< BBCPE | Litchi Faye Ling
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<span style="font-weight:bold; margin-left:25px;">Navigation</span> | <span style="font-weight:bold; margin-left:25px;">Navigation</span> | ||
# [[BBCPE/Litchi_Faye_Ling|Overview]] | # [[BBCPE/Litchi_Faye_Ling|Overview]] | ||
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# [[BBCPE/Litchi_Faye_Ling/Frame_Data|Frame Data]] | # [[BBCPE/Litchi_Faye_Ling/Frame_Data|Frame Data]] | ||
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! | ! Combo Notation Guide | ||
|- | |- | ||
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: > = cancel into the next attack | :{| class="wikitable" border="1" | ||
: , = link the next attack after preceding move's recovery | |- | ||
: jc = jump cancel | | 7 {{7}} | ||
: hjc = high jump cancel | | 8 {{8}} | ||
: | | 9 {{9}} | ||
: (N) = only use the Nth attack of the move (for example, if | |- | ||
| 4 {{4}} | |||
| 5 {{5}} | |||
| 6 {{6}} | |||
|- | |||
| 1 {{1}} | |||
| 2 {{2}} | |||
| 3 {{3}} | |||
|} | |||
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}D becomes 236D | |||
: '''>''' = cancel into the next attack | |||
: ''',''' = link the next attack after preceding move's recovery | |||
: '''jc''' = jump cancel | |||
: '''hjc''' = high jump cancel | |||
: '''RC''' = Rapid Cancel | |||
: '''CH''' = Counter Hit | |||
: '''IAD''' = Instant Air Dash | |||
: '''OD''' = Overdrive | |||
: '''(N)''' = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B) | |||
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit. | : If you have notations that are not listed here but are necessary, feel free to add them as you see fit. | ||
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===Midscreen | <br clear=all/> | ||
==Midscreen== | |||
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient. | This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient. | ||
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Copy and paste the code from Point 1 to Point 2 as many times as you need to. | Copy and paste the code from Point 1 to Point 2 as many times as you need to. | ||
==Midscreen to Corner== | |||
==Corner Only== | |||
---- | ---- |
Revision as of 01:42, 31 August 2015
Combo Notation Guide | |||||||||
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only