User:Bobzilla/sandbox: Difference between revisions

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{{DISPLAYTITLE: Character Combo mock}}
{{RTCE navtabs
{{RTCE navtabs
|name = Edge
|name = Crow
}}
}}


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{{clear}}
{{clear}}
</div></div>
</div></div>
===BnBs===
===The Loop===
====0 bar====
<tabber>Standard =
{{TheoryBox
| Title      = Close TC
| Oneliner  = Learn this
| Difficulty = Very Easy
| Damage    = 209
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay {{clr|5|cl.M}} xx {{clr|4|cl.H}} xx {{clr|3|s2.1}}
| content    = This is Edge's staple combo route, and his reward for playing low/throw. The dash being required depends on how close to the corner you are, sometimes you can get in range for {{clr|5|cl.M}} from just walking.<br> Also frequently started with raw {{clr|5|cl.M}} or <code> (any jump normal), {{clr|5|cl.M}}...</code> in which case, its as easy as omitting the crouch light from the beginning.
}}
{{TheoryBox
| Title      = Far TC
| Oneliner  = And this
| Difficulty = Very Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|2|L}}
| content    = When you have to start with stand jab, or if you are too far away to get close medium, this is the route. You can also choose to end with {{clr|6|s1.1}} or {{clr|6|s1.2}}, giving up a knockdown for sword charge.
}}
|-| 111 =
{{TheoryBox
| Title      = Close TC s1.1 ender
| Oneliner  =
| Difficulty = Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay st.H xx {{clr|6|s1.1}}
| content    = Pretty much the same as the regular route through close TC, except ending with {{clr|6|s1.1}}. You trade some damage for a sword charge, and a potential route to OD in the corner
}}
|-| 312 =
{{TheoryBox
| Title      = Close TC s1.3
| Oneliner  = In case you accidentally pick 312
| Difficulty = Very Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.3}}, {{clr|5|st.M}}→{{clr|4|H}} xx s3.2 (xx OD)
| content    = This is only worth doing if you are playing 312 specifically, s3.1 actually out damages s3.2 BnBs.
}}
{{TheoryBox
| Title      = Close TC s1.3 (optimisation)
| Oneliner  =
| Difficulty = Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ({{clr|2|cr.L}}/j.H), {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.3}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}} xx s3.2 (xx OD)
| content    = If you aren't starting with {{clr|5|cl.M}}/H, then you will hit the scaling cap quick enough for the {{clr|2|cr.L}} after {{clr|6|s1.3}} to be worth it.
}}
</tabber>
<br>
====1 bar====
<tabber>211 =
{{TheoryBox
| Title      = Close TC loop
| Oneliner  =
| Difficulty = Very Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ...{{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA6 {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay {{clr|5|cl.M}} xx {{clr|4|cl.H}} xx {{clr|3|s2.1}}
| content    = By spending a bar after <code>{{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|6|s1.2}}</code> we can loop back into our BnB route.
}}
{{TheoryBox
| Title      = Far TC → Close TC
| Oneliner  = This is why we play 211
| Difficulty = Very Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA6, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx {{clr|8|s3.1}}+{{clr|4|H}}, (dash), delay {{clr|5|cl.M}} xx {{clr|4|cl.H}} xx {{clr|3|s2.1}}
| content    = This route lets us convert any route through {{clr|5|st.M}}→{{clr|4|H}} to big damage, if you are spending bar on combos, this is 90% of the time the route we go through.
}}
|-| 121 =
{{TheoryBox
| Title      = Gucci route
| Oneliner  =
| Difficulty = Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|3|s2.2}} xx KA6, {{clr|2|st.L}} xx {{clr|6|s1.1}} (1 hit), {{clr|8|s3.1}}+{{clr|4|H}}, (dash) {{clr|3|s2.2}}
| content    = This route is the only (reliable) way to get to a wallbounce from far TC if you are playing {{clr|6|s1.1}}. You do have to give up your only anti air to play 2.2, but at least the route looks cool. <br>If you are too close to the corner, or you have no sword charges to spend on {{clr|3|s2.2}}, then sweep is the next best ender.
}}
</tabber>
<br>
====Throw====
{{TheoryBox
| Title      = Lv3 s2
| Oneliner  =
| Difficulty = Very Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = throw xx KA6, {{clr|3|s2.1}}→{{clr|3|s2.1}}→{{clr|3|s2.1}}, {{clr|8|s3.1}}+{{clr|4|H}}
| content    = Edge's throw is normally only worth spending bar on if you have 3 sword charges. <br>In the corner, you will get a side switch and have to end with sweep instead. (It's not advised to spend the bar on throw in this case.)
}}
<br>
====Overheads====
{{TheoryBox
| Title      = Run Overhead
| Oneliner  =
| Difficulty = Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|8|s3.1+M}} xx KA6, {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}}...
| content    = Transposes into your preferred far TC BnB. <br>Notably the starter that you can justify spending 2 bars on
}}
{{TheoryBox
| Title      = 6M
| Oneliner  =
| Difficulty = Very Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 6M xx {{clr|3|s2.1}}→{{clr|3|s2.1}}→{{clr|3|s2.1}}, {{clr|8|s3.1}}+{{clr|4|H}}
| content    = Rarely seen compared to run overhead, but doesn't need a bar to convert to good damage.
}}
<br>
====Overdrive====
<tabber>Standard =
<tabber>Standard =
{{TheoryBox
{{TheoryBox
| Title      = After s3.1 wallbounce
| Title      = Standard Loop
| Oneliner  =  
| Oneliner  =  
| Difficulty = Medium
| Difficulty = Medium
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| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=-7B0FpnTdZI
| Recipe    = ...{{clr|8|s3.1}}+{{clr|4|H}}, (dash)(delay) cl/st.H xx OD, {{clr|8|s3.1}}+{{clr|2|L}}
| Recipe    = nj.M xx j.S2, cl.H xx f+S1.1 xx KA6, nj.M xx j.S2, cl.H xx f+S1.1 xx KA6...
| content    = This is probably the most common route to combo into OD. <br>Can sometimes prove tricky, as the opponent needs to be at a low height for the OD to connect, if you are having trouble you can omit the cl/st.H and just go straight to OD.
| content    = This is pretty much the basis for all of your combos, the route that lets you cash out off fuzzy, you need to learn this. Crow really only has one real BnB. If you have any difficulty with the loop, the video is a full overview of the combo and tips for landing it. In summary:<br>-Don't hold forwards until after you've buffered your cl.H, otherwise you'll get 6H<br>
}}
}}
|-| Easy =
{{TheoryBox
{{TheoryBox
| Title      = Lv3 s2.1 (midscreen)
| Title      = Easy Loop
| Oneliner  =
| Difficulty = Very Easy
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ...{{clr|3|s2.1}}→{{clr|3|s2.1}}→{{clr|3|s2.1}}, OD, {{clr|8|s3.1}}+{{clr|2|L}}
| content    = This route makes an anti-air Edge lands extremely rewarding, providing he has the resources to pay.<br>The wallbounce might look like it sends the opponent very high, but you can normally OD early, even whille they are still of screen. <br>Closer to the corner, you have to delay the OD as to not go underneath, and in the corner the route doesn't work at all.
}}
</tabber>
<br>
===Advanced===
====2 bar====
{{TheoryBox
| Title      = Close TC → Far TC → Wallbounce
| Oneliner  =  
| Oneliner  =  
| Difficulty = Easy
| Difficulty = Easy
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| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    = https://www.youtube.com/watch?v=-7B0FpnTdZI
| Recipe    = ...{{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}} xx KA6, {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}}...
| Recipe    = nj.M xx j.S2, cl.H xx f+S1.1 xx KA9, j.S2, cl.H xx f+S1.1 xx KA9...
| content    = The second bar is spent by going through whatever [[#1 bar| 1 bar far TC]] route your loadout can do.<br> This route is only ever used when you are trying to kill for game, it gives you such little damage, but not bad to learn in case of emergency.  
| content    = This is a significant downgrade from the regular route, with worse damage, dizzy, and corner carry. Only bother if you want to pick up the character quick and dirty and have no time to learn the normal loop.
}}
}}</tabber>
<br>
<br>
====Optimisations====
===Loop Enders===
====0 bar====
{{TheoryBox
{{TheoryBox
| Title      = Corner s1.2 KA
| Title      = Oki Loop ender
| Oneliner  =  
| Oneliner  =  
| Difficulty = Very Easy
| Difficulty =  
| Damage    =  
| Damage    =  
| Meter      =  
| Meter      =  
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =
| Recipe    = ...{{clr|5|st.M}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA6, {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}}...
| Recipe    = nj.M xx j.S2, cl.M, cr.H
| content    = pushback becomes a none factor in the corner, so you can always {{clr|2|cr.L}} after your {{clr|6|s1.2}} KA extensions
| content    = Doesn't put disk on cooldown for oki. Loses a lot of damage and dizzy.
}}
}}
<br>
 
