, as a new player your concern is to add higher strength commands to deal more damage. A lot of it is not immediately obvious just looking at the animation but in the case of Ken's Shoryuken the l.P version is a fast single hitting uppercut. The m.P version is a double hitting uppercut that travels higher than the light version and I believe has a degree of invincibility making this a decent anti air option against foes jumping in on you (it also has more recovery than the l.p version). The h.P version is a triple hitting uppercut and travels the highest and the most damaging but has the longest recovery time of the three versions (I believe it retains the invincibility but I'm not 100% sure on this).
If you look at reversals you will see that you have to input 3 strike buttons with a directional command, this means you press all three of either the Punch or Kick buttons while pressing in the corresponding direction. Reversals are a counter system universal to the cast that you initiate on block and requires the use of 1 V Trigger meter bar. Until you get down directional stuff and get confident in basic play do not worry about this, this is just for your future reference.
Gonna cover the Z motion on Ken's Shoryuken.
When you look at the input command for the special you see:
The red circle on the left mimics an arcade stick with the Punch Icon on the right mimicking a Punch command (in this case l.P,m.P, or h.P will not matter).
To input the command you would start (using the number directional notations) at 5 and then quickly input 623. This isn't immediately obvious but with these command demonstrations you have to follow the path of the arrow from start to finish.
For the vast majority of commands (more or less all of them) the inputs will start at 5 and go in a direction or multiple directions before the command will be accepted (think of DOA half circle throws that go 541236T on a stick or just 41236T on a control). You follow the path the arrows starts from (which will be stick at neutral and no buttons on a pad being pushed, aka 5), from 5 the arrows goes to the right, the 6 position. It does not stop there as the arrow head is not present or end here and instead continues in another direction.
The "second" directional input (based on if we want to count 5 as a position in the command) takes it to the 2 direction. This makes the commands so far 562, or just 62 for short. The arrow head is not present at the 2 and instead continues on a path in another direction so there is another direction that needs to be executed before the command can be complete.
This last direction is 3 (ambiguous because you would assume it actually goes back to 6 but this is universal across all characters with these commands). The final directional input for the command becomes 5623, or 623 for short. In terms of DOA this is the directional input for Raidou's EWGF, the juggling strike that emits lightning when done right.
Finally you would input a Punch to complete the command. If done right you will get Ken performing an uppercut while shouting Shoryuken. This is what you are looking to do with this command and if you look at other commands and follow the arrow from the center of the red dot along it's path of travel you can deduce what the directional input for a command is.
If you look at the Hadouken the arrow follows a 236 direction with a Punch as the strike command, his Tatsumaki Senpukyaku follows a 214 direction with a Kick command, and the Shoryuken follows the 623 with a Punch command.
Ken's Critical are has two directional inputs followed by a kick command. If you follow the path of the arrow from the center of the dot to the end of the arrow you find that the first directional input of the CA is 236, if you follow the second directional command you find it is 236. This makes the directional commands for the CA 236 236. Kick is the followup strike command and because it is a grey icon you can use anny of the three kick commands. This makes the full command for the Critical Art 236236 + K.
If you look at Necalli or many of Bison's specials there are white arrows as part of multi directional inputs. These are charge moves and you have to hold a direction for a certain number of frames to "charge" the strike before inputting the final directional and strike command. The amount of time required to charge tends to vary per special.
Below is what you can use in some situations and require a very slightly higher degree of knowledge above complete beginner.
Based on which special you use you can add a higher strength strike to add additional effects to the special, as a new player your concern is to add higher strength commands to deal more damage. A lot of it is not immediately obvious just looking at the animation but in the case of Ken's Shoryuken the l.P version is a fast single hitting uppercut. The m.P version is a double hitting uppercut that travels higher than the light version and I believe has a degree of invincibility making this a decent anti air option against foes jumping in on you (it also has more recovery than the l.p version). The h.P version is a triple hitting uppercut and travels the highest and the most damaging but has the longest recovery time of the three versions (I believe it retains the invincibility but I'm not 100% sure on this).
If you look at reversals you will see that you have to input 3 strike buttons with a directional command, this means you press all three of either the Punch or Kick buttons while pressing in the corresponding direction. Reversals are a counter system universal to the cast that you initiate on block and requires the use of 1 V Trigger meter bar. Until you get down directional stuff and get confident in basic play do not worry about this, this is just for your future reference.