Eternal Fighter Zero/Controls: Difference between revisions
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:*'''S''' - Special (not used by every character) | :*'''S''' - Special (not used by every character) | ||
=== | ===Combo Notation=== | ||
{| class="wikitable" style="width:60%" | |||
|- | |||
| colspan="2" |'''Disclaimer''': Combos are written by various writers, so notation may differ slightly from this notation.<br> | |||
|- | |||
! IC | |||
| Input [[Eternal Fighter Zero/Game Mechanics#Instant Charge|'''I'''nstant '''C'''harge]] (22C) when you have the right amount of [[Eternal_Fighter_Zero/Game_Mechanics#Instant_Charge|RF Meter.]] | |||
|- | |||
! FIC | |||
| Input [[Eternal Fighter Zero/Game Mechanics#Flicker Instant Charge|'''F'''licker '''I'''nstant '''C'''harge]] (22C) when you have the right amount of [[Eternal_Fighter_Zero/Game_Mechanics#Instant_Charge|RF Meter.]] | |||
|- | |||
! {X/Y/Z} | |||
| Move X '''or''' Y '''or''' Z can be used. | |||
|- | |||
! #* | |||
| Indicates that any of A, B and C may be used with #. Example: 214* | |||
|- | |||
! [<- X] [-> X] | |||
| Side switch notation. All inputs grouped by the square brackets are performed '''facing''' the arrow's direction. | |||
|- | |||
! [X]xN | |||
| Loop the inputs in the square brackets as many times as '''N''' | |||
|- | |||
! c5B | |||
| Proximity normal only usable while '''c'''lose. | |||
|- | |||
! f5B | |||
| Proximity normal only usable outside of c5B range or when cancelled from another normal. Know as '''f'''ar 5B. | |||
|- | |||
! jX | |||
| Button X is input during your first '''j'''ump. | |||
|- | |||
! djX | |||
| Button X is input during your '''d'''ouble '''j'''ump. | |||
|- | |||
! X(whiff) | |||
| Indicates that X is intended to whiff. | |||
|- | |||
! .. | |||
| Indicates a short delay. | |||
|- | |||
! IAD | |||
| Indicates an '''I'''nstant '''A'''ir '''D'''ash. | |||
|- | |||
! IABD | |||
| Indicates an '''I'''nstant '''A'''ir '''B'''ack '''D'''ash. | |||
|- | |||
! (X) | |||
| X move is omittable from the combo. | |||
|- | |||
! tk.X | |||
| Indicates the motion "X" is input immediately after leaving the ground. Stands for '''t'''iger '''k'''nee. | |||
|- | |||
|}<noinclude>[[Category:Eternal Fighter Zero]][[Category:Templates]]</noinclude> | |||
== Movement == | == Movement == |
Revision as of 18:50, 28 December 2021
Notation
Button Notation
- A - Light Attack
- B - Medium Attack
- C - Strong Attack
- S - Special (not used by every character)
- A - Light Attack
Combo Notation
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
---|---|
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214* |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. |
[X]xN | Loop the inputs in the square brackets as many times as N |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Know as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
Movement
On The Ground
- 6 - Makes you walk toward where you are facing.
- 4 - Makes you walk away from where you are facing.
- 66 - Forward Dash - Ground dash, hop, leap, step depending on the character.
- 44 - Back Dash - Backward ground dashes also vary from character to character. some are reverse leaps, others are quick back steps.
Jumping
- 8 Makes you jump straight up;
- 7 Makes you jump back and up;
- 9 Makes you jump forward and up.
- j.7/8/9 - Does a double-jump or air-jump, when used with a normal jump, can bring you to higher altitudes.
In The Air
- j.66 - Air Dash/Forward Air Dash
- j.44 - Air Back Dash/Backward Air Dash