Storms, you should spend some time in the training room.... you can bring all the moves up in the pause menu. Anyway: the next section is from the SRK wiki(both 3rd Strike and SF4)
Joystick Notation
F - Forward - Tilt stick forward/towards the opponent. (X-axis)
B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
U - Up - Tilt stick upwards. (Y-axis)
D - Down - Tilt stick downwards. (Y-axis)
QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. (also notation is sometimes written as: SRK)
360/FC - Full circle - Complete a full rotation of the stick.
720 - N/A - Complete a 720 degree rotation of the stick.
Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
TK - Tiger Knee, also used to represent the motion: Down/back, down, down/forward, forward, up/forward +(specific button)
FA - Focus Attack
FADC - Focus Attack Dash Cancel
Descriptors
Connectors
+: Used between two other pieces of notation to signify that they should be performed at the same time. i.e. "X" + "Y", "X" should be performed at the same time as "Y".
e.g. F + MP
-> (Sometimes > or ,): Indicates the next part of a sequence. i.e. "X" -> "Y" -> "Z", After "X" is performed, "Y" should follow, then "Z".
e.g. Dash -> Fierce Jet Uppercut
xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second. i.e. "X" xx "Y", "X" should be cancelled into "Y". Moves can be cancelled from in ascending manner in this way: Normals > Specials > Supers.
e.g. MP, HP xx SA III
~: Indicates that the preceding action should link (immediately follow with) into the next action. i.e. "X" ~ "Y", "X" should be followed immediately by "Y"
e.g. LK ~ MP ~ HP
/: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results.
State Modifiers
s. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. s."X", perform "X" whilst standing.
c. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. c."X", perform "X" whilst crouching. (sometimes it's listed as cr. instead of c.)
j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j."X", perform "X" whilst in the air.
Miscellaneous Notation
SA (I, II, III) - Short for "Super Art", and the number indicates which Super Art it is for each respective character.(SF3 Series only)
U (I, II) - Short for Ultra, and the number indicates which Ultra it is for each respective character.(SSF4 only)
EX - EX Special - Used to show that a special move can be "EX-ed". i.e. Two of the same appendage buttons pressed at the same time during a special motion to produce a better version of it. (Consumes Super Meter)
Twds/Twd - Towards or forward in the direction in which your character is facing.
x(Integer) - Number of times - Shows how many times that particular part of a sequence can be repeated.
xx - Cancelling a move into another, usually used for canceling a move into a super art (example: Ken mp, hpxxSA III)
Tap/Rapidly - Repeatedly press a button.
Deep/Close - How close a move is performed - When the sprites are overlapping.
Far - How close a move is performed - When the sprites aren't overlapping.
Tick - Refers to it's viability for tick throw attempts (throwing immediately after a safe attack, to confuse)
Reversal - Executing a move in the exact frame that you are granted the ability to do so.