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== Characters == | == Characters == | ||
{{CharSelect}} | |||
For an example of how to structure these pages, see [[Lee]], with the following set of pages: | |||
For an example of how to structure | |||
{{Lee}} | {{Lee}} |
Revision as of 14:09, 7 December 2020
Current plan of what pages to write, where stuff should go, etc. Nothing is set in stone yet.
Mechanics
- Controls (what do my buttons do, basic movement)
- Notation (what do e.g. d/f+1,2 and b+2,f~n and ws2,3 mean)
- Glossary (what do e.g. EWGF and "tech roll" and "snake edge" mean)
- Guard (how does guarding work, hit levels, neutral guard vs b guard, guard break)
- Crouch (FC, ws, iws, crouching levels, force crouch, crouch cancel)
- Run (wr, iwr, fF, ultimate tackle, armored shoulder, running slide)
- Jump (how does it work, generic options, list of chars with exceptions or unique options)
- Wake-up (grounded states, get-up kicks, side/front roll, up/back stand)
- Back-turn state (how long does turning take, generic back-turn options, how does back-turn pushback work, list of chars with unique options)
- Tech recovery (tech roll/quick recovery, other situations where you can tech out of a knockdown)
- Rage (whats rage art/drive, when does it occur, list of chars with unique rage arts)
- Juggle (what's a juggle, how does juggle pushback work, what are spikes and screws)
- Wall (how do wall splats, wall slump, and refloats work)
- Stage break (how floor, balcony, wall breaks work)
- Backdash (basically this page)
- Sidestep (some page similar to the above with actual data comparing the sidestep of the cast)
- Input buffer (what is it, how big is it, when can't it be used)
Move properties
- Damage (how damage scaling and rounding works, how much HP everyone has)
- Counter hit
- Clean hit
- Crush (what's a crush, why's it different from evasion)
- Powercrush (what it is, how much does the attack get delayed per hit absorbed, lows and throws win, rage art powercrush special props)
- Throw (generic throws, command throws, chain throws, throw breaks, hands rule and its exceptions)
- Parry (reversal, sabaki, low parry, list of chars with parries)
- Tracking (what is it, difference between real tracking and big hitboxes or hitboxes off to a particular side, whats homing)
- Screw
- Spike
Concepts
- Movelist
- Frame advantage (or just Frame?)
- Punishment
- Standard moves (common moves: m4, df1, df2, uf4; generic moves: 1, d4, d1, delayed hopkick, BT moves)
- Snake Edge
- String (what's a string, how it's different from a combo
- Stance
Techniques
- Backdash cancel (what is it, why's it useful, how do you do it, how long should your backdashes be before you cancel)
- Wave dash (what is it, why's it useful, how do you do it, which chars can do it)
- Buffering input (holding down an input to use it for a combination press later)
- Option select
- Fuzzy guard
Strategy
- Movement (what do you actually use sidestep, backdash, and kbd for)
- Approach (how do I get in and stop the other guy from getting in)
- Poke (how do I stop them from doing stuff)
- Mixup (how do I get big damage when they're not doing stuff)
- Okizeme (what is this word, how do I handle wake-up situations)
Characters
For an example of how to structure these pages, see Lee, with the following set of pages:
Lee (Tekken 7) |
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