Template:ComboNotationKey-SVC: Difference between revisions

Template page
(Combo notation primer to put under the combos section of each character's page.)
 
mNo edit summary
 
(3 intermediate revisions by the same user not shown)
Line 6: Line 6:
* st. = standing/far normal
* st. = standing/far normal
* cr. = crouching normal
* cr. = crouching normal
* f.; etc. = forward direction (NOT far)
* X = any button
* X = any button
* CH = counter hit
* , = Used to separate attacks in the combo
* , = Used to separate attacks in the combo
* / = Separates different options for the combo (mainly different starters or enders that are possible)
:* Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
:* Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
:* Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
:* Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
Line 14: Line 17:
* (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
* (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
* (SC) = Indicates a super cancel via free canceling in Max Mode
* (SC) = Indicates a super cancel via free canceling in Max Mode
* [] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
* (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
:* Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
* [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
* xN = Repeat the given loop for as many times as either possible or as many times as you wish
* xN = Repeat the given loop for as many times as either possible or as many times as you wish
May change to numpad notation much later down the road.
|}
|}
<noinclude>
<noinclude>
[[Category:SvC Chaos]]
[[Category:SvC Chaos]]
</noinclude>
</noinclude>

Latest revision as of 00:30, 5 February 2024

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.