Template:ComboLegend-UFDK2: Difference between revisions
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Sushininja05 (talk | contribs) m (helpful cambo notation stuff) |
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! YFD Combo | ! YFD Combo | ||
| Refers to looping a single EX move over and over in demon-mode until you run out of demon | | Refers to looping a single EX move over and over in demon-mode until you run out of demon.<br> | ||
(For example: 5Ax2>2B>DC>5EX YFD Combo.) | (For example: 5Ax2>2B>DC>5EX YFD Combo.) | ||
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! AA | ! AA | ||
| Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence '''AA'''. | | Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence '''AA'''. | ||
|- | |||
! [X] | |||
| Indicates if a move should be held down. | |||
|- | |||
! ]X[ | |||
| Indicates if a held move should be released, such as Kinoko's 5[B] > 5]B[. | |||
|- | |||
! xx (i.e. 2X xx j.Y) | |||
| Indicates if a move is cancelled naturally, not by KC or DC. | |||
|- | |- | ||
|}<noinclude>[[Category:Ultra Fight Da! Kyanta 2]][[Category:Templates]]</noinclude> | |}<noinclude>[[Category:Ultra Fight Da! Kyanta 2]][[Category:Templates]]</noinclude> |
Revision as of 07:19, 4 June 2022
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
FB | Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move. |
KC | Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel. |
DC | Refers to cancelling a move by activating demon-mode, this works the same way a KC does but since it's activated differently it's noted separately. |
YFD Combo | Refers to looping a single EX move over and over in demon-mode until you run out of demon. (For example: 5Ax2>2B>DC>5EX YFD Combo.) |
XEX | Refers to pressing X+Y on the same frame, or the macro-button for X+Y. This is known as an EX move, for example: j.EX>5EX>2EX. |
{X/Y/Z} | Move X or Y or Z can be used. |
#X | Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.) If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere. |
(X)xN or (X)xN-N | Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing. Also occasionally includes a dash to indicate that a varying amount of hits can be performed. |
j.X | Button X is input while you are in the air jump. |
X(whiff) | Indicates that X is intended to whiff. |
(Delay) or (Wait) | Indicates a short delay on the hit. |
(X) | X move is omittable from the combo, this will be mentioned in the hover text. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
AA | Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA. |
[X] | Indicates if a move should be held down. |
]X[ | Indicates if a held move should be released, such as Kinoko's 5[B] > 5]B[. |
xx (i.e. 2X xx j.Y) | Indicates if a move is cancelled naturally, not by KC or DC. |