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| {{DISPLAYTITLE: Character Combo mock}} | | |
| {{RTCE navtabs | | {{PAGENAME}} |
| |name = Edge | | <div id='navtabs' style='display: flex;'> |
| | {{#ifeq: {{PAGENAME}} | Bobzilla/sandbox | <div style='border:1px solid #404040; font-size:15px; border-bottom: none; text-align:center; width:80px;font-weight: bold;'>Overview</div> | <div style='border:1px solid #404040; font-size:15px; text-align:center; width:80px;'>[[Rising Thunder/{{{name}}}|Overview]]</div> }} |
| | {{#ifeq: {{PAGENAME}} | Bobzilla/sandbox | <div style='border:1px solid #404040; font-size:15px; border-bottom: none; text-align:center; width:80px;font-weight: bold;'>Strategy</div> | <div style='border:1px solid #404040; font-size:15px; text-align:center; width:80px;'>[[Rising Thunder/{{{name}}}|Strategy]]</div> }} |
| | {{#ifeq: {{PAGENAME}} | Bobzilla/sandbox | <div style='border:1px solid #404040; font-size:15px; border-bottom: none; text-align:center; width:80px;font-weight: bold;'>Combos</div> | <div style='border:1px solid #404040; font-size:15px; text-align:center; width:80px;'>[[Rising Thunder/{{{name}}}/Combos|Combos]]</div> }} |
| | {{#ifeq: {{PAGENAME}} | Bobzilla | <div style='border:1px solid #404040; font-size:15px; border-bottom: none; text-align:center; width:87px;font-weight: bold;'>Frame Data</div> | <div style='border:1px solid #404040; font-size:15px; text-align:center; width:87px;'>Frame Data</div> }} |
| | </div> |
| | |
| | <hr style="background-color:#404040;margin: -1px 324px 40px; width: 75%"> |
| | |
| | {{#invoke:Tier List|drawTierList |
| | |RT |
| | |S;Vlad,Edge |
| | |A;Aegis,Dauntless,Crow |
| | |B;Talos,Chel |
| | |F;Gun |
| }} | | }} |
|
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| <div class="srkbox" style="text-align:left;width: 80%;margin: auto; padding: 12px;">
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| <div class="header" style="font-size: 1.0em; text-align:center">Combo Notation Guide</div>
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| <hr style="background-color:#404040;margin: 0px 0px 0px;"><br>
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| {{div col|colwidth=30em}}
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| <b>,</b> = link into the following move<br>
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| <b>xx</b> = cancel into the following move<br>
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| <b>→</b> = chain/target combo<br>
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| <b>cl.</b> = close<br>
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| <b>st./far.</b> = far<br>
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| <b>cr.</b> = crouching<br>
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| <b>nj.</b> = neutral jumping<br>
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| <b>j.</b> = directional jump<br>
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| <b>sX.Y</b> = special X where Y is the variant<br>
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| <b>OD</b> = Overdrive/Super<br>
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| <b>[x]</b> = hold input<br>
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| <b>(xyz)*N</b> = sequence xyz is repeatable<br>
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| <b>(x)</b> = x move is optional<br>
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| <b>KA"X"</b> = kinetic Advance cancel in X direction<br>
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| <b>KD</b> = kinetic Deflect<br>
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| <b>fly.</b> = move done out of flying<br>
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| {{clear}}
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| </div></div>
| |
| ===BnBs===
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| ====0 bar====
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| <tabber>Standard =
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| {{TheoryBox
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| | Title = Close TC
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| | Oneliner = Learn this
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| | Difficulty = Very Easy
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| | Damage = 209
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay {{clr|5|cl.M}} xx {{clr|4|cl.H}} xx {{clr|3|s2.1}}
| |
| | content = This is Edge's staple combo route, and his reward for playing low/throw. The dash being required depends on how close to the corner you are, sometimes you can get in range for {{clr|5|cl.M}} from just walking.<br> Also frequently started with raw {{clr|5|cl.M}} or <code> (any jump normal), {{clr|5|cl.M}}...</code> in which case, its as easy as omitting the crouch light from the beginning.
