P4AU/Kanji Tatsumi/Combos: Difference between revisions

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[[File:P4AU_Kanji_portrait.png|center|80px|link=P4AU/Kanji Tatsumi]]
!Kanji Tatsumi
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[[File:P4U_Kanji_Portrait.png|350px|center]]
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{{CharData-P4AU
|health=10,500
|comboRate=60%
|personaCards=3
|jumpStartup=3
|backdashTime=26
|backdashInv=1-6
}}
;Movement Options
:1 Double Jump/Airdash, Dash type: Run with delayed startup
;Play-style
:Grappler
;Full Frame Data
: [[P4AU/Kanji Tatsumi/Frame Data]]
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<span style="font-weight:bold; margin-left:25px;">Navigation</span>
<span style="font-weight:bold; margin-left:25px;">Navigation</span>
# [[P4AU/Kanji Tatsumi|Overview]]
# [[P4AU/Kanji Tatsumi|Overview]]
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# [[P4AU/Kanji Tatsumi/Frame Data|Frame Data]]
# [[P4AU/Kanji Tatsumi/Frame Data|Frame Data]]
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! <ins>Combo Notation Guide</ins>:
! Combo Notation Guide
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|
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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}}
: dc = dash cancel
| 9 {{9}}
: (N) = only use the Nth attack of the move (for example, if [[#5D|5D]](1) is written, you only use the first hit of 5D)
|-
: (move) = whatever's listed in the parentheses is optional
| 4 {{4}}
| 5 {{5}}
| 6 {{6}}
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| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
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: 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
: '''(N)''' = only use the Nth attack of the move (for example, if [[#c.S|c.S]](1) is written, you only use the first hit of c.S)
: '''(move)''' = whatever's listed in the parentheses is optional
: 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==
==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.
<span style="text-decoration: underline;">'''*insert move name* Starter'''</span><br/>
Notes: In case these combos need notes. If they do not, you can remove this line.<br/>
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.
===2B Starter===
===2B Starter===



Revision as of 22:40, 31 August 2015

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

2B Starter

  • 2B > 5C (Delay) > 236B > 5AAAA > 214A (B is possible, but timing is strict) > 236A

Requirements: Must start on counter hit
Damage: 3,725/3,781 . SP Gain: 43/44
Extra Notes: Can be done anywhere on screen

Midscreen to Corner

Corner Only