Template:SF6-ComboTable/Documentation: Difference between revisions

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{{SF6-ComboTable
{{SF6-ComboTable
| Stock = (Optional) Name of the character's unique resource.
| Stock = (Optional) Name of the character's unique resource. When this is set, every combo must have a value for "Stocks".
| Items =
| Items =
   {{SF6-ComboTableItem
   {{SF6-ComboTableItem
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   | Position  = Positioning required for the combo.
   | Position  = Positioning required for the combo.
   | Damage    = Damage done by a combo.
   | Damage    = Damage done by a combo.
   | Stocks    = (Optional) Character specific resources expended to perform the combo.
   | Stocks    = (Optional) Character specific resources expended to perform the combo. To create a blank cell set the value to '' or another formatting character.
   | Drive      = Drive gauge expended to perform the combo.
   | Drive      = Drive gauge expended to perform the combo.
   | Super      = Super gauge expended to perform the combo.
   | Super      = Super gauge expended to perform the combo.
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   | Position  = Anywhere
   | Position  = Anywhere
   | Damage    = 3000
   | Damage    = 3000
   | Stocks    = 0
   | Stocks    = ''
   | Drive      = 2
   | Drive      = 2
   | Super      = 2
   | Super      = 2

Revision as of 18:41, 7 December 2023


Description

On large viewports, such as on maximized browsers, combo items will be rendered as a sortable wikitable. On smaller viewports, such as on mobile devices, combo items will be rendered in a responsive manner.

Usage

{{SF6-ComboTable
| Stock = (Optional) Name of the character's unique resource. When this is set, every combo must have a value for "Stocks".
| Items =
  {{SF6-ComboTableItem
  | Combo      = The series of inputs used to perform the combo.
  | Position   = Positioning required for the combo.
  | Damage     = Damage done by a combo.
  | Stocks     = (Optional) Character specific resources expended to perform the combo. To create a blank cell set the value to '' or another formatting character.
  | Drive      = Drive gauge expended to perform the combo.
  | Super      = Super gauge expended to perform the combo.
  | Difficulty = Relative difficulty level of combo execution.
  | Notes      = Any notes relevant to the combo.
  | Video      = Video of combo execution.
  |}}
}}

Example

Guile Combos
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2P, 2MP > 28HK Anywhere 1860(2020) 0 0 [1] Very Easy Can link 2MP into Double Shot (2MP~2MP) to trade damage for charge time.
2P, 2MP > 28HK > SU3 Anywhere 4260(4420) 0 3 [1] Very Easy
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK Anywhere 2616(2700) 2 0 [2] Easy
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3 Anywhere 4616(4700) 2 3 [2] Easy
Lily Combos
Combo Position DamageWindclad Drive Gauge Super Gauge Difficulty Notes Video
236KK > 236236K Anywhere 3000 2 2 Easy
W.236KK, 236236P Corner 29601 2 1 Easy 1 Windclad projectile punish.
W.236KK, W.623HP Corner 23202 2 0 Easy 2 Windclad projectile punish.