Template:Combo Notation: Difference between revisions

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<includeonly><table class="fpbox" style="width:{{{width|90%}}}; float:right; vertical-align:top; border:none; border-collapse: collapse;">
<includeonly><!--
<tr><th style="border-bottom: 1px solid grey;">[[Notation|Combo Notation Guide]]</th><th style="border-bottom: 1px solid grey;">[[{{ROOTPAGENAME}}/Character_List|Character Name Abbreviations]]</th></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);">
<tr><td style="width: 50%; border-right: 1px solid grey;"><table class="wikitable" style="margin-left: auto; margin-right: auto;">
<tr><th style="border-bottom: 1px solid var(--border-color-base);">[[Notation|Combo Notation Guide]]</th><th style="border-bottom: 1px solid var(--border-color-base);">[[{{{game|{{ROOTPAGENAME}}}}}/Character_List|Character Name Abbreviations]]</th></tr>
<tr><td style="width: 50%; border-right: 1px solid var(--border-color-base);"><table class="wikitable" style="margin-left: auto; margin-right: auto;">
<tr><td>7 {{Ni|7}}</td>
<tr><td>7 {{Ni|7}}</td>
<td>8 {{Ni|8}}</td>
<td>8 {{Ni|8}}</td>
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<td>3 {{Ni|3}}</td></tr>
<td>3 {{Ni|3}}</td></tr>
</table>{{clear}}
</table>{{clear}}
: Numbers represent direction on a keyboard numpad. For example {{
: Numbers represent direction on a keyboard numpad. For example, {{
#switch: {{ROOTPAGENAME}}
#switch: {{{game|{{ROOTPAGENAME}}}}}
  | GGACR | GGXRD-R2 = {{Ni|236}}+{{Prompt|GGXRD|P}} becomes 236P
  | GGACR = {{Ni|236}}+{{Prompt|GGACR|P}} becomes {{Clr|game=GGACR|P|236P}}
  | GBVS = {{Ni|236}}+{{Prompt|GBVS|U}} becomes 236U
| GGXRD-R2 = {{Ni|236}}+{{Prompt|GGXRD|P}} becomes {{Clr|game=GGXRD-R2|P|236P}}
  | DBFZ = {{Ni|236}}+{{Prompt|DBFZ|L}} becomes 236L
  | GBVS = {{Ni|236}}+{{Prompt|GBVS|L}} becomes {{Clr|game=GBVS|L|236L}}
  | BBCF = {{Ni|236}}+{{Prompt|BBCF|A}} becomes 236A
  | GBVSR = {{Ni|236}}+{{Prompt|GBVS|L}} becomes {{Clr|game=GBVS|L|236L}}
  | GGST = {{Ni|236}}+{{Prompt|GGST|P}} becomes 236P
| SBX | DBFZ = {{Ni|236}}+{{Prompt|DBFZ|L}} becomes {{Clr|game=DBFZ|L|236L}}
  | DNFD = {{Ni|236}}+{{Prompt|DNFD|MS}} becomes 236MS
  | BBCF = {{Ni|236}}+{{Prompt|BBCF|A}} becomes {{Clr|game=BBCF|A|236A}}
  | GGST = {{Ni|236}}+{{Prompt|GGST|P}} becomes {{Clr|game=GGST|P|236P}}
  | DNFD = {{Ni|236}}+{{Prompt|DNFD|MS}} becomes {{Clr|game=DNFD|M|236M}}
| P4AU | P4U2.5 = {{Ni|236}}+{{A}} becomes {{Clr|game=P4AU|A|236A}}
  | #default = {{Ni|236}}+{{Prompt|GGXRD|D}} becomes 236D
  | #default = {{Ni|236}}+{{Prompt|GGXRD|D}} becomes 236D
}}.
}}.
{{div col|colwidth=20em}}
{{div col|colwidth=20em}}
:'''>''' = Proceed from the previous move to the following move.
:'''>''' = Proceed from the previous move to the following move.
:'''land''' = Indicate that the player must land at a point in the sequence.
:'''▷'''/'''land''' = Indicate that the player must land at that point in the sequence.
:''',''' = Link the previous move into the following move.
:''',''' = {{keyword|Link}} the previous move into the following move.
:'''->'''/'''~''' = Cancel the previous special into a follow-up special.
:'''->'''/'''~''' = {{keyword|Cancel}} the previous special into a follow-up special.
:'''dl.'''/'''delay''' = Delay the following move.
