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omf2097:combo [2023/04/14 11:06] – [HAR specific combo charts] joneirikomf2097:combo [2023/04/22 10:58] (current) – [Animation String Links] joneirik
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 The game shows this by giving a "2 hit combo" bonus points. The game shows this by giving a "2 hit combo" bonus points.
 +
  
 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 startup to hit before hit-stun runs out.+  * 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 start-up to hit before hit-stun runs out.
   * 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.
 +  *  It is possible however to use SPEED to move close enough between moves to get another hit in while the opponent is still in hit-stun, example Electra's 3K is fast enough to make that possible.
 +
      
 Example: Jaguar 2K Example: Jaguar 2K
-  * Links into: 1P, 4P, 4K4P, JagLeap, ConCannon+  * Links into: 1P, 4P, 5P4K, 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://www.omf2097.com/wiki/doku.php?id=openomf:animation_string   * https://www.omf2097.com/wiki/doku.php?id=openomf:animation_string
 +  * https://github.com/omf2097/openomf/blob/master/resources/tags.csv
 +  * https://omf2097.com/wiki/doku.php?id=openomf:af
 +  * https://katajakasa.fi/projects/openomf/cards/FIGHTR0.AF.html
  
 ---- ----
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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 (AC) ^ Tested (AC) ^ Tested (FA)
-| 1P | High | Medium | | 2p3pk5 +| 1P | High | Medium | | 2P3P5K | | Rehit 3P
-| 2P | Medium | Low | CC | 1k2k3k, CC | +| 2P | Medium | Low | CC | 1K2K3K, CC | 2K, 3K |
-| 3P | Medium | Low | | 1k2k3k +| 3P | Medium | Low | | 1K2K3K | 2K, 3K | 3P, 4K
-| 4P | High | | CC | CC | +| 4P | High | | CC | CC | |
-| 5P | High | High | CC | 1p4p5p4l, JL, CC | +| 5P | High | High | CC | 1P4P5P4K, JL, CC | 5P, 4K, JL |
-| 1K | Low | Medium | | 2p3pk5 +| 1K | Low | Medium | | 2P3P5K | | Rehit 2P, 3P, 4K, 5K
-| 2K | Low | High | | 1p4p5p4l, JL, CC | +| 2K | Low | High | | 1P4P5P4K, JL, CC | 5P, 4K, JL |
-| 3K | Low | | | | +| 3K | Low | | | | | | 
-| 4K | High | | | | +| 4K | High | | | | | | 
-| 5K | Medium | Medium | | 2p3pk5 +| 5K | Medium | Medium | | 2P3P5K | 3P | | 
-| JL | High | | | | +^ Move ^ Group ^ Links ^ Links2 ^ List (AC) ^ Tested (AC) ^ Tested (FA) ^ 
-| JLS | High | | | | +| JL | High | | | | | | 
-| aJL | Jumping | | | | +| JLS | High | | | | | | 
-| CC | High | High | | 1p4p5p4l, JL, CC | +| CC | High | High | | 1P4P5P4K, 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/Close | | | | | Rehit  aJL |
  
-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 ==== ==== Nova ====
 +
 +Animation String:
 +
 +^ Move ^ Group ^ Links ^ Data ^ Tested ^
 +| 1P | Medium | | | Rehit only |
 +| 2P | Medium | Low | 1K, 2K, 3K, EQS | 2K, 3K |
 +| 3P | Medium | Medium | 1P, 2P, 3P, 5P, 5K, 6K | 2P, 3P, 5P, 6K |
 +| 4P | High | Medium | 1P, 2P, 3P, 5P, 5K, 6K | 1P, 2P, 3P, 5P, 5K, 6K |
 +| 5P | Medium | Medium | 1P, 2P, 3P, 5P, 5K, 6K | 2P, 3P, 5P, 6K |
 +| 6P | High | Medium | 1P, 2P, 3P, 5P, 5K, 6K | 1P, 2P, 3P, 5P, 6K |
 +| 1K | Low | | | |
 +| 2K | Low | Medium | 1P, 2P, 3P, 5P, 5K, 6K | 1P, 2P, 3P, 5P, 5K, 6K |
 +| 3K | Low | Low | 1K, 2K, 3K, EQS | 3K |
 +| 4K | High | | | |
 +| 5K | Medium | Low | 1K, 2K, 3K, EQS | 2K, 3K |
 +| 6K | Medium | Low | 1K, 2K, 3K, EQS | 2K, 3K |
 +| EQS | Low | | | Rehit only |
 +| ML | High | | | |
 +| GL | High | | | Rehit only |
 +| Throw | Close | | | |
 +| aP | Jumping | | | *P, *K, JK |
 +| aK | Jumping | | | *P, *K, JK |
 +| aML | Jumping | | | |
 +| aBF | Jumping | | | 1P, 2P, 3P, 4P, 5P, 2K, 3K |
 +
  
 Tested combos: Tested combos:
omf2097/combo.1681492013.txt.gz · Last modified: 2023/04/14 11:06 by joneirik