Template:ComboLegend-TFH: Difference between revisions
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(added double jump cancel) |
(Added shjc and removed dj.X) |
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! iad | ! iad | ||
| An '''i'''nstant '''a'''ir'''d'''ash, done by pressing 9 then 6. | | An '''i'''nstant '''a'''ir'''d'''ash, done by pressing 9 then 6. | ||
|- | |- | ||
! jc | ! jc | ||
| '''J'''ump '''c'''ancel the previous action. | | '''J'''ump '''c'''ancel the previous action. | ||
|- | |||
! shjc | |||
| '''S'''hort'''h'''op '''j'''ump '''c'''ancel the previous action. Applicable to Arizona, Paprika and Shanty. | |||
|- | |- | ||
! djc | ! djc |
Revision as of 16:54, 23 November 2022
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. For more information, see Cam's Notation and Input Primer | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
> | Indicates a link. For example, Oleander 6C > 5A is a link. |
dl.X | There should be delay before inputting "X". |
W.X | Shanty specific, normals pressed during Wall mode. |
j.X | Button "X" is input while jumping or in the air. |
iad | An instant airdash, done by pressing 9 then 6. |
jc | Jump cancel the previous action. |
shjc | Shorthop jump cancel the previous action. Applicable to Arizona, Paprika and Shanty. |
djc | Double jump cancel the previous action. Specific to Oleander. |
md.X | Perform a micro-dash before performing "X". |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
AA | The attack must be an Anti-Air. |