:'''dl.'''/'''delay''' = Delay the following move.
:'''whiff'''/'''(whiff)''' = The move must whiff (not hit).  
:'''whiff'''/'''(whiff)''' = The move must whiff (not hit).  
:'''c.''' = Close
:'''c.''' = Close
:'''f.''' = Far
:'''f.''' = Far
:'''j''' = Jump
:'''j.''' = Jumping/Aerial
:'''hj'''/'''sj''' = High Jump/Super Jump
:'''hj.'''/'''sj.''' = High Jump/Super Jump
:'''jc''' = [https://glossary.infil.net/?t=Jump%20Cancel Jump Cancel]
:'''jc''' = [https://glossary.infil.net/?t=Jump%20Cancel Jump Cancel]
:'''hjc'''/'''sjc''' = High Jump Cancel/Super Jump Cancel
:'''hjc'''/'''sjc''' = High Jump Cancel/Super Jump Cancel
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:'''CH''' = [https://glossary.infil.net/?t=Counter%20Hit Counter Hit]
:'''CH''' = [https://glossary.infil.net/?t=Counter%20Hit Counter Hit]
:'''AA''' = [https://glossary.infil.net/?t=Anti-Air Anti-Air]
:'''AA''' = [https://glossary.infil.net/?t=Anti-Air Anti-Air]
:'''WS''' = Wall Stick/[https://glossary.infil.net/?t=Wall%20Splat Wall Splat]
:'''IAS''' = [[Glossary#Instant_Air_Special|Instant Air Special]]
:'''[X]''' = Hold input.
:'''[X]''' = Hold input.
:''']X[''' = Release input
:''']X[''' = Release input.
:'''(move)''' = Move is optional.
:'''(move)''' = Move is optional.
:'''[sequence]xN''' = Repeat sequence N amount of times.
:'''[X] or [Y]''' = Perform sequence X or Y.
:'''(N)''' = Attack must deal N amount of hits.
:'''[sequence] xN''' = Repeat sequence N amount of times.
:'''[X] or [Y]''' = Perform X or Y.{{
:'''(N)''' = Hit N of a move or move must deal N amount of hits.{{
#switch: {{ROOTPAGENAME}}
#switch: {{{game|{{ROOTPAGENAME}}}}}
  | GGACR = :'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]]
  | GGACR = :'''IAD''' = [[GGACR/Movement#Air Movement|Instant Air Dash]]
:'''JI''' = [[GGACR/Movement#Jump Install|Jump Install]]
:'''JI''' = [[GGACR/Movement#Jump Install|Jump Install]]
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:'''FRC''' = [[GGACR/Movement#Cancels|Force Roman Cancel]]
:'''FRC''' = [[GGACR/Movement#Cancels|Force Roman Cancel]]
  | GGXRD-R2 = :'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]]
  | GGXRD-R2 = :'''IAD''' = [[GGXRD-R2/Movement#Air Movement|Instant Air Dash]]
:'''MC''' = [[GGXRD-R2/Attack Attributes#Hit Effects|Mortal Counter]]
:'''MC''' = [[GGXRD-R2/Mechanics#Mortal Counter|Mortal Counter]]
:'''JI''' = [[GGXRD-R2/Movement#Jump Install|Jump Install]]
:'''JI''' = [[GGXRD-R2/Universal Strategy#Jump Install|Jump Install]]
:'''RC''' = [[GGXRD-R2/Movement#Roman Cancel|Roman Cancel]]
:'''RC''' = [[GGXRD-R2/Mechanics#Roman Cancel|Roman Cancel]]
:'''RRC''' = [[GGXRD-R2/Movement#Roman Cancel|Red Roman Cancel]]
:'''RRC''' = [[GGXRD-R2/Mechanics#Roman Cancel|Red Roman Cancel]]
:'''YRC''' = [[GGXRD-R2/Movement#Roman Cancel|Yellow Roman Cancel]]
:'''YRC''' = [[GGXRD-R2/Mechanics#Roman Cancel|Yellow Roman Cancel]]
:'''PRC''' = [[GGXRD-R2/Movement#Roman Cancel|Purple Roman Cancel]]
:'''PRC''' = [[GGXRD-R2/Mechanics#Roman Cancel|Purple Roman Cancel]]
:'''IK''' = [[GGXRD-R2/Offense#Instant Kill|Instant Kill]]
:'''IK''' = [[GGXRD-R2/Mechanics#Instant Kill|Instant Kill]]
  | DBFZ = : '''DR''' = [[DBFZ/Offense#Throws|Dragon Rush]]
  | DBFZ = : '''DR''' = [[DBFZ/Mechanics#Dragon Rush|Dragon Rush]]
