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= Game Mechanics = | = Game Mechanics = | ||
== Notations == | |||
'''Directions''' | |||
Up/back = u/b. | |||
Up = u. | |||
Jumping = j. | |||
Up/forward = u/f. | |||
Forward = f. | |||
Down/forward = d/f. | |||
Down = d. | |||
Crouching = c. | |||
Down/back = d/b. | |||
Back = b. | |||
Standing: Neutral = s. | |||
You'll notice there's full stops on the end of them, we use these to seperate the directions from the action buttons when writing combos. | |||
'''Buttons''' | |||
Light Punch/Jab = lp | |||
Medium Punch/Strong = mp | |||
Heavy Punch/Fierce = hp | |||
Light Kick/Short = lk | |||
Medium Kick/Forward = mk | |||
Heavy Kick/Roundhouse = hk | |||
We also use commas to break apart the action buttons. Using a simple combo as an example, Jumping Roundhouse, Crouching Roundhouse, would be written like this: j.hk, c.hk. | |||
'''Special and Super Motions''' | |||
Quater Circle Forward = qcf + | |||
Half Circle Forward = hcf + | |||
Quater Circle Back = qcb + | |||
Half Circle Back = hcb + | |||
Dragon Punch/Zig Zag = dp + | |||
Reverse Dragon Punch/Zig = Zag = rdp + | |||
Charge Back, Forward = b, f + | |||
Charge Down, Up = d, u + | |||
Full Circle = 360 + | |||
Double Quater Circle Farward = qcfx2 + | |||
Double Half Circle Forward = hcfx2 + | |||
Double Quater Circle Back = qcbx2 + | |||
Double Half Circle Back = hcbx2 + | |||
Charge Back, Forward Back, Forward = b, f, b, f + | |||
Carge Down/Back, Down/forward, Down/Back, Up/Forward = d/b, d/f, d/b, u/f + | |||
Double Full Circle = 720 + | |||
When using Special and Super moves aswell we use plus signs to indacate the press of the following button at the end of the specific motion. | |||
'''Advanced''' | |||
Cancel = x | |||
Super Cancel = XX | |||
Link = ->(?) | |||
Super Jump Cancel = (SJC) | |||
If we where to take the previous combo and change it slightly, Jumping Heavy Kick, Crouching Forward, Hadoken, it would look like this: j.hk, c.mk x qcf + hp since we're "Canceling" Crouching Forward with Hadoken. | |||
= Tier list = | = Tier list = |
Revision as of 06:48, 16 May 2006
Introduction
Introduction goes here
Game Mechanics
Notations
Directions
Up/back = u/b.
Up = u.
Jumping = j. Up/forward = u/f. Forward = f. Down/forward = d/f. Down = d. Crouching = c. Down/back = d/b. Back = b. Standing: Neutral = s.
You'll notice there's full stops on the end of them, we use these to seperate the directions from the action buttons when writing combos.
Buttons
Light Punch/Jab = lp Medium Punch/Strong = mp Heavy Punch/Fierce = hp Light Kick/Short = lk Medium Kick/Forward = mk Heavy Kick/Roundhouse = hk
We also use commas to break apart the action buttons. Using a simple combo as an example, Jumping Roundhouse, Crouching Roundhouse, would be written like this: j.hk, c.hk.
Special and Super Motions
Quater Circle Forward = qcf + Half Circle Forward = hcf + Quater Circle Back = qcb + Half Circle Back = hcb + Dragon Punch/Zig Zag = dp + Reverse Dragon Punch/Zig = Zag = rdp + Charge Back, Forward = b, f + Charge Down, Up = d, u + Full Circle = 360 +
Double Quater Circle Farward = qcfx2 + Double Half Circle Forward = hcfx2 + Double Quater Circle Back = qcbx2 + Double Half Circle Back = hcbx2 + Charge Back, Forward Back, Forward = b, f, b, f + Carge Down/Back, Down/forward, Down/Back, Up/Forward = d/b, d/f, d/b, u/f + Double Full Circle = 720 +
When using Special and Super moves aswell we use plus signs to indacate the press of the following button at the end of the specific motion.
Advanced
Cancel = x Super Cancel = XX Link = ->(?) Super Jump Cancel = (SJC)
If we where to take the previous combo and change it slightly, Jumping Heavy Kick, Crouching Forward, Hadoken, it would look like this: j.hk, c.mk x qcf + hp since we're "Canceling" Crouching Forward with Hadoken.
Tier list
Please note: Tiers are HIGHLY debatable so all lists should be taken with a grain of salt. If a character is only a place or two away from where they "should" be, please refrain from wildly editing this section.
Top Tier:
Yun
Chun-Li
Ken
Makoto (ARGUABLY -- she is said to be considered top tier in Japan, but non-Japanese players generally argue that her playstyle is too unpredictable and inconsistent to be top tier)
Upper Tier:
Yang
Dudley
Akuma
Urien (Urien is considered dead even with Ryu in terms of matchups in Japan)
Middle Tier:
Ryu
Oro
Elena
Ibuki
Alex
Low Tier:
Necro
Remy
Sean
Hugo
Twelve
Q