User:Wakeup720: Difference between revisions

8,575 editsJoined 27 June 2021
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(Testing some stuff)
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===Beginner Combos===
{| class="wikitable fpbox"
{{BeginnerComboDef}}
|-
<tabber>
| <div style="width: 12px; height: 12px; display: inline-block; vertical-align: middle; background-color: #36B37E;"></div>
Rekka Basics=
| {{Keyword|Startup}} frames
{{TheoryBox
| rowspan="5" | <div class="frameChart-toggle-off" style="margin:auto; text-align:center;">Toggle Chart Off</div><div class="frameChart-toggle-on" style="margin:auto; text-align:center;">Toggle Chart On</div>
| Title      = Basic Rekka Combo
|-
| Oneliner  = Learn to love the rekka
| <div style="width: 12px; height: 12px; display: inline-block; vertical-align: middle; background-color: #FF5D5D;"></div>
| Difficulty = {{clr|1|Very Easy}}
| {{Keyword|Active}} Frames
| Anchor    = //Figure this out later//
|-
| Video      = //tba//
| <div style="width: 12px; height: 12px; display: inline-block; vertical-align: middle; background-color: gray;"></div>
| Size      = 256x192
| {{Tt|Inactive|Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once.}} Frames
| Recipe    = {{clr|S|f.S}} > {{clr|P|214P > 214P > 214P}}
|-
| content    =
| <div style="width: 12px; height: 12px; display: inline-block; vertical-align: middle; background-color: #0069B6;"></div>
An easy way to get damage and secure a knockdown anywhere on screen while learning to use one of Ram's strongest tools. Note that using the f.S variation will not work at it's max range.
| {{Keyword|Recovery}} Frames
 
|-
Other normals and gatlings can combo into rekka, such as {{clr|P|5P}} > {{clr|P|6P}} and {{clr|K|2K}} > {{clr|D|2D}}
| <div style="width: 12px; height: 12px; display: inline-block; vertical-align: middle; background-color: #db69cf;"></div>
}}
| {{tt|{{tt|Special Recovery|The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.}}|Recovery frames which happen under abnormal conditions, such as after landing.}} Frames
|-|
{{#ifeq:{{ROOTPAGENAME}}|GGACR|
Dauro Basics=
{{!}}-
{{TheoryBox
{{!}} <div style="width: 12px; height: 12px; display: inline-block; vertical-align: middle; background-color: #db69cf;"></div>
| Title      = Basic Dauro Combo
{{!}} {{tt|{{tt|Special Recovery|The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.}}|Recovery frames which happen under abnormal conditions, such as after landing.}} Frames
| Oneliner  = When it's too far for a rekka
|Null}}
| Difficulty = {{clr|1|Very Easy}}
|}
| Anchor    = //Figure this out later//
| Video      = //tba//
| Size      = 256x192
| Recipe    = {{clr|S|f.S}} > {{clr|P|623P}}
| content    =
Not much of a combo, but an important hitconfirm at max range {{clr|S|f.S}}, which allows Ram to keep close to the opponent and maintain the pressure
}}
|-|
Midscreen Juggle=
{{TheoryBox
| Title      = Dauro Juggle Combo
| Oneliner  = Putting it together
| Difficulty = {{clr|2|Easy}}
| Anchor    = //Figure this out later//
| Video      = //tba//
| Size      = 256x192
| Recipe    = {{clr|K|5K}} > {{clr|D|2D}} > {{clr|P|623P}}, {{clr|S|c.S}} > {{clr|P|214P~214P~214P}}
| content    =
A basic juggle combo that leads to good damage. Combo does not work from {{clr|K|2K}} starter
}}
</tabber>

Revision as of 05:37, 30 November 2022

Startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Null