SvC Chaos: SNK Vs Capcom/Notation: Difference between revisions

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m (→‎Combo Notation: Minor clarifications on the notation. I may eventually move to numpad across the board for all notation even though I prefer qcf notation, not just move lists, but still useful to know since the game uses KOF notation regardless.)
 
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'''''Terms you'll need to get used to'''''
==Basic Notation==


You have a joystick with 8 directions on a 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}}<br>
* u = up = {{Motion|8}}
d = down = {{Motion|2}}<br>
* d = down = {{Motion|2}}
f = forward = {{Motion|6}}<br>
* f = forward = {{Motion|6}}
b = backwards = {{Motion|4}}<br>
* b = backwards = {{Motion|4}}
uf = up-forward = {{Motion|9}}<br>
* uf = up-forward = {{Motion|9}}
ub = up-back = {{Motion|7}}<br>
* ub = up-back = {{Motion|7}}
df = down-forward = {{Motion|3}}<br>
* df = down-forward = {{Motion|3}}
db = down-back = {{Motion|1}}<br>
* 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<br>
* QCF = {{Motion|236}} = quarter circle forward
QCB = {{Motion|214}} = quarter circle back<br>
* QCB = {{Motion|214}} = quarter circle back
HCF = {{Motion|41236}} = half circle forward<br>
* HCF = {{Motion|41236}} = half circle forward
HCB = {{Motion|63214}} = half circle back<br>
* HCB = {{Motion|63214}} = half circle back
DP = {{Motion|623}} = dragon punch (Ryu's Shoryuken; It's not hard to do, really.)<br>
* DP = {{Motion|623}} = dragon punch (Ryu's Shoryuken)
RDP = {{Motion|421}} = reverse dragon punch<br>
* 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 those guys below, they're important to begin your combos, some strategy stuff, and other things.
==Combo Notation==
For convenience sake, and to distinguish stuff like proximity normals, the wiki will also use notation found on wikis, videos, etc. for the King of Fighters series. Examples include:
* "cr." = Character needs to be in a crouching state
* "st." = Character needs to be in a standing state, or in this game's case, farther away from the opponent
* "cl." = Character needs to be close to the opponent
* "j." = Character needs to be in a jumping state (mainly diagonal)
* "sj." = Character needs to do a super jump
* "nj." = Character needs to be in a neutral jumping state
* "dj." = Character needs to be in a diagonal jumping state
* "fj." = Character needs to do a forward jump
* "bj." = Character needs to do a backwards jump


"cr." = This means that the character needs to be on a crouching state<br>
'''All Other Notations'''
"s." = This means that the character needs to be on a standing state<br>
"cl." = This means that the character needs to be close to the opponent<br>
"f." = This means that the character needs to be far from the opponent<br>
"j." = This means that the character needs to be on a jumping state<br>
"sj." = The character needs to do a super jump<br>


'''''Some Other Terms'''''
*'''cl.A:''' Close A
 
*'''st.A:''' Standing A (aka Far A)
* Light Attack Chain/Combo = This is a term that you'll read a lot on some sections. As the name states, it's just a combo with the character's Light Attacks involved. Some characters need it in their game, and some characters can't even do it, that just varies.
*'''cr.A:''' Crouch A
 
*'''f.A:''' Forward A (aka 6A, ''NOT'' Far A; press forward on the joystick and then A to perform the command normal and other similar attacks)
* Link = First, remember: Link isn't a chain. Link is just comboing two moves, being them normals, Command Moves, Specials, Supers, and things like that. Some characters can link one normal into another one, or one Super into another Super, and there we go.
*'''df.A:''' Down forward A (aka 3A)
 
*'''j.A:''' Jump A
* Knockdown = It's just a move that knocks down your opponent and gives to him the opportunity to do a recovery roll.
*'''sj.A:''' Super Jump A
 
*'''nj.A:''' Neutral Jump A
* Hard Knockdown = A move that knocks down your opponent, but won't give him/her the opportunity to recovery roll. It will have a different animation from a regular knockdown (Something like a slamming animation on the ground), so you can see the difference.
*'''(C):''' Free Cancel (refers to Max Mode cancels)
 
*'''(SC):''' Super Cancel (mainly for Max Mode)
* Reset = A move that hits the opponent and will send him in the air, but he will land with the standing animation, unlike the two knockdowns. It's very useful to mixup the opponent.
*'''OTG:''' On The Ground (hits a downed opponent)
 
*'''dp A(1):''' The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than
* GCFS = Guard Cancel Frontstep
*'''cr.X x1-4:''' Can perform 1 to 4 of a given button in the combo
*'''>:''' follow-up in a combo
*'''b~f A:''' charge back then press forward and A
*'''d~u A:''' charge down then press up and A


{{Navbox-SVC}}
{{Navbox-SVC}}
[[Category:SvC Chaos]]
[[Category:SvC Chaos]]

Latest revision as of 05:15, 7 June 2024

Basic Notation

You have a joystick with 8 directions on an arcade. The inputs of the joystick are called:

  • u = up = U.png
  • d = down = D.png
  • f = forward = F.png
  • b = backwards = B.png
  • uf = up-forward = Uf.png
  • ub = up-back = Ub.png
  • df = down-forward = Df.png
  • db = down-back = Db.png

With all these directions, you can make inputs. The basic inputs are called:

  • QCF = Qcf.png = quarter circle forward
  • QCB = Qcb.png = quarter circle back
  • HCF = Hcf.png = half circle forward
  • HCB = Hcb.png = half circle back
  • DP = Dp.png = dragon punch (Ryu's Shoryuken)
  • RDP = Rdp.png = reverse dragon punch
  • 360 = 360.png = full circle motion

Combo Notation

For convenience sake, and to distinguish stuff like proximity normals, the wiki will also use notation found on wikis, videos, etc. for the King of Fighters series. Examples include:

  • "cr." = Character needs to be in a crouching state
  • "st." = Character needs to be in a standing state, or in this game's case, farther away from the opponent
  • "cl." = Character needs to be close to the opponent
  • "j." = Character needs to be in a jumping state (mainly diagonal)
  • "sj." = Character needs to do a super jump
  • "nj." = Character needs to be in a neutral jumping state
  • "dj." = Character needs to be in a diagonal jumping state
  • "fj." = Character needs to do a forward jump
  • "bj." = Character needs to do a backwards jump

All Other Notations

  • cl.A: Close A
  • st.A: Standing A (aka Far A)
  • cr.A: Crouch A
  • f.A: Forward A (aka 6A, NOT Far A; press forward on the joystick and then A to perform the command normal and other similar attacks)
  • df.A: Down forward A (aka 3A)
  • j.A: Jump A
  • sj.A: Super Jump A
  • nj.A: Neutral Jump A
  • (C): Free Cancel (refers to Max Mode cancels)
  • (SC): Super Cancel (mainly for Max Mode)
  • OTG: On The Ground (hits a downed opponent)
  • dp A(1): The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than
  • cr.X x1-4: Can perform 1 to 4 of a given button in the combo
  • >: follow-up in a combo
  • b~f A: charge back then press forward and A
  • d~u A: charge down then press up and A

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Strategy
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken