Template:ComboLegend-EFZ: Difference between revisions
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! colspan="2" | Notation Help | ! colspan="2" | Notation Help | ||
|- | |- | ||
| colspan="2" |'''Disclaimer''': Combos are written by various | | colspan="2" |'''Disclaimer''': Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below.<br> | ||
For more information, see [[Eternal Fighter Zero/Controls | Controls]] | For more information, see [[Eternal Fighter Zero/Controls | Controls]] | ||
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|- | |- | ||
! #* | ! #* | ||
| Indicates that any of A, B and C may be used with #. Example: 214* | | Indicates that any of A, B and C may be used with #. Example: 214*. | ||
|- | |- | ||
! [<- X] [-> X] | ! [<- X] [-> X] | ||
| Side switch notation. All inputs grouped by the square brackets are performed '''facing''' the arrow's direction. | | Side switch notation. All inputs grouped by the square brackets are performed '''facing''' the arrow's direction. They are still written as if they were done facing right, however. | ||
|- | |- | ||
! [X]xN | ! [X]xN | ||
| Loop the inputs in the square brackets as many times as '''N''' | | 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. Known as '''f'''ar 5B. | |||
|- | |- | ||
! jX | ! jX | ||
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! X(whiff) | ! X(whiff) | ||
| Indicates that X is intended to whiff. | | Indicates that X is intended to whiff. | ||
|- | |||
! X(tech trap) | |||
| Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. | |||
|- | |||
! ~ | |||
| Indicates a followup for moves which have them. Example: 236A~236A. | |||
|- | |- | ||
! .. | ! .. |
Latest revision as of 08:03, 10 March 2024
Notation Help | |
---|---|
Disclaimer: Combos are written by various contributors, some combo notations may deviate slightly from the notation listed below. For more information, see Controls | |
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. They are still written as if they were done facing right, however. |
[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. Known 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. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | 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. |