====Vlad only====
 
{{TheoryBox
| Title      = Max range s1.2 route
| Oneliner  =
| Difficulty = Hard
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ...{{clr|2|cl.L}}, {{clr|2|cl.L}}, {{clr|2|cr.L}}, {{clr|5|st.M}}→{{clr|4|H}} xx {{clr|6|s1.2}} xx KA9, {{clr|5|j.M}}, {{clr|2|cr.L}}, {{clr|5|cl.M}} xx {{clr|4|cl.H}}→{{clr|4|H}}...
| content    = Vlad lets you get three lights while still being able to link mediums, being further makes your {{clr|6|s1.2}} KA more advantageous which lets us get a jump in.<br>Because s1.2 has to be off cooldown, this is only used in the 2 bar route, which makes it extremely niche.
}}
<br>
{{Navbox-RTCE}}
{{Navbox-RTCE}}

Revision as of 04:34, 28 August 2024


Combo Notation Guide


, = link into the following move
xx = cancel into the following move
= chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying

The Loop

Standard Loop
Medium
nj.M xx j.S2, cl.H xx f+S1.1 xx KA6, nj.M xx j.S2, cl.H xx f+S1.1 xx KA6...

This is pretty much the basis for all of your combos, the route that lets you cash out off fuzzy, you need to learn this. Crow really only has one real BnB. If you have any difficulty with the loop, the video is a full overview of the combo and tips for landing it. In summary:
-Don't hold forwards until after you've buffered your cl.H, otherwise you'll get 6H

Easy Loop
Easy
nj.M xx j.S2, cl.H xx f+S1.1 xx KA9, j.S2, cl.H xx f+S1.1 xx KA9...

This is a significant downgrade from the regular route, with worse damage, dizzy, and corner carry. Only bother if you want to pick up the character quick and dirty and have no time to learn the normal loop.


Loop Enders

0 bar

Oki Loop ender


nj.M xx j.S2, cl.M, cr.H

Doesn't put disk on cooldown for oki. Loses a lot of damage and dizzy.