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{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Commands | ||
|- | |- | ||
| 1 || left punch || 2 || right punch | | 1 || left punch || 2 || right punch | ||
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|- | |- | ||
| FCD || face down position || face down & feet towards | | FCD || face down position || face down & feet towards | ||
|} | |||
{| class="wikitable" | |||
|+ Move Properties | |||
| BT || your back turned to the opponent | |||
|- | |||
| FF || face forward towards opponent | |||
|- | |||
| OB || forces opponent's back to face you | |||
|- | |||
| OC || forces opponent into crouch | |||
|- | |||
| OS || forces opponent's side to face you | |||
|- | |||
| JG || juggle starter | |||
|- | |||
| BN || bounce juggle starter | |||
|- | |||
| RC || recover crouching after a move | |||
|- | |||
| RCj || joystick modifier, need to hold D during the move to RC | |||
|- | |||
| CH || requires a counter hit | |||
|- | |||
| DS || double over stun | |||
|- | |||
| tap f to escape in most cases, you can usually launch opponent | |||
|- | |||
| FS || fall back stun | |||
|- | |||
| tap f to escape in most cases, you can usually launch opponent | |||
|- | |||
| MS || minor stun | |||
|- | |||
| various animations, in most cases doesn't lead to guaranteed hits | |||
|- | |||
| KS || kneel stun | |||
|- | |||
| opponent is forced onto one knee, usually does not act as a combo starter | |||
|- | |||
| CS || crumple stun | |||
|- | |||
| opponent crumples to the ground in front of you right away, usually acts as a combo starter | |||
|- | |||
| CF || crumple fall | |||
|- | |||
| opponent stay briefly upright before slumping to the ground, usually acts a combo starter | |||
|- | |||
| CFS || crumple fall stun | |||
|- | |||
| opponent is pushed away while crumping to the ground, can be a combo starter | |||
|- | |||
| BS || block stun (to attacking character, ex. Law d/b+4) | |||
|- | |||
| SH || stagger hit | |||
|- | |||
| GB || guard break | |||
|- | |||
| opponent is immobalized briefly, the opponent usually has the offensive advantage | |||
|- | |||
| TT || throw transition (results in throw on hit) | |||
|- | |||
| TC || technically crouching state | |||
|- | |||
| crouch status during this move cruches high attacks | |||
|- | |||
| TJ || technically jumping state | |||
|- | |||
| jump status during this move crushes low attacks | |||
|- | |||
| HA || homing attack | |||
|- | |||
| move tracks both left and right | |||
|- | |||
| B! || this move cause bound state | |||
|- | |||
| bound moves usually also cause floor destuction | |||
|- | |||
| F! || this move cause floor destruction | |||
|- | |||
| mostly for throws that don't cause a bound state but break floors | |||
|- | |||
| # || see corresponding footnote | |||
|- | |||
| [2] || hit modifier (eg RC[2] property applies to 2nd hit) | |||
|- | |||
| b || Block modifier (eg. OCb opponent crouch on block) | |||
|- | |||
| c || CH modifier (eg. JGc is a juggle starter on counter hit) | |||
|- | |||
| co || crouching opponent modifier (eg. KSco) | |||
|- | |||
| cco || CH on crouching opponent modifier (eg. FScco) | |||
|} | |} |
Revision as of 18:54, 4 January 2021
1 | left punch | 2 | right punch |
3 | left kick | 4 | right kick |
5 | tag button | any | any button but tag |
f | tap forward | F | hold forward |
d | tap down | D | hold down |
b | tap back | B | hold back |
u | tap up | U | hold up |
d/f | tap down forward | D/F | hold down forward |
d/b | tap down back | D/B | hold down back |
u/f | tap up forward | U/F | hold up forward |
u/b | tap up back | U/B | hold up back |
qcf | quarter circle forward | qcb | quarter circle back |
hcf | half circle forward | hcb | half circle back |
FC | full crouch animation | WS | while standing up |
N | joystick in neutral | WR | while running |
SS | side step either way | SSL | side step to left |
SSR | side step to right | [ ] | optional command |
, | followed by | ~ | immediately after |
+ | at the same time | ( _ ) | or |
< | delayed input | = | next in sequence |
° | push and hold button | : | requires just frame input |
PLD | play dead position | face up & feet away |
KND | knockdown position | face up & feet towards |
SLD | slide position | face down & feet away |
FCD | face down position | face down & feet towards |
BT | your back turned to the opponent |
FF | face forward towards opponent |
OB | forces opponent's back to face you |
OC | forces opponent into crouch |
OS | forces opponent's side to face you |
JG | juggle starter |
BN | bounce juggle starter |
RC | recover crouching after a move |
RCj | joystick modifier, need to hold D during the move to RC |
CH | requires a counter hit |
DS | double over stun |
tap f to escape in most cases, you can usually launch opponent | |
FS | fall back stun |
tap f to escape in most cases, you can usually launch opponent | |
MS | minor stun |
various animations, in most cases doesn't lead to guaranteed hits | |
KS | kneel stun |
opponent is forced onto one knee, usually does not act as a combo starter | |
CS | crumple stun |
opponent crumples to the ground in front of you right away, usually acts as a combo starter | |
CF | crumple fall |
opponent stay briefly upright before slumping to the ground, usually acts a combo starter | |
CFS | crumple fall stun |
opponent is pushed away while crumping to the ground, can be a combo starter | |
BS | block stun (to attacking character, ex. Law d/b+4) |
SH | stagger hit |
GB | guard break |
opponent is immobalized briefly, the opponent usually has the offensive advantage | |
TT | throw transition (results in throw on hit) |
TC | technically crouching state |
crouch status during this move cruches high attacks | |
TJ | technically jumping state |
jump status during this move crushes low attacks | |
HA | homing attack |
move tracks both left and right | |
B! | this move cause bound state |
bound moves usually also cause floor destuction | |
F! | this move cause floor destruction |
mostly for throws that don't cause a bound state but break floors | |
# | see corresponding footnote |
[2] | hit modifier (eg RC[2] property applies to 2nd hit) |
b | Block modifier (eg. OCb opponent crouch on block) |
c | CH modifier (eg. JGc is a juggle starter on counter hit) |
co | crouching opponent modifier (eg. KSco) |
cco | CH on crouching opponent modifier (eg. FScco) |