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Legend (i.e notations)

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Legend (i.e notations) Empty Legend (i.e notations)

Post  kasey shaun yap Fri Nov 14, 2008 9:34 am

I just got a lot of this from TZ. Very Happy

Commands

1 left punch 2 right punch
3 left kick 4 right kick
5 tag button any any button but tag
f tap forward F hold forward
d tap down D hold down
b tap back B hold back
u tap up U hold up
d/f tap down forward D/F hold down forward
d/b tap down back D/B hold down back
u/f tap up forward U/F hold up forward
u/b tap up back U/B hold up back
qcf quarter circle forward qcb quarter circle back
hcf half circle forward hcb half circle back
Notations
FC full crouch animation WS while standing up
N joystick in neutral WR while running
SS side step either way SSL side step to left
SSR side step to right [ ] optional command
, followed by ~ immediately after
+ at the same time ( _ ) or
< delayed input = next in sequence
° push and hold button : requires just frame input
Grounded Postions
PLD play dead position face up & feet away
KND knockdown position face up & feet towards
SLD slide position face down & feet away
FCD face down position face down & feet towards
Move Properties
BT your back turned to the opponent
FF face forward towards opponent
OB forces opponent's back to face you
OC forces opponent into crouch
OS forces opponent's side to face you
JG juggle starter
BN bounce juggle starter
RC recover crouching after a move
RCj joystick modifier, need to hold D during the move to RC
CH requires a counter hit
DS double over stun (ex. Kazuya WS+2 counter hit)
tap f to escape in most cases, you can usually launch opponent
FS fall back stun (ex. Kazuya WS+2)
tap f to escape in most cases, you can usually launch opponent
MS minor stun (ex. Kazuya d/f+1, Paul SS+3)
in most cases doesn't lead to guaranteed hits
KS kneel stun (ex. Kuma d/f+1+2, Kazuya f+4)
in some cases you get a free launcher
CS crumple stun (ex. Bryan b+2,1, Kazuya b+4)
animations vary, a jab will usually start a combo
CF crumple fall (ex. Craig u/f+1+2, Yoshimitsu b+1+4)
opponent slowly falls to KND position
CFS crumple fall stun (ex. Kazuya f+1+2, Law f+2~1)
slow crumple stun to the ground, combo possible at time
BS block stun (to attacking character, ex. Law d/b+4)
SH stagger hit (ex. Devil d/f+2)
GB guard break (usually one or two hands go up in the air)
TS throw shift (moves to throw animation on hit)
TC technically crouching during the move
TJ technically jumping during the move
# see corresponding footnote
[2] hit modifier (eg RC[2] property applies to 2nd hit)
b Block modifier (eg. OCb opponent crouch on block)
c CH modifier (eg. JGc is a juggle starter on counter hit)
co crouching opponent modifier (eg. KSco)
cco CH on crouching opponent modifier (eg. FScco)
Hit Ranges
l hits low (block d/b)
m hits mid (block b)
h hits high (block b or duck)
L hits low and grounded opponents (block d/b)
M hits mid and grounded opponents (block b)
H hits high and grounded opponents (block b or duck)
Sm hits special mid (block d/b or b)
! unblockable hit
(!) unblockable hit which can be ducked
[!] unblockable hits grounded opponents
T throw
" indicates block point in string hits
Extra Combo Conventions
cc crouch cancel tap u or f,f while crouching
cd crouch dash f,N,d,d/f (usually)
iWS instant while standing d,d/b,N_d,d/f,N (usually)
wgf wind godfist f,N,d,d/f+2
ewgf electric wind godfist f,N,d~d/f+2
tgf thunder godfist f,N,d,d/f+1
big big character combo only works on big characters
( ) missing hit is required for the next hit
Character Specific Conventions
BDS bad stomach Dr. Bosconovitch
FB fall back Dr. Bosconovitch
EFB electric fall back Dr. Bosconovitch
EFF electric fall fake Dr. Bosconovitch
HSP handstand position Eddy Gordo
RLX relaxed position Eddy Gordo
AOP art of phoenix Ling Xiaoyu - Lei Wulong
RDS rain dance stance Ling Xiaoyu
LFF left foot forward Hwoarang
RFF right foot forward Hwoarang
LFS left flamingo stance Hwoarang
RFS right flamingo stance Hwoarang
VTS vale tudo stance Craig Marduk
DSS dragon sign stance Marshall Law
DFS dragon fake step Marshall Law
HMS hit man stance Lee Chaolan - Violet
HBS hunting bear stance Kuma - Panda
ROL prowling grizzly roll Kuma - Panda
CRA art of crane Lei Wulong
SNA art of snake Lei Wulong
TGR art of tiger Lei Wulong
DGN art of dragon Lei Wulong
PAN art of panther Lei Wulong
DRU drunken master Lei Wulong
INS indian sit Yoshimitsu
FLE flea stance Yoshimitsu
DGF dragonfly stance Yoshimitsu
MED meditation Yoshimitsu
CES clockwise evasive spin Julia Chang
KNP kenpo step Feng Wei
SDW shadow stance Raven
CDS crouching demon stance Jin Kazama
ALB albatross spin Steve Fox
DCK ducking Steve Fox
SWY sway Steve Fox, Paul Phoenix
LWV left weave Steve Fox
RWV right weave Steve Fox
FLK flicker Steve Fox
SIT sit down Ganryu - Kuma - Panda
CJM chaos judgment Anna
HPF haze palm fist Asuka
LCT leg cutter Asuka
kasey shaun yap
kasey shaun yap
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Post  Z/=R/0 Fri Nov 14, 2008 9:38 am

