Welcome to the SuperCombo guide for writing character pages. This page should go hand-in-hand with the writing in our Manual of Style to help with crafting detailed, concise, and accurate character breakdowns. SuperCombo is a wiki of both hard data and strategy suggestions, so make sure our pages are as clean and up-to-date as possible. We appreciate your hard work!
Emphasis on Competitive Gameplay
The SuperCombo Wiki is not a place to talk about the lore of the games — there are other wikis for that. The purpose of the character pages is to give information about how a character plays in a competitive/tournament setting. Try to keep any backstory/personality section for characters brief (think about a paragraph total). Use the majority of the overview section to discuss the character's playstyle and unique abilities in the game, like how would you describe to a new player what this character does in a conversation.
Remember the Intended Audience
When writing guides, remember the intended audience consists of beginner and intermediate players, not experts.
- Move explanations should not be very long if possible. Use bullet lists to list interesting properties, and paragraphs for deeper explanations.
- Do not waste words describing what the attack looks like; that is what the image is for.
- An exception can be made when the move is too visually complex for a small set of images to explain. In these cases, describing what a move looks like is acceptable.
- Do not compare a move against older versions of the move unless there's a really good reason to do so.
- For instance, explaining that a certain attack used to hit overhead doesn't help the reader learn about this version of the game.
Terminology
- If a move is more commonly referred to by another name (such as an abbreviation, its numpad input, or an alternate colloquial term), it may be helpful to add that alternate way of referring to the move in parenthesis either immediately after the first use of the move name, in the move's description itself, or both. That makes it so from then on, you can use that alternate way of referring to the move for the rest of the page without worry of confusion.
- If a term is particularly obscure to the point that a beginner cannot comprehend it, add a link to the associated glossary page section explaining the term.
Character Introduction
This sections serves as a way to sell the character to the reader and should be situated at or near the top of the page. Keep this section simple and objective. Focus on describing the unique selling points of the character, these are typically:
- Gameplay archetype
- Rushdown, keepaway, grappler, etc.
- Key special moves and supers
- When referring to specific moves, be sure to use either a general description (high damage command throw, slow moving projectile) or the official move name depending on whichever makes most sense for readability. Avoid referring to moves by their input.
- Gameplan
- Any other unique selling points that may be relevant to someone looking for a character
Make use of links that take the reader to the moves or mechanics mentioned in this section.
Writing Moves
There is no real "defined" format to follow for specific move descriptions on SuperCombo. The community at-large can decide how they like to format their information for the games they play, so this section contains tips for making descriptive and accurate move breakdowns.
Follow the Templates
Templates are pre-defined sets of text used to maintain a uniform look throughout pages on the wiki. You can recognize a template when it's enclosed in double {s such as {{MyTemplate}}
. To learn more about templates, check out mediawiki's help page.
The move templates available on the wiki are the baseline for what individual moves should look like on a character page. They contain all the necessary information — move names, inputs, frame data, images and hitboxes, and a description box for writing detailed breakdowns of the particular move. Touching these templates to alter them in any way is a huge misdemeanor in the community, so don't do it.
Most users won't need to worry about them, as they will already be in place. But just in case, all the pages follow the same pattern:
- When in doubt, look at other character pages, copy, and adapt for your own uses.
- Each move uses CSS and MediaWiki tables to lay out an attack with move name, images, captions, and (a subset of) frame data.
- For some games, each character's page refers to their Data page that has all the data for that character, for example Ryu's links and frame data are all on Street Fighter 6/Ryu/Data.
- When creating AttackData templates for new games, remember that not ALL frame data should be included. Choose what is most important frequently occurring in the frame data of the moves.
An example of an idea move template, with filled-out information and a strong description to explain the move, can be found at the bottom of this page.
Move Descriptions
Many newcomers who start playing a fighting game want to know how each of their options functions in a real game. As a result, our move descriptions are some of the most important writing material on the site. We don't want to mislead or misinform the playerbase of these games, and as such, there are a few recommendations to follow when writing them.
- Informational clarity is top priority. The foremost purpose of a move description should be explaining how it functions. While this sounds simple, information can often get lost in repetition of facts, attempts at humor, or poor writing in general. As a guideline, try to explain the purpose of a move within a single sentence before moving onto it in greater detail. This will help you stay on-track with communicating the benefits and drawbacks of each move in a character's movelist.
