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omf2097:combo [2023/04/14 15:37] – [Nova] joneirik | omf2097:combo [2023/04/22 10:58] (current) – [Animation String Links] joneirik | ||
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Now to go into more details: | Now to go into more details: | ||
* Most of this is going to be based on Frames, frame-data and some animation cancels. | * Most of this is going to be based on Frames, frame-data and some animation cancels. | ||
- | * Some attacks force the enemy into hit-stun long enough to let you activate another attack right after. This will create a combo. | + | * Some attacks force the enemy into hit-stun long enough to let you activate another attack right after. This will create a combo (FA). |
- | * Most attacks have the ability to cancel out some of its later frames in order to start a new attack faster. We call this "combo links". This is not enough by itself to create combos. | + | * Most attacks have the ability to cancel out some of its later frames in order to start a new attack faster, to make it easier to combo (AC). This is not enough by itself to create combos. |
- | * Most common combos thus use a combination of those two. An animation cancel from the start attack, and into another attack that has a fast enough | + | * Most common combos thus use a combination of those two. An animation cancel from the start attack, and into another attack that has a fast enough |
* Air juggling is a completely different thing, and should be discussed separately. | * Air juggling is a completely different thing, and should be discussed separately. | ||
* The SPEED stat does not by itself enable or allow combos. The SPEED stat only changes how fast the bot actually moves and not the actual Frames of Attacks, thus can not affect combos. | * The SPEED stat does not by itself enable or allow combos. The SPEED stat only changes how fast the bot actually moves and not the actual Frames of Attacks, thus can not affect combos. | ||
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Example: Jaguar 2K | Example: Jaguar 2K | ||
- | * Links into: 1P, 4P, 4K, 4P, JagLeap, ConCannon | + | * Links into: 1P, 4P, 5P, 4K, JagLeap, ConCannon |
* This means that 2K can go straight into these attacks during it's recovery frames where it tries to pull it's leg back to itself after hitting. Thus negating several frames of "dead time". | * This means that 2K can go straight into these attacks during it's recovery frames where it tries to pull it's leg back to itself after hitting. Thus negating several frames of "dead time". | ||
* Combos into 4K, 5P and JagLeap, because they have 1-2 frames startup. | * Combos into 4K, 5P and JagLeap, because they have 1-2 frames startup. | ||
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Further reading for Animation Strings: | Further reading for Animation Strings: | ||
* https:// | * https:// | ||
+ | * https:// | ||
+ | * https:// | ||
+ | * https:// | ||
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Animation String Links: | Animation String Links: | ||
+ | * AC = Animation Cancel (Links) | ||
+ | * FA = Frame Advantage | ||
- | ^ Move ^ Group ^ Links ^ Links2 ^ List ^ | + | ^ Move ^ Group ^ Links ^ Links2 ^ List |
- | | 1P | High | Medium | | 2p, 3p, k5 | | + | | 1P | High | Medium | | 2P, 3P, 5K | | Rehit 3P | |
- | | 2P | Medium | Low | + | | 2P | Medium | Low | CC | 1K, 2K, 3K, CC | 2K, 3K | | |
- | | 3P | Medium | Low | | 1k, 2k, 3k | | + | | 3P | Medium | Low | | 1K, 2K, 3K | 2K, 3K | 3P, 4K | |
- | | 4P | High | | (jp) CC | CC | | + | | 4P | High | | CC | CC | | | |
- | | 5P | High | High | CC | 1p, 4p, 5p, 4l, JL, CC | | + | | 5P | High | High | CC | 1P, 4P, 5P, 4K, JL, CC | 5P, 4K, JL | | |
- | | 1K | Low | Medium | | 2p, 3p, k5 | | + | | 1K | Low | Medium | | 2P, 3P, 5K | | Rehit 2P, 3P, 4K, 5K | |
- | | 2K | Low | High | | 1p, 4p, 5p, 4l, JL, CC | | + | | 2K | Low | High | | 1P, 4P, 5P, 4K, JL, CC | 5P, 4K, JL | | |
- | | 3K | Low | | | | | + | | 3K | Low | | | | | | |
- | | 4K | High | | | | | + | | 4K | High | | | | | | |
- | | 5K | Medium | Medium | | 2p, 3p, k5 | | + | | 5K | Medium | Medium | | 2P, 3P, 5K | 3P | | |
- | | JL | High | | | | | + | ^ Move ^ Group ^ Links ^ Links2 ^ List (AC) ^ Tested (AC) ^ Tested (FA) ^ |
- | | JLS | High | | | | | + | | JL | High | | | | | | |
- | | aJL | Jumping | | | | | + | | JLS | High | | | | | | |
- | | CC | High | High | | 1p, 4p, 5p, 4l, JL, CC | | + | | CC | High | High | | 1P, 4P, 5P, 4K, JL, CC | 1P, 4P, 5P, 4K, JL | | |
- | | aOHT | Jumping/Close | | | | | + | | Throw | Close | | | | | Rehit * | |
- | | Throw | Close | | | | | + | ^ Move ^ Group ^ Links ^ Links2 ^ List (AC) ^ Tested (AC) ^ Tested (FA) ^ |
- | | aP | Jumping | | | | | + | | aP | Jumping | | | | * | | |
- | | aK | Jumping | | | | | + | | aK | Jumping | | | | * | | |
+ | | aJL | Jumping | | | | | | | ||
+ | | aOHT | Jumping/ | ||
- | Tested combos: | ||
- | ^ From ^ To ^ | ||
- | ^ 1P | (rehit) 3P | | ||
- | ^ 2P | 3K, 2K | | ||
- | ^ 3P | 3P, 3K, 2K, 4K, JL | | ||
- | ^ 4P | - | | ||
- | ^ 5P | 5P, 4K, JL | | ||
- | ^ 6P | P, JL | | ||
- | ^ JP | * | | ||
- | ^ 1K | (rehit) 5K, 2P, 3P | | ||
- | ^ 2K | 4K, JL | | ||
- | ^ 3K | - | | ||
- | ^ 4K | - | | ||
- | ^ 5K | 3P | | ||
- | ^ 6K | 3P | | ||
- | ^ JK | * | | ||
- | ^ CC | 1P, 4P, 5P, 4K, JL | | ||
- | ^ JL | - | | ||
- | ^ OH | (rehit) JL, + | | ||
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