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| }}
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| {{TheoryBox
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| | Title = Far TC
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| | Oneliner = And this
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|2|L}}
| |
| | content = When you have to start with stand jab, or if you are too far away to get close medium, this is the route. You can also choose to end with {{clr|6|s1.1}} or {{clr|6|s1.2}}, giving up a knockdown for sword charge.
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| }}
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| |-| 111 =
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| {{TheoryBox
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| | Title = Close TC s1.1 ender
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| | Oneliner =
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| | Difficulty = Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay st.H xx {{clr|6|s1.1}}
| |
| | content = Pretty much the same as the regular route through close TC, except ending with {{clr|6|s1.1}}. You trade some damage for a sword charge, and a potential route to OD in the corner
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| }}
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| |-| 312 =
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| {{TheoryBox
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| | Title = Close TC s1.3
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| | Oneliner = In case you accidentally pick 312
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.3}}, {{clr|5|st.M}}→{{clr|4|H}} xx s3.2 (xx OD)
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| | content = This is only worth doing if you are playing 312 specifically, s3.1 actually out damages s3.2 BnBs.
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| }}
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| {{TheoryBox
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| | Title = Close TC s1.3 (optimisation)
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| | Oneliner =
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| | Difficulty = Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ({{clr|2|cr.L}}/j.H), {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.3}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}} xx s3.2 (xx OD)
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| | content = If you aren't starting with {{clr|5|cl.M}}/H, then you will hit the scaling cap quick enough for the {{clr|2|cr.L}} after {{clr|6|s1.3}} to be worth it.
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| }}
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| </tabber>
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| <br>
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| ====1 bar====
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| <tabber>211 =
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| {{TheoryBox
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| | Title = Close TC loop
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| | Oneliner =
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ...{{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA6 {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay {{clr|5|cl.M}} xx {{clr|4|cl.H}} xx {{clr|3|s2.1}}
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| | content = By spending a bar after <code>{{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.2}}</code> we can loop back into our BnB route.
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| }}
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| {{TheoryBox
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| | Title = Far TC → Close TC
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| | Oneliner = This is why we play 211
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ... {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA6, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay {{clr|5|cl.M}} xx {{clr|4|cl.H}} xx {{clr|3|s2.1}}
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| | content = This route lets us convert any route through {{clr|5|st.M}}→{{clr|4|H}} to big damage, if you are spending bar on combos, this is 90% of the time the route we go through.
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| }}
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| |-| 121 =
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| {{TheoryBox
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| | Title = Gucci route
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| | Oneliner =
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| | Difficulty = Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ... {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|3|s2.2}} xx KA6, {{clr|2|st.L}} xx {{clr|6|s1.1}} (1 hit), {{clr|8|s3.1}}+{{clr|4|H}}, (dash) {{clr|3|s2.2}}
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| | content = This route is the only (reliable) way to get to a wallbounce from far TC if you are playing {{clr|6|s1.1}}. You do have to give up your only anti air to play 2.2, but at least the route looks cool. <br>If you are too close to the corner, or you have no sword charges to spend on {{clr|3|s2.2}}, then sweep is the next best ender.
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| }}
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| </tabber>
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| <br>
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| ====Throw====
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| {{TheoryBox
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| | Title = Lv3 s2
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| | Oneliner =
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = throw xx KA6, {{clr|3|s2.1}}→{{clr|3|s2.1}}→{{clr|3|s2.1}}, {{clr|8|s3.1}}+{{clr|4|H}}
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| | content = Edge's throw is normally only worth spending bar on if you have 3 sword charges. <br>In the corner, you will get a side switch and have to end with sweep instead. (It's not advised to spend the bar on throw in this case.)