- Always double-check your information. Try to avoid incorrect information about the move you're writing as much as possible. Talk with community members, gather information from multiple sources, and as always test the move in-game for yourself before making claims about their function.
- Understand "Bad" versus "Situational." Try to explain how and where niche moves can be used instead of outright declaring them as useless. For more information on this, consult this section from the Manual of Style.
- Don't be too unbiased. It is important that newcomers get a concrete idea of how each move functions when reading a character page, so avoid reusing generic terms and descriptions (e.g. "powerful", "strong", "niche" "situational") if possible, especially if you are not elaborating as much. Using flavorful text properly can help emphasize even more important points while also making the text engaging to read. In a similar vein, the quality of individual moves should always be called out. If a move is amazing, make sure you point out how good it is while also explaining exactly why it is so good so they know what to look for in similar moves of that type.
- Edit your work! Always finish your writing period with a quick double-check of your work before submitting. Consider your writing from the perspective of an newcomer before submittal, so avoid using obscure community jargon.
Move Formatting
While exact writing will depend on a case-by-case basis, a few simple design philosophies are generally upheld for good and effective formatting.
Text follows a simple layout of paragraphs followed by bulletpoints.
- Introductory text: Keep it to 1 line, briefly summarising the entire move and mention at least one key function.
- Primary function: Elaborating on the main purpose of the move with more details and perhaps explaining why it's good at this. Avoid repeating anything from the introduction.
- Secondary function: If a move has more than one role, you may make a second paragraph to talk about it. This is stil important but not the central role of the move.
- Niche functions: If a move has a weird or niche utility worth knowing about, briefly discuss it. Even if it's very complicated, keep this short and only add this if it's notably relevant. Extremely niche tech can sometimes be too much information for a movecard (there's other places you can put it!).
- Additional Bulletpoints: brief, direct bulletpoints on additional mechanics of a move.
- Bulletpoints
Bulletpoints should avoid strategy information beyond simply saying what the mechanic is. Sometimes a brief clarification of a mechanic is helpful (e.g. "Launches into a knockdown. A combo may continue from this knockdown."), but explaining why this is strategic information should already be done in the main description.
In addition, keep the bulletpoints list short. Aim to have 3 bulletpoints at most. Avoid redundant data where possible.
- Complex Tech
Sometimes a move has a very important function that's simply too complicated to put in a movecard. That's okay, simply link to the relevant section in the character's page(s). This gives readers a chance to easily find how to use this move, without front-loading the description with complicated tech or setups.
- Overall size
This is an overview, often read by beginners. Too much writing can often make people read less. Descriptions are ideally 200 words or less. Only go further if the move really justifies it. It also helps if you can write sentences to provide the same information in fewer words. Remember to use the above techniques if necessary.
Writing Updated Move Functions
Fighting games in the modern day are consistently updated with new balance patches that can radically change the functions of certain moves. When making writing changes based on balance patches, always include the details of the balance changes without explicitly drawing attention to them.
It can be worth discussing changes for moves between versions or games if the change is substantial enough to both the game and legacy. Moves that have had long-standing or vital properties and usage in a series, yet no longer carry them in a newer version such as invincibility or primary combo utility, are absolutely important to understand and are thus worth listing. Consider how impactful these changes are to each character -- if Ryu lost his high-profile attributes on Tatsumaki Senpukyaku in a newer version or game, how would that affect his gameplan?
Also, we do keep up-to-date patch notes for games that are still being updated, which can often be found on the main page of each respective game. If you see a page that needs updating, please consider taking the time to do so. Certain moves may require full rewrites depending on the scale of the buff or nerf, so if you're unsure of how to change a move, discuss it with members of the community first in our Discord. We love to talk.
Writing Combos
Combo sections are some of the most important parts of the site, as they contain the necessary information for proper conversions. They help teach players what moves to start combos with, what important combo fillers they should be performing, and how to end them efficiently. As such, the combo pages should be divided into two sections: Combo Theory and Combo Lists.
Combo Theory
The combo theory section is the first thing a new player should see once they enter the combo page. Keep in mind that such a section can be very short for less combo-heavy games or characters.
- As usual, adhere to SuperCombo Manual of Style for writing.
- Video files must be kept under 8 MB.
- Perform the Combo with input display on.
- All combos should be performed on the same character, unless the combo only works on a certain subset of characters.
- Combos should be performed on backgrounds with low-detail or non-intrusive elements if possible, to keep the demonstration visually clean.
