Come on, man. That's like saying you can't understand 360 in number notation because your stick can't reach the "0" position. 6 means forward, not right.
Sorry, dude, I've never gotten used to numeric notation. I always have to stop and think about what's being said.
Not being used to the number notations is understandable (it took me about 2 or 3 years before I was as comfortable with them as I was with descriptive motions). What I was "come on'd" was the implication that the number notation is wrong if you're on p2 side. Like, the character specific threads on this forum all use arrow notations, and everyone seems to get that a right arrow isn't really right, it's forward. It's the same idea, only (IMO) less confusing because you have to mentally convert numbers or descriptive motions into actual stick movements, whereas arrows are already showing the stick movements to you (I know this sounds like a silly distinction, but I can't count how many times I was getting frustrated in challenge modes for games like Blazblue or MvC3 because my specials weren't coming out properly, only to remember that the game doesn't switch its arrow notations when you switch sides).
On the topic of buffering, though, I've got a question. Is there any surefire way to clear the input buffer to avoid accidentally getting moves that you didn't want? Like, hypothetically, if I want to do qcf+B, (DC) qcf+A with a character who also has a qcfx2+A DM, it there a way to make sure that the DM doesn't come out by accident aside from just trying to delay a bit between the motions?
Or, alternatively, is there a way of stopping a special from coming out even if you did the motion for it? Like, if I want to use cr.B, s.A, (hit confirm) qcfx2+A with a character who also has a qcf+A move, is there a way to buffer the first qcf before the s.A without getting the special by mistake? This is probably the more likely situation. I know in MotW you can use qcf+AD and only s.A will come out, so the above string could be done as cr.B, qcf+AD, (hit confirm) qcf+A, but I don't recall that working in any KOF.
I've noticed that in most videos Kyo's aerial Orochinagi is done after rdp+k. Does this mean that can be performed by: rdp+k, b, hcf+p?
I always input that as qcb x2 + B, hcf + P. I know that's technically more motions, but for some reason it makes it much easier for me.
Couldn't you also do qcbx2+B, f+P? I'm pretty sure qcbx2~f is an alternate input for qcb,hcf (at least it works in 2002UM).