Daraku Tenshi: The Fallen Angels/Controls and Notation: Difference between revisions
From SuperCombo Wiki
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*[[File:U.png]] - Up (8) | *[[File:U.png]] - Up (8) | ||
*[[File:D.png]] - Down (2) - Input direction down to crouch. | *[[File:D.png]] - Down (2) - Input direction down to crouch. | ||
*[[File:Qcf.png]] - Quarter circle forward | *[[File:Qcf.png]] - Quarter circle forward (236) | ||
*[[File:Qcb.png]] - Quarter circle backward (214) | *[[File:Qcb.png]] - Quarter circle backward (214) | ||
*[[File:Hcf.png]] - Half circle forward (41236) | *[[File:Hcf.png]] - Half circle forward (41236) | ||
*[[File:Hcb.png]] - Half circle backward (63214) | *[[File:Hcb.png]] - Half circle backward (63214) | ||
*[[File:Dp.png]] - Dragon punch (623) | *[[File:Dp.png]] - Dragon punch (623) | ||
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*Peforms a strike-invincible dodge, similar to King of Fighters | *Peforms a strike-invincible dodge, similar to King of Fighters | ||
**Can be held for roughly a second before being forced out | **Can be held for roughly a second before being forced out | ||
**While holding you can press any kick or punch to do an | **While holding you can press any kick or punch to do an Escape Attack (EA) | ||
{{lk}}+{{hk}}: '''Stance Switch''' | {{lk}}+{{hk}}: '''Stance Switch''' | ||
*Character goes into reverse stance, and can go back out by pressing this combo again | *Character goes into reverse stance, and can go back out by pressing this combo again | ||
**Gains acess to new moves, the amount of which varies per character | **Gains acess to new moves, the amount of which varies per character |
Revision as of 23:16, 22 December 2024
Directional inputs
Universal numeric notation
Numpad notation is a system for writing the inputs used in fighting games in an easy-to-read, easy-to-understand, and language agnostic way. The core mechanic of numpad notation is also how it gets its name: numbers are used in place of directions, according to their position on a keyboard's numpad. Numpad notation always assumes that the player character is facing the right side of the screen.
Common motion inputs
- N or Neutral (5) - Input no direction. Denotes standing.
- Forward (6)- Input direction forward/towards the opponent.
- Backward (4)- Input direction backward/away from the opponent.
- Up (8)
- Down (2) - Input direction down to crouch.
- Quarter circle forward (236)
- Quarter circle backward (214)
- Half circle forward (41236)
- Half circle backward (63214)
- Dragon punch (623)
Button notation
- LP - Light Punch (or Weak Punch)
- LK - Light Kick (or Weak Kick)
- HP - Hard Punch (or Heavy Punch)
- also known as - SP - Strong Punch
- HK - Hard Kick (or Heavy Kick)
- also known as - SK - Strong Kick
Button Combinations
+
: Taunt
- Performs a taunt that drains the opponent's POW meter
- Can be canceled by pressing any direction
- Can be canceled by any special move (deadly skill)
+
: Charge
- Charges the POW meter, until it reaches MAX, in which this action cannot be used until it runs out
+
: Escape Dash (ED)
- Peforms a strike-invincible dodge, similar to King of Fighters
- Can be held for roughly a second before being forced out
- While holding you can press any kick or punch to do an Escape Attack (EA)
+
: Stance Switch
- Character goes into reverse stance, and can go back out by pressing this combo again
- Gains acess to new moves, the amount of which varies per character