: '''SD''' = [[DBFZ/Offense#Super_Dash|Super Dash]]
: '''SD''' = [[DBFZ/Mechanics#Super_Dash|Super Dash]]
  | BBCF = : '''RC''' = Rapid Cancel
  | BBCF = : '''IAD''' = Instant Air Dash
: '''OD''' = Overdrive
: '''RC''' = Rapid Cancel
: '''ODc / ODC / OD cancel''' = Overdrive cancel
: '''OD''' = [[BBCF/Mechanics#Overdrive|Overdrive]]
: '''EA''' = Exceed Accel
: '''ODc / cOD / ODC / OD Cancel''' = [[BBCF/Mechanics#Overdrive_Cancel|Overdrive Cancel]]
  | GGST = :'''IAD''' = [[GGST/Movement#Air Movement|Instant Air Dash]]
: '''EA''' = [[BBCF/Mechanics#Exceed_Accel|Exceed Accel]]
:'''BRC''' = [[GGST/Movement#Roman Cancels|Blue Roman Cancel]]
| GBVSR = :'''RS''' = Raging Strike
:'''RRC''' = [[GGST/Movement#Roman Cancels|Red Roman Cancel]]
: '''RC''' = Raging Chain
:'''PRC''' = [[GGST/Movement#Roman Cancels|Purple Roman Cancel]]
| GGML = :'''IAD''' = Instant Air Dash
:'''YRC''' = [[GGST/Movement#Roman Cancels|Yellow Roman Cancel]]
: '''CC''' = Charge Cancel
:'''YYXRC''' = [[GGST/Movement#Roman Cancels|Dash Input X Roman Cancel in Y direction i.e: 22PRC]]
| GGX = :'''IAD''' = [[GGX/Movement#Air Movement|Instant Air Dash]]
:'''XRC~Q''' = [[GGST/Movement#Roman Cancels|Cancel the X Roman Cancel into Q i.e: RRC~5K]]
: '''RC''' = [[GGX/Movement#Roman Cancel|Roman Cancel]]
: '''FDC''' = [[GGX/Movement#Faultless Defense Cancel|Faultless Defense Cancel]]
: '''JI''' = [[GGX/Movement#Jump Install|Jump Install]]
  | GGST = :'''IAD''' = [[GGST/Mechanics#Air Movement|Instant Air Dash]]
:'''BRC''' = [[GGST/Mechanics#Roman Cancels|Blue Roman Cancel]]
:'''RRC''' = [[GGST/Mechanics#Roman Cancels|Red Roman Cancel]]
:'''PRC''' = [[GGST/Mechanics#Roman Cancels|Purple Roman Cancel]]
:'''YRC''' = [[GGST/Mechanics#Roman Cancels|Yellow Roman Cancel]]
:'''YYXRC''' = [[GGST/Mechanics#Roman Cancels|Dash Input X Roman Cancel in Y direction i.e: 22PRC]]
:'''XRC~Q''' = [[GGST/Mechanics#Roman Cancels|Cancel the X Roman Cancel into Q i.e: RRC~5K]]
:'''WS''' = Wall Stick/[https://glossary.infil.net/?t=Wall%20Splat Wall Splat]
| DNFD = :'''cc/cv''' = [[DNFD/Mechanics#Conversion|Conversion Cancel]]
  | #default =  
  | #default =  
}}
}}
{{{additional|}}}{{div col end}}</td><td style="width: 50%; vertical-align:top; padding-top: 10px;">{{div col|colwidth=16em}}
{{{additional|}}}{{div col end}}</td><td style="width: 50%; vertical-align:top; padding-top: 10px;">{{div col|colwidth=16em}}
{{:{{ROOTPAGENAME}}/Character_List}}
{{{{{game|{{ROOTPAGENAME}}}}}/Character_List}}
{{div col end}}</td></tr>
{{div col end}}</td></tr>
</table>{{clear}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude>
</table>{{clear}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude>

Latest revision as of 06:13, 12 April 2024

A template for generating notation guide tables given a game and potentially extra list entries.

The game is determined by the root page for the current page. For example: GGXRD-R2/Axl Low/Combos selects GGXRD-R2 as the game.

{{Combo Notation
| additional = any additional bullet points to be added to the table. :'''term''' = definition
| width = the width of the table. Default: 90%
| game = override the displayed game notation. Equivalent to {{ROOTPAGENAME}}.
}}

Examples

Default Values

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.