thx
Z/=R/0
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Post  LamangLupa Fri Nov 14, 2008 9:50 am

Wow you did your homework Shaun!!! i know your a little dingbats i gave a.... Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven


hahahhahahaha jocolor jocolor lol! heh
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Post  emishi_kun Fri Nov 14, 2008 11:09 am

LamangLupa wrote:i know your a little dingbats i gave a.... Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven

lol! lol!

Anyway, very informative yung post. ^_^ Nice.
emishi_kun
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Post  kasey shaun yap Fri Nov 14, 2008 12:23 pm

pogi pogi pogi pogita1!
kasey shaun yap
kasey shaun yap
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Post  Z/=R/0 Tue Nov 25, 2008 3:23 pm

hmm eh pano nman ung frame chart, game physics etc..

di ko magets ung tracking eh.. pag tracking ang isang move gaano ka laki ang hitting range pra tumama sa hitbox ng kalaban?

tracking rin ba tawag dun sa mga strings na kahit na sidestepan mo hahabulin ka pa? (obviously tracking pero sinisugrado ko lng Mad )

at wla pa ba official frame data chart? pra malaman ko kung ilang frames kelangan para maka sidestep, defense modifier, at hitbox ng character. hirap rin kasi ng sa laban mo sinusubukan eh XD matatalo ka ng mtatalo lolzzzzzzzzz

FRAME DATA PLEASE!!
Z/=R/0
Z/=R/0
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Post  kasey shaun yap Tue Nov 25, 2008 4:53 pm

frame chart... um jabs are 10 frames. (cept for ganryu's.. which are twelve). hopkicks are 15. ewgf's are 13~16 frames. more frames = slower animation.

tracking falls under hitbox, ang theory ko kaya hitbox tawag is dahil pixels yun e. but anyhoo... para madifferentiate lang talaga... hitbox = high mid or low. tracking = left, right or both. jabs have 0 tracking, and are high. generic d/f+1's are mid, but 0 tracking pa rin. (by generic i mean ung usually meron lahat, i.e d/b+1) special mids are the worst since you can block them mid or low, and even low-parry some.

As for limbs, elbows and knees are generally unparryable (see marduk's d+4), pero some reversals work. Suspect

I still don't know ilang frames exactly kelangan para makasidestep completely (as opposed to sidewalking). but alam ko dinicrease nila by two frames ung recovery from BT (or backturned)... which explains why di na gumagana ung tipong jump over opponent, BT d+1 into WS launcher sa oki. bounce
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