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

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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.
If you want to play, you need to know these terms below. They're important to begin your combos, some strategy stuff, and other such stuff.


"cr." = This means that the character needs to be on a crouching state<br>
"cr." = This means that the character needs to be in a crouching state<br>
"s." = This means that the character needs to be on a standing state<br>
"st." = This means that the character needs to be in a standing state, or in this game's case, farther away from the opponent<br>
"cl." = This means that the character needs to be close to the opponent<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>
"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>
"j." = This means that the character needs to be in a jumping state (mainly diagonal)<br>
"sj." = The character needs to do a super jump<br>
"sj." = The character needs to do a super jump<br>
"nj." = This means that the character needs to be in a neutral jumping state
"dj." = This means that the character needs to be in a diagonal jumping state


'''''Some Other Terms'''''
'''''Combo Notation'''''
 
"(C)" = This refers to a Free Cancel during Max Mode
* 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.
"(SC)" = This refers to a Super Cancel generally speaking, but mainly during Max Mode
 
"dp+C(1)" = The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than
* 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.
 
* Knockdown = It's just a move that knocks down your opponent and gives to him the opportunity to do a recovery roll.
 
* 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.
 
* 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.
 
* GCFS = Guard Cancel Frontstep


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

Revision as of 00:26, 12 June 2022

Terms you'll need to get used to

You have a joystick with 8 directions on a 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; It's not hard to do, really.)
RDP = Rdp.png = reverse dragon punch
360 = 360.png = full circle motion

If you want to play, you need to know these terms below. They're important to begin your combos, some strategy stuff, and other such stuff.

"cr." = This means that the character needs to be in a crouching state
"st." = This means that the character needs to be in a standing state, or in this game's case, farther away from the opponent
"cl." = This means that the character needs to be close to the opponent
"f." = This means that the character needs to be far from the opponent
"j." = This means that the character needs to be in a jumping state (mainly diagonal)
"sj." = The character needs to do a super jump
"nj." = This means that the character needs to be in a neutral jumping state "dj." = This means that the character needs to be in a diagonal jumping state

Combo Notation "(C)" = This refers to a Free Cancel during Max Mode "(SC)" = This refers to a Super Cancel generally speaking, but mainly during Max Mode "dp+C(1)" = The number in parentheses refers to how many hits must (or sometimes should) connect before continuing the combo, but not more than

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