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omf2097:combo

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Combo

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Testing out different HAR's to figure out as close as I can get to complete list of combo chains.

Key Legend

Direction facing right:
Jump 7 8 9 Jump J
Stand 4 5 6 Punch P
Crouch 1 2 3 Kick K

Combo Definition

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:

  • 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.
  • 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 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 startup to hit before hit-stun runs out.
  • Air juggling is a completely different thing, and should be discussed separately.

Example: Jaguar 2K

  • Links into: 1P, 4P, 4K, 4P, 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”.
  • Combos into 4K, 5P and JagLeap, because they have 1-2 frames startup.
  • Does not combo into 1P, 4P or ConCannon, because these have 3+ frames startup.

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:

  • High: 1P, 4P, 4K, 5P, JL, CC
  • Medium: 2P, 3P, 5K
  • Low: 1K, 2K, 3K

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:

  • Tournament mode changes this somewhat, because each arm/leg speed upgrade has its own animation string, with shorter frames. Thus they can vary a lot from normal. They might become so fast that they don't need cancels to combo etc.
  • The lowest levels of upgrades in tournament are even lower than the default 1/2player bots. Thus they can fail to do standard combos.

Further reading for Animation Strings:


Fast Combos

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

  • 3P has links to Low attacks but not High, so it won't cancel parts of its animation.
  • 3P is able to put enemies in a couple of extra frames of hit-stun, which makes it easier to combo into another attack.
  • 4K is very fast and only has 1 frame startup, before it starts doing damage.
  • 4K has very slow recovery though, so you probably won't be able to combo further.

Notes:

  • This is most predominant in Tournament mode with lots of Arm/Leg Speed upgrades, as more and more attacks can do this.


HAR charts

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.

Jaguar

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, +

Nova

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

Katana

Manually tested, not data confirmed.

  • Not tested specials
  • Not tested all height variations on JK
  • Not tested juggling options
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

omf2097/combo.1681492013.txt.gz · Last modified: 2023/04/14 11:06 by joneirik