Template:ComboLegend-UFDK2: Difference between revisions

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Combos are written by various writers, so notation may differ slightly from this notation.<br>
Combos are written by various writers, so notation may differ slightly from this notation.<br>
For more information, see [[Ultra Fight Da! Kyanta 2/Controls| Controls]].<br>
For more information, see [[Ultra Fight Da! Kyanta 2/Controls| Controls]].<br>
Also, character-specific notation, such as Rogue's "PCancel" will be on the character's page.
Character-specific notation, will be on the character's page.
|-
|-
! FB
! FB
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|-
|-
! DC
! 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.
| Refers to cancelling a move by activating Demon type's buff, similar to KC.
|-
! YFD Combo
| Refers to looping a single EX move over and over in demon-mode until you run out of demon, this references a community member known by "YFDHippo" who popularized demon-mode combos.<br>
(For example: 5Ax2>2B>DC>5EX YFD Combo.)
|-
|-
! XEX
! XEX
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If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
|-
|-
! [X]xN or XxN-N
! (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.<br>
| 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.<br>
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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|-
|-
! (X)
! (X)
| X move is omittable from the combo.
| X move is omittable from the combo, this will be mentioned in the hover text.
|-
|-
! tk.X
! tk.X
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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, for example: 5[B] > 5]B[.
|-
|-
|}<noinclude>[[Category:Ultra Fight Da! Kyanta 2]][[Category:Templates]]</noinclude>
|}<noinclude>[[Category:Ultra Fight Da! Kyanta 2]][[Category:Templates]]</noinclude>

Latest revision as of 18:39, 20 November 2022

Notation Help
Disclaimer:

Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.

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 type's buff, similar to KC.
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, for example: 5[B] > 5]B[.