User:Sereni: Difference between revisions

77 editsJoined 6 February 2024
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Make the whole thing collapsible, this is only like a half of the notation. I think it would be good to not include the notation that isn't related to combos, stuff like move properties, info on juggle state, etc.
<table class="wikitable" style="margin-left: 0; margin-right: auto; text-align: right; width: 100%">
 
<tr>
<table style="width: 100%; font-size: 0.875em; marin-top: 1em; background-color: var(--color-surface-1); vertical-align:top; border:none; border-collapse: collapse; margin-top: 1em; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--medium);">
<th style = "width: 25%">Name</th>
<tr><th style="border-bottom: 1px solid var(--border-color-base);">Combo Notation Guide</th><th style="border-bottom: 1px solid var(--border-color-base);">Character list</th></tr>
<th style = "width: 6%">Input</th>
<tr><td style="width: 50%; border-right: 1px solid var(--border-color-base);"><table class="wikitable" style="margin-left: auto; margin-right: auto; text-align: right">
<th style = "width: 6%">Hit</th>
 
<th style = "width: 6%">Startup</th>
<tr><td>ub {{IronFist|u/b}}</td>
<th style = "width: 6%">Block</th>
<td>u {{IronFist|u}}</td>
<th style = "width: 6%">CH</th>
<td>uf {{IronFist|u/f}}</td></tr>
<th style = "width: 11%">Stage</th>
<tr><td>b {{IronFist|b}}</td>
<th style = "width: 30%">Key Followups</th>
<td>n {{IronFist|n}}</td>
</tr>
<td>f {{IronFist|f}}</td></tr>
<tr>
<tr><td>db {{IronFist|d/b}}</td>
<td /*Name*/></td>
<td>d {{IronFist|d}}</td>
<td /*Input*/></td>
<td>df {{IronFist|d/f}}</td></tr>
<td /*Hit Level*/></td>
<td /*Startup*/></td>
<td /*Block*/></td>
<td /*CH Properties*/></td>
<td /*Stage Interactions*/></td>
<td /*Followups*/></td>
</tr>
</table>
</table>
Approach
f,F+2
Very quick, advancing, heat engaging mid. Jin's demon paw has massive lateral range and has tracking to both sides. While still vulnerable to a well timed step to your left, a slight delay can cause the move to clip someone trying to avoid it anyways.
The heat engage on hit, or a knockdown/wallsplat when heat isn't avaliable ensures this move has excellent reward on hit.
f,f,F+3
A standard while running plus on block mid. Jin hops at the start of the animation which gives this move some evasive properties.
Wavedash
Jin has access to the mishima staple movement technique, the wavedash. This allows him to threaten a plethora of powerful options while never committing to an animation which locks him out from defending.
A key note is he can perform f,F+2 or f,f,F+3 out of wavedash while using it to realign and track to enemies attempting to step the attack.


<table class="wikitable" style="margin-left: auto; margin-right: auto;">
Poking
<tr><td>1 {{IronFist|1}}</td>
2,1
<td>2 {{IronFist|2}}</td></tr>
done
<tr><td>3 {{IronFist|3}}</td>
1
<td>4 {{IronFist|4}}</td></tr>
done
</table>
df+1
done
b+2,1
done
b+1,2
done
df+2
done
d+4
done
iWS1
A quick, i13 mid from crouch, it is both safe and has a good number of followups to keep opponents on their toes, ws1,2, ws1,3,B, ws1,3~3, etc.
iWS4
Jin's fastest while standing option, the safe followup and the advantage on block gives you the ability to respond with additonal attacks or movement to create whiffs.
4
A fast homing high with counterhit properties.


'''Attack Notation'''
Pressure
<div style="display: grid; grid-template-columns: repeat(auto-fit, minmax(11em, 1fr)); gap: 0 1em; clear: both;">
EWHF
:'''1''' = Left Punch
df+4
:'''2''' = Right Punch
A heat engaging mid, being +0, using this move in pressure does not give up your turn on block.
:'''3''' = Left Kick
d+2
:'''4''' = Right Kick
A high crushing, tracking low with good reward on hit and an instant tornado launch on counterhit
:'''u (U)''' = Up (Hold)
ZEN
:'''d (D)''' = Down (Hold)
:'''f (F)''' = Forward (Hold)
:'''b (B)''' = Backward (Hold)
:'''uf (UF)''' = Up and forward (Hold)
:'''df (DF)''' = Down and forward (Hold)
:'''ub (DF)''' = Up and back (Hold)
:'''db (DF)''' = Down and back (Hold)
:'''n''' = Neutral
:'''+''' = Pressed together
:'''#''' = Pressed together, on the same frame
:''',''' = Followed by
:'''~''' = Followed by, immediately
:''':''' = Followed by, tight input window
:'''<''' = Followed by, delayed input
:'''*''' = Held input