- Video resolution is determinant on the uploader, but make sure your combos are visually clear. Try not to record combo videos in less than HD quality.
Other than that, go wild. How you choose to structure this section is entirely dependent on your own preferences. It might be a good idea to work with the community at-large when developing this section in order to help the onboarding process of new players go as smoothly as possible.
Combo Lists
Combo Lists are for intermediate or advanced players who want more options for converting off of hits. Once combo theory and general routes have been explained, combo lists allow learners to experiment with more options and perform more optimal combos. There are no real rules for exactly how to list each combo, but there are rules for how to write them.
- Use proper input terminology. Do not write the full name of each move in a combo list, as it will take up tons of space and make the combo difficult to parse, instead use numpad terminology. Include any exceptions as additional terminology in a combo notation guide at the top of the list, if possible.
- Always include important movement information. If a combo requires a jump, microdash, or some other form of movement, make sure you include it. This can be very helpful for new players with learning the specifics of where to place themselves in combos.
- Visual aides help a lot! Some individuals are textual learners, while others are visual learners. Including a video link to performing a specific combo is not always necessary, but it is often very helpful. Recommended places to upload these combos are YouTube or Vimeo, both of which allow videos to be kept uploaded permanently.
- Divide up combos by starter, not by meter. This is a big one, and something many combo pages are guilty of doing. Always make sure specific combos begin with the starters themselves instead of meter percentage, as doing it by meter divides up critical routing and makes it hard to keep multiple variants of the same core combo in the same place.
Writing Strategy
The strategy section should explain the goals of the character, and how to achieve said goals.
A basic, yet thorough formatting of a strategy page would typically include:
- General / Overarching Strategy, such as how they can be played or the win conditions they must achieve
- Neutral
- Offense
- By extension, okizeme details would fall under here as well
- Defense
- Tips and Tricks
- This is valuable! Be sure to explain tips and tricks the character can (or should) make use of.
- General or specific counterplay versus this character
- Information on counterplay against your character is important to let a reader know what to look for in an opponent's habits or gameplan that may shut their character down, or for another player to know what to try to contest in the match-up. Fighting games are two-player games and directly interactive; this information is just as valuable as the above about on how to play your side of the game.
Tone
The primary goal is to transfer information to the reader - it's best to think of yourself as a technical writer rather than a story teller. If information can be conveyed while being entertaining then all the better, but do not sacrifice informational value simply to be entertaining. Please try to keep this wiki primarily a place for information rather than to write jokes and story synopses. One suggestion is to mix the two; incorporate useful information into the entertainment and not simply joke around.
The main offender of this tenet is adding joke captions for images; occasional joking is fine, but giving every image a joke is overkill. Try adding a little useful info, trivia, or even no caption at all.
If you are struggling with proper writing tone and want to examples of what to do and what not to do, consider visiting the Manual of Style.
Style
- Avoid passive voice.
- Avoid emotive language.
- Avoid complex sentence structure.
- Sentences should ideally be approachable for readers of most levels of fluency. If you can say something in a simple way, do it.
- As much as possible, avoid talking about the player ("you can punish") if it is possible to talk about the character ("Zangief can punish")
Length
Readers don't have a long attention span, so get to the point. You're not trying to hit a word count, but to make yourself understood. It can be a difficult balancing act between being thorough enough to fully explain something, but brief enough that readers don't get bored.
Look over what you've written and try to remove filler words or find a clearer way to phrase a sentence.
Other common pitfalls include:
- Adding too many examples to the point that it is a full list rather than a few examples that illustrate the general rule
- Going into details that would be considered trivia rather than help the player learn how or why an attack works the way it does
Creating Images & Videos
See Help:Creating Images & Videos
Editing Frame Data
Additional Resources
See a cool combo on Twitter, but don't know where to put it? Notice that a popular YouTuber just dropped an awesome guide for a character, but don't want to transplant all the information onto the overview page? Have your own theories about how a character can perform in a match, but don't want to drop it onto a main page just yet? If the game uses sub-pages for characters, consider linking (not embedding) these resources in the character's dedicated Resources sub-page. If the game's wiki uses a single page for each character, consider instead linking them under a separate Resources header at the end of the character's page.
This can be a great place to put down miscellaneous information for later, or help consolidate a backlog of material for players of all skill levels. Consider uploading any good information you find to this location.