This is an old revision of the document!
Testing out different HAR's to figure out as close as I can get to complete list of combo chains.
Direction facing right: | |||||
---|---|---|---|---|---|
Jump | 7 | 8 | 9 | Jump | J |
Stand | 4 | 5 | 6 | Punch | P |
Crouch | 1 | 2 | 3 | Kick | K |
In the simplest definition, a combo is any 2 or more hits that hits the enemy while they're still in hit-stun, thus is not in control of their bot.
The game shows this by giving a “2 hit combo” bonus points.
Now to go into more details:
Example: Jaguar 2K
I'll use Jaguar as example again:
The animation string has tags that can link to moves of type: High, Medium or Low. Here's a list of which type each of Jaguar's moves counts as:
There's also a own tag to link to a specific move, in the case of Jaguar this is often used to link to ConCannon, but it's still so slow to start that it usually doesn't combo either way.
So to continue to use the example from before, Jaguar's 2K:
sp7sf-3l33s5A2-B3-cpC4-jhnB3-jhnA3
This is the base_string, that we'll use for this. First of all lets remove some bits we don't really need:
sp7sf-3l33s5
This bit is just a bunch of settings for starting sounds, volume and pitch. So we don't need to think about it for this example.
A2-B3-cpC4-jhnB3-jhnA3
So this becomes the actual move/frame string that we care about.
A2, B3, C4, B3, A3 refers to the different animations, basically how far the Jag is sticking its leg out, and then later pulling it back. The numbers are the number of frames each animation takes before moving to the next.
The interesting tag here is “jh” which says that at this frame you can cancel the animation into any “high” move. This means you can cancel out off Jaguars 2K after it's first 9 frames doing the attack, to skip the last 6 frames where it's in “recovery” trying to pull its leg back. As long as it is into one of the attacks listed as High. This by itself won't be enough to get a combo, as the attack you link into also needs to be fast enough to hit while the opponent is still in hit stun from the previous attack.
Notes:
Further reading for Animation Strings:
Basically when attack A hits and puts the opponent in hit stun long enough that you can start another attack B that is fast enough to hit the opponent before they recover.
Example: Jaguar 3P → 4K
Notes:
WIP
Especially with new findings about the animation strings, I'll have to redo these, and test things further. Though they still work as a general guide to combos as is.
Animation String Links:
Move | Group | Links | Links2 | List |
---|---|---|---|---|
1P | High | Medium | 2p, 3p, k5 | |
2P | Medium | Low | CC | 1k, 2k, 3k, CC |
3P | Medium | Low | 1k, 2k, 3k | |
4P | High | CC | CC | |
5P | High | High | CC | 1p, 4p, 5p, 4l, JL, CC |
1K | Low | Medium | 2p, 3p, k5 | |
2K | Low | High | 1p, 4p, 5p, 4l, JL, CC | |
3K | Low | |||
4K | High | |||
5K | Medium | Medium | 2p, 3p, k5 | |
JL | High | |||
JLS | High | |||
aJL | Jumping | |||
CC | High | High | 1p, 4p, 5p, 4l, JL, CC | |
aOHT | Jumping/Close | |||
Throw | Close | |||
aP | Jumping | |||
aK | 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, + |
Tested combos:
From | Start | To |
---|---|---|
1P | 3 | REHIT P54321 K65432 |
2P | 2 | K32 |
3P | 2 | P532, K6 |
4P | 1 | P5321 K65 |
5P | 1 | P532 K6 |
6P | 4 | P5321 K6 |
JP | 6 | P* K* JK |
1K | 7 | - |
2K | 1 | P5321 K65 |
3K | 1 | K3 |
4K | 3 | - |
5K | 4 | K32 |
6K | 2 | K32 |
JK | 1 | P* K* JK |
TH | - | |
BF | 4 | P12345 K32 |
ML | 4 | - |
MG | 11 | REHIT P5432 K632 |
EQ | 10 | REHIT P* K* JK |
Manually tested, not data confirmed.
From | To |
---|---|
1P | - |
2P | |
3P | P2356 K34 |
4P | P3 |
5P | P6 |
6P | - |
JP | All |
1K | - |
2K | P123 K356 |
3K | K3 |
4K | 1st hit none, 2nd hit prob any |
5K | K23 |
6K | P123 K56 |
JK | All if started low, can miss if high |
RB | |
HS | |
RS |