:'''_''' = Or
Keepout
:'''cc''' = u~n, crouch cancel
EWHF
:'''ss''' = u~n_d~n, sidestep
f+4
:'''dash''' = f,f
Big chunky mid, big pushback, launch on counterhit.
:'''qcf''' = d,df,f
f,F+2
:'''qcb''' = d,db,b
:'''hcf''' = b,db,d,df,f
:'''hcb''' = f,df,d,db,b
:'''dp''' = f,d,df
:'''iws''' = Instant while standing
:'''.''' = From stance
:''',''' = From stance transition
:'''R''' = Rage
:'''P''' = Successful parry
:'''J''' = Jumping
:'''WR''' = While running
:'''WS''' = While standing
:'''FC''' = Full crouch
:'''hFC''' = Half crouch
:'''BT''' = Back turned


:'''SS''' = Sidestep
Defense and Punishment
:'''SSL''' = Sidestep left
2,4
:'''SSR''' = Sidestep right
i10 punish with followup into zen stance
:'''CD''' = f,n,d,df, crouch dash
db+1
:'''OTG''' = Off the ground
i10 crouch jab, high crush, special mid.
:'''S!''' = Screw (tailspin)
b+1,2
:'''T!''' = Tornado
i12 punish, wallsplats from far away, hit confirmable, if the landing isn't teched, cd1 picks up the combo from the ground.
:'''W!''' = Wall splat
uf+4/d+3+4
:'''WB!''' = Wall break
i15 punish launcher, uf+4 low crushes, d+3+4 does more damage but is much more punishable on block.
:'''F!''' =
uf+3
:'''FB!''' = Floor break
Low crush, counterhit launcher, safe on block. Has a further hitbox than uf+4, which might make it a more potent low crush at certain ranges or against certain moves/stances.  
:'''BB!''' = Balcony break
f,F+2
:'''CH''' = Counter hit
Good for punishing moves with large pushback like asuka's xx
:'''CL''' = Clean hit
f+3,1/1+2
:'''()''' = Whiff/blocked
i14 and i13 punish, heat engage
:'''(n)''' = Hit N of a move or move must deal N amount of hits.
EWHF
:'''[]''' = Damage or frame advantage
can tornado launch i14, but incredibly difficult
</div>
ws4,4
</td><td style="width: 50%; vertical-align:top; padding-top: 10px;">
i11 crouch punish
<div style ="colwidth: 16em:>
ws1
:Link to character page with portraits
i13 crouch punish, full string is less plus than just hellsweep so the exact same oki won't work.
:Alisa
ws2
:Asuka
i14 crouch launcher, a relative rarity.
:Azucena
Parry
:Bryan
Movement
:Claudio
:Devil Jin
:Dragunov
:Feng
:Hwoarang
:Jack-8
:Jin
:Jun
:Kazuya
:King
:Kuma
:Lars
:Law
:Lee
:Leo
:Leory
:Lili
:Nina
:Panda
:Paul
:Raven
:Reina
:Shaheen
:Steve
:Xiaoyu
:Yoshimitsu
:Zafina
</div></td></tr>
</table>

Latest revision as of 16:34, 23 May 2024

Name Input Hit Startup Block CH Stage Key Followups

Approach f,F+2 Very quick, advancing, heat engaging mid. Jin's demon paw has massive lateral range and has tracking to both sides. While still vulnerable to a well timed step to your left, a slight delay can cause the move to clip someone trying to avoid it anyways. The heat engage on hit, or a knockdown/wallsplat when heat isn't avaliable ensures this move has excellent reward on hit. f,f,F+3 A standard while running plus on block mid. Jin hops at the start of the animation which gives this move some evasive properties. Wavedash Jin has access to the mishima staple movement technique, the wavedash. This allows him to threaten a plethora of powerful options while never committing to an animation which locks him out from defending. A key note is he can perform f,F+2 or f,f,F+3 out of wavedash while using it to realign and track to enemies attempting to step the attack.

Poking 2,1 done 1 done df+1 done b+2,1 done b+1,2 done df+2 done d+4 done iWS1 A quick, i13 mid from crouch, it is both safe and has a good number of followups to keep opponents on their toes, ws1,2, ws1,3,B, ws1,3~3, etc. iWS4 Jin's fastest while standing option, the safe followup and the advantage on block gives you the ability to respond with additonal attacks or movement to create whiffs. 4 A fast homing high with counterhit properties.

Pressure EWHF df+4 A heat engaging mid, being +0, using this move in pressure does not give up your turn on block. d+2 A high crushing, tracking low with good reward on hit and an instant tornado launch on counterhit ZEN

Keepout EWHF f+4 Big chunky mid, big pushback, launch on counterhit. f,F+2

Defense and Punishment 2,4 i10 punish with followup into zen stance db+1 i10 crouch jab, high crush, special mid. b+1,2 i12 punish, wallsplats from far away, hit confirmable, if the landing isn't teched, cd1 picks up the combo from the ground. uf+4/d+3+4 i15 punish launcher, uf+4 low crushes, d+3+4 does more damage but is much more punishable on block. uf+3 Low crush, counterhit launcher, safe on block. Has a further hitbox than uf+4, which might make it a more potent low crush at certain ranges or against certain moves/stances. f,F+2 Good for punishing moves with large pushback like asuka's xx f+3,1/1+2 i14 and i13 punish, heat engage EWHF can tornado launch i14, but incredibly difficult ws4,4 i11 crouch punish ws1 i13 crouch punish, full string is less plus than just hellsweep so the exact same oki won't work. ws2 i14 crouch launcher, a relative rarity. Parry Movement