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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
- Consider joining as an editor to help expand this page.
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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 Glossary and Controls
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X+Y
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Buttons "X" and "Y" must be input simultaneously.
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X/Y
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Input "X" or "Y" can be used.
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dl.X
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There should be delay before inputting "X".
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w.X
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Attack "X" should whiff and not hit the opponent.
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j.X
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Button "X" is input while jumping or in the air.
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dj.X
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Button "X" is input after a double jump.
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jc
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Jump cancel the previous action. Usually will be omitted due to being obvious.
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md.X
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Perform a micro-dash before performing "X".
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TK.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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(X)
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Input "X" is optional. Typically the combo will be easier if omitted.
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[X]
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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.
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]X[
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Input "X" is released. Will only appear if a button is previously held down.
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{X}
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Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
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X(#)
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Attack "X" should only hit # of times.
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X > Y
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Cancel "X" into "Y".
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X, Y
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Link "X" into "Y", allowing "X" to fully recover before "Y".
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X~Y
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This notation has two meanings.
- Use attack "X" with "Y" follow-up input.
- Input "X" then within a few frames, input "Y". Usually used for option selects.
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CH
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The first attack must be Counter Hit.
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CS
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Perform a Chain Shift, which is performed by inputting D twice.
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CVO
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Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
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IW
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Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
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IWEX
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Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.
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Getting Started
Starter Combos
Combos to start off with
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Beginners BnB to start you off.
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Theory
Combo theory
- ground normals > X > air normals > ender
FAQ
How do I do x?
Delay x buttton
Enders
Combo
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Cost
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Location
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- Ender for good midscreen oki
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- Ender for good corner oki
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- Basic/most consistent combo ender
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Combos
A Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- All routes are 5A/2A starter okay
- You can add 3[C] for more damage to most of these
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- Standard j.C j.B route, goes into 66C for higher corner carry
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- 22A routing
- Delay 22A until Gord slides in kind of close from the 3C
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B Starters
5B/2B/4B Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- High damage, high execution route
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- Standard 22A route
- Can end combo in 3C > 236AAA
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- Sideswap utilizing new CLR 623B follow-up
- Can end in 214B for GRD
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- 5B/4B starter CH route from autopilot 236A
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- 5B starter CH route from autopilot 22A
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6B Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Assault Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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- Midscreen ground assault confirm
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- Corner assault j.A CS confirm
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Anti-Air Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Other Starters
Combo
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Damage
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Cost
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Meter Gain
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Location
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Videos
External Links
Gordeau Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-05-13 by Defiant.
Page
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Completed
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To-do
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Score
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Overview
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- Added frame data and new moves.
- Overview page has most of its info filled in.
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- Gameplay summary was written during UNIST, may need revising.
- New moves need complete frame data.
- Rebeat and gap table is currently empty.
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40/50
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Strategy
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- Started creating base pages
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- complete filling in Strategies
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11/25
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Combos
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1/25
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General
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Characters
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Frame Data
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