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== Stage Influence == | |||
Revision as of 08:26, 8 March 2007
Chain Combo Terminology
This is pasted from James Chen's XMCOTA combo FAQ, since I haven't seen this anywhere else on the Wiki, I'm copying it here for easy reference
--JedahsMinistry 04:12, 15 August 2006 (CDT)
Magic Series: Here is a list of definitions to help understand the Magic Series.
Weak Attacks: Jab punch and Short kick.
Medium Attacks: Strong punch and Forward kick.
Hard attacks: Fierce punch or Roundhouse Kick
ZigZag 1 - The Series used in Darkstalker's Revenge. Basically, it's:
-Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
ZigZag 2 - Backwards of ZigZag 1:
-Short -> Jab -> Forward -> Strong -> Roundhouse -> Fierce
Punch to Kick - Can cancel any punch button with any kick button.
-Jab/Strong/Fierce -> Short/Forward/Roundhouse
Kick to Punch - Can cancel any kick button with any punch button.
-Short/Forward/Roundhouse -> Jab/Strong/Fierce
Stronger - The Series used in Darskstalkers 1. Can go to any stronger attack.
-Jab/Short -> Strong/Forward -> Fierce/Roundhouse
Note: Can skip the medium attacks from the Weak attacks if desired.
Weak Start - Start on Jab or Short and end with any of the other four attacks.
-Jab/Short -> Strong/Forward/Fierce/Roundhouse
--For COTA I'll add one more:
Stronger Cross - Start with a weaker attack and move to one stronger one, that must be the opposite kind of attack. Examples:
-Jab -> Forward, -or- Short -> Strong, -or- Jab -> Roundhouse, -or- Short -> Fierce, -or- Strong -> Roundhouse, -or- Forward -> Fierce
Basics
It's impossible to list every combo in a system as open and variable as this. This page will attempt to give a basic understanding of the system and character pages will have some example combos.
The simplest combos would be chain combos cancelled into specials. Start with a throw, chain XX special or super. Corner juggle and aircombos are fairly easy (depending on the character), mid-screen juggles (beyond very simple things) are very character and opponent dependant. Most launchers send the opponent up at an angle, and if done when dashing, flys the opponent further away.
Damage Calculation
Damage Scaling
Every hit in a combo is damage scaled incrementally. That is, each hit does a fraction of what it normally does, and that fraction is lessened each hit in the combo. After around 8 hits, all hits in the combo do one pixel of damage, including most (not all) comboed throws and supers.
Some examples:
Sent vs Storm - LP, HK does 3/4s of the damage a single HK does.
For maximum damage, try getting all the hard hits in as soon as possible, and super as early as possible.
Counter Damage
Physics
Throws
OTGs
Stage Influence
(Work In Progress --JedahsMinistry 15:34, 18 June 2006 (CDT) )
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