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Lichmassacre (talk | contribs) 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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==Basic Notation== | |||
You have a joystick with 8 directions on | 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 | ||
==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 | |||
{{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 =
- 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:
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