Lichmassacre (talk | contribs) mNo edit summary |
Lichmassacre (talk | contribs) mNo edit summary |
||
Line 3: | Line 3: | ||
You have a joystick with 8 directions on an arcade. The inputs of the joystick are called: | You have a joystick with 8 directions on an arcade. The inputs of the joystick are called: | ||
u = up = {{Motion|8}} | * u = up = {{Motion|8}} | ||
d = down = {{Motion|2}} | * d = down = {{Motion|2}} | ||
f = forward = {{Motion|6}} | * f = forward = {{Motion|6}} | ||
b = backwards = {{Motion|4}} | * b = backwards = {{Motion|4}} | ||
uf = up-forward = {{Motion|9}} | * uf = up-forward = {{Motion|9}} | ||
ub = up-back = {{Motion|7}} | * ub = up-back = {{Motion|7}} | ||
df = down-forward = {{Motion|3}} | * df = down-forward = {{Motion|3}} | ||
db = down-back = {{Motion|1}} | * db = down-back = {{Motion|1}} | ||
With all these directions, you can make inputs. The basic inputs are called: | With all these directions, you can make inputs. The basic inputs are called: | ||
QCF = {{Motion|236}} = quarter circle forward | * QCF = {{Motion|236}} = quarter circle forward | ||
QCB = {{Motion|214}} = quarter circle back | * QCB = {{Motion|214}} = quarter circle back | ||
HCF = {{Motion|41236}} = half circle forward | * HCF = {{Motion|41236}} = half circle forward | ||
HCB = {{Motion|63214}} = half circle back | * HCB = {{Motion|63214}} = half circle back | ||
DP = {{Motion|623}} = dragon punch (Ryu's Shoryuken | * DP = {{Motion|623}} = dragon punch (Ryu's Shoryuken) | ||
RDP = {{Motion|421}} = reverse dragon punch | * RDP = {{Motion|421}} = reverse dragon punch | ||
360 = {{Motion|360}} = full circle motion | * 360 = {{Motion|360}} = full circle motion | ||
If you want to play, you need to know these terms below. They're important to begin your combos, some strategy stuff, and other such stuff. | If you want to play, you need to know these terms below. They're important to begin your combos, some strategy stuff, and other such stuff. | ||
"cr." = This means that the character needs to be in a crouching state | * "cr." = This means that the character needs to be in a crouching state | ||
"st." = This means that the character needs to be in a standing state, or in this game's case, farther away from the opponent | * "st." = This means that the character needs to be in a standing state, or in this game's case, farther away from the opponent | ||
"cl." = This means that the character needs to be close to the opponent | * "cl." = This means that the character needs to be close to the opponent | ||
"j." = This means that the character needs to be in a jumping state (mainly diagonal) | * "j." = This means that the character needs to be in a jumping state (mainly diagonal) | ||
"sj." = The character needs to do a super jump | * "sj." = The character needs to do a super jump | ||
"nj." = This means that the character needs to be in a neutral jumping state | * "nj." = This means that the character needs to be in a neutral jumping state | ||
"dj." = This means that the character needs to be in a diagonal jumping state | * "dj." = This means that the character needs to be in a diagonal jumping state | ||
'''''Combo Notation''''' | '''''Combo Notation''''' | ||
"f." = This refers to pressing forward on the joystick, or whatever the corresponding direction is (done for command normals) | * "f." = This refers to pressing forward on the joystick, or whatever the corresponding direction is (done for command normals) | ||
"(C)" = This refers to a Free Cancel during Max Mode | * "(C)" = This refers to a Free Cancel during Max Mode | ||
"(SC)" = This refers to a Super Cancel generally speaking, but mainly during Max Mode | * "(SC)" = This refers to a Super Cancel generally speaking, but mainly during Max Mode | ||
"dp+C(1)" = The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than | * "dp+C(1)" = The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than | ||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category:SvC Chaos]] | [[Category:SvC Chaos]] |
Revision as of 00:29, 12 June 2022
Terms you'll need to get used to
You have a joystick with 8 directions on an arcade. The inputs of the joystick are called:
- u = up =
- d = down =
- f = forward =
- b = backwards =
- uf = up-forward =
- ub = up-back =
- df = down-forward =
- db = down-back =
With all these directions, you can make inputs. The basic inputs are called:
- QCF =
= quarter circle forward
- QCB =
= quarter circle back
- HCF =
= half circle forward
- HCB =
= half circle back
- DP =
= dragon punch (Ryu's Shoryuken)
- RDP =
= reverse dragon punch
- 360 =
= full circle motion
If you want to play, you need to know these terms below. They're important to begin your combos, some strategy stuff, and other such stuff.
- "cr." = This means that the character needs to be in a crouching state
- "st." = This means that the character needs to be in a standing state, or in this game's case, farther away from the opponent
- "cl." = This means that the character needs to be close to the opponent
- "j." = This means that the character needs to be in a jumping state (mainly diagonal)
- "sj." = The character needs to do a super jump
- "nj." = This means that the character needs to be in a neutral jumping state
- "dj." = This means that the character needs to be in a diagonal jumping state
Combo Notation
- "f." = This refers to pressing forward on the joystick, or whatever the corresponding direction is (done for command normals)
- "(C)" = This refers to a Free Cancel during Max Mode
- "(SC)" = This refers to a Super Cancel generally speaking, but mainly during Max Mode
- "dp+C(1)" = The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than