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| }}
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| <br>
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| ====Overheads====
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| {{TheoryBox
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| | Title = Run Overhead
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| | Oneliner =
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| | Difficulty = Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = {{clr|8|s3.1+M}} xx KA6, {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}}...
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| | content = Transposes into your preferred far TC BnB. <br>Notably the starter that you can justify spending 2 bars on
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| }}
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| {{TheoryBox
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| | Title = 6M
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| | Oneliner =
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = 6M xx {{clr|3|s2.1}}→{{clr|3|s2.1}}→{{clr|3|s2.1}}, {{clr|8|s3.1}}+{{clr|4|H}}
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| | content = Rarely seen compared to run overhead, but doesn't need a bar to convert to good damage.
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| }}
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| <br>
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| ====Overdrive====
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| <tabber>Standard =
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| {{TheoryBox
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| | Title = After s3.1 wallbounce
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| | Oneliner =
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| | Difficulty = Medium
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ...{{clr|8|s3.1}}+{{clr|4|H}}, (dash)(delay) cl/st.H xx OD, {{clr|8|s3.1}}+{{clr|2|L}}
| |
| | content = This is probably the most common route to combo into OD. <br>Can sometimes prove tricky, as the opponent needs to be at a low height for the OD to connect, if you are having trouble you can omit the cl/st.H and just go straight to OD.
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| }}
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| {{TheoryBox
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| | Title = Lv3 s2.1 (midscreen)
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| | Oneliner =
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ...{{clr|3|s2.1}}→{{clr|3|s2.1}}→{{clr|3|s2.1}}, OD, {{clr|8|s3.1}}+{{clr|2|L}}
| |
| | content = This route makes an anti-air Edge lands extremely rewarding, providing he has the resources to pay.<br>The wallbounce might look like it sends the opponent very high, but you can normally OD early, even whille they are still of screen. <br>Closer to the corner, you have to delay the OD as to not go underneath, and in the corner the route doesn't work at all.
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| }}
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| </tabber>
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| <br>
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| ===Advanced===
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| ====2 bar====
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| {{TheoryBox
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| | Title = Close TC → Far TC → Wallbounce
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| | Oneliner =
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| | Difficulty = Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ...{{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx KA6, {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}}...
| |
| | content = The second bar is spent by going through whatever [[#1 bar| 1 bar far TC]] route your loadout can do.<br> This route is only ever used when you are trying to kill for game, it gives you such little damage, but not bad to learn in case of emergency.
| |
| }}
| |
| <br>
| |
| ====Optimisations====
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| {{TheoryBox
| |
| | Title = Corner s1.2 KA
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| | Oneliner =
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| | Difficulty = Very Easy
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| | Damage =
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| | Meter =
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| | Anchor =
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| | Youtube =
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| | Recipe = ...{{clr|5|st.M}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA6, {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}}...
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| | content = pushback becomes a none factor in the corner, so you can always {{clr|2|cr.L}} after your {{clr|6|s1.2}} KA extensions
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| }}
| |
| <br>
| |
| ====Vlad only====
| |
| {{TheoryBox | | {{TheoryBox |
| | Title = Max range s1.2 route | | | Title = |
| | Oneliner = | | | Oneliner = |
| | Difficulty = Hard | | | Difficulty = |
| | Damage = | | | Damage = |
| | Meter = | | | Meter = |
| | Anchor = | | | Anchor = |
| | Youtube = | | | Youtube = |
| | Recipe = ...{{clr|2|cl.L}}, {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA9, {{clr|5|j.M}}, {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}}... | | | Recipe = |
| | content = Vlad lets you get three lights while still being able to link mediums, being further makes your {{clr|6|s1.2}} KA more advantageous which lets us get a jump in.<br>Because s1.2 has to be off cooldown, this is only used in the 2 bar route, which makes it extremely niche. | | | content = |
| }} | | }} |
| <br>
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| {{Navbox-RTCE}} | | {{Navbox-RTCE}} |