I pulled this from my X-Men GDD.  We used visuals to help us communicate attacks and moves. We defined these early even though we used an agile process.  Many moves were changed significantly over the course development process but it was important to communicate with our team members and external partners what we were building and how each character felt and differed. The artist put these together after some cross-disciplinary high-level design meetings.  Because we could build these so fast, we created a vocabulary of moves and decided which ones went to prototype.  In the end we had over 100 moves for 12 playable characters.  We followed a similar approach to enemy and boss design.