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 Algo mas que los pueden ayudar a entender mas SC4

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evilbuho
Hardcolero
Hardcolero
evilbuho


Male Number of posts : 431
Age : 39
Registration date : 2008-10-10

Algo mas que los pueden ayudar a entender mas SC4 Empty
PostSubject: Algo mas que los pueden ayudar a entender mas SC4   Algo mas que los pueden ayudar a entender mas SC4 I_icon_minitimeSun Oct 26, 2008 5:11 am

Lo conseguí de un site esto creo ayudara bastante a los que no llevan mucho tiempo jugando SC4 .



Numerical Conventions

7 8 9
4 5 6
1 2 3

translates to:

u/b u u/f
b n f
d/b d d/f

Or written out fully:
up-back, up, up-forward
back, neutral, forward
down-back, down, down-forward

Hint: Look at your numberpad on your computer keyboard.
Regardless of what side you play on (1p or 2p), 6 is always forward, and 4 is always back. Some more examples:
236 = QCF (quarter circle forward)
214 = QCB (quarter circle back)
63214 = HCB (half circle back)


Buttons

A: A horizontal attack.
B: A vertical attack.
K: A kick attack.
G: A guard.
Any: Any button can be pressed.
[any]: Hold down the button/direction.
_: Or. (B_A, meaning you can press B or A)
+: And. (B+G, meaning you have to press B and G together)
~/aB/bK/kB/bA/kA/aK: Slide input or input button immediately after. Input the buttons faster and in smooth conjunction. There are different timings for different slide inputs.
: : Just Frame input. (A:B - means B is input at the next frame)
(any): Optional.
,: Followed by. (66K,B - means B will be pressed after 66K)
<: Optional delayed input.
*: Optional delayed input. (6*B, meaning after tapping 6, you can optionally input a B that is delayed)
=: Next in sequence.
{}: Grouping of options.
66K = forward, forward+K
66B+K = forward, foward+B+K


General Notations

h: High attack.
m: Mid attack.
l: Low attack.
H: Hits high and grounded opponents.
M: Hits mid and grounded opponents.
L: Hits low and grounded opponents.
UB-h: Unblockable high.
UB-m: Unblockable mid.
UB-M: Unblockable mid that hits grounded opponents.
UB-l: Unblockable low.
UB-L: Unblockable low that hits grounded opponents.
SM: Special Mid attack.
SL: Special Low attack.
FC: Fully crouched.
8WR: 8-Way Run.
SS: Sidestep.
GC/GB: Guard Crush/Guard Break.
RC: Recover Crouch.
iFC: Instant Full Crouch.
SP: Special Movement.
NC: Natural Combo.
NCC: Natural Combo on Counter.
BT: Back Turned.
iBT: Instant Back Turned.
lBT: Left Back Turn, opponent steps to the right.
rBT: Right Back Turn, opponent steps to the left.
WS: While Standing up
iWS: Instant While Standing.
JF: Just Frame.
SC: Soul Charge.
1FS: 1 Frame Shift.
GI: Guard Impact.
RCC: Recover Crouching Cancel.
DMG: Take damage.
FrC: Forced Crouch (opponent is forced into a crouch)
SCC: Soul Charge Cancel.
WL: While Landing from jump.
KND: Knockdown.
TC: Tech Crouch.
TJ: Tech Jump.
AC: Air Control.
AG: Advancing Guard.
RG: Retreating Guard.
GC-l#: Guard Crush on Soul Charge level number # (1-3).
Lever: Joystick movement possible.
FUFA: Face Up and Feet Away.
FUFT: Face Up and Feet Towards.
FDFA: Face Down and Feet Away.
FDFT: Face Down and Feet Towards


Hit Properties

BT: Your back is facing the opponent.
OB: Forces your opponent�s back to face you.
OS: Forces your opponent�s side to face you.
OSB: Forces your opponent�s side to face you when blocked.
JG: Juggle starter.
RO: The move rings the opponent out.
CH: Requires a counter hit.
AT: Attack throw (blockable throw).
FrC: Forced Crouch on block.
FrCh: Forced crouch on hit.
GI: Guard Impact is possible.
GI-h: Guard Impact - horizontal attacks.
GI-v: Guard Impact - vertical attacks.
re-GI: reverse GI, GI opponent�s post-GI attack.
c: Counter hit modifier (for example, BNc is a bounce juggler starter on counter hit).
co: Crouching opponent modifier (for example BNco).
cco: Counter hit on crouching opponent modifier (for example FScco).


Stuns

BN: Bounce Stun.
DOS: Double Over Stun. This can be broken with a 5-directional input. Nightmare�s NSS K is broken with 8.
FS: Fall back Stun.
LS: Lift Stun.
HS: Hunch Over Stun.
CS: Crumple Stun.
CFS: Crumple Fall Stun.
STS: Sitting Stun.
TS: Thrust Stun.
QS: Quake Stun.
SPS: Spin Stun.
THS: Toe Hop Stun.
BS: Block Stagger.
GC/GB: Guard Crush/Guard Break.


Guard Impacts

GI = Guard Impact (6G, 4G, 1G or 3G)
1G = Parry (mid/low)
4G = Parry (mid/high)
3G = Repel (mid/low)
6G = Repel (mid/high)
JI = Just Impact (otherwise known as perfect GI)


Throw Breaks

ETB = Early Throw Break
NTB = Normal Throw Break
LTB = Late Throw Break


Techniques & Explanations

Frame Rate

SC3 runs on 60 FPS. FPS means frames per second. This means that in one second, 60 frames are moving past your eyes to show you what is happening. Further advanced frame data will be based upon the execution time taken for a move (ie. how many frames it takes for a move to become active), advantages and disadvantages regarding frames, etc. This is the very basic knowledge regarding anything technical (since frames are used regularly in some areas).

1 Frame Shift (1FS)

1 frame shift is actually a 1-frame input of the next command. For example, agA (in this instance, the small letters a and g denote a slide input of 1FS technique) has its "g" button pressed on the next frame of input. This may sound pretty fast, and it is, but with practice you can do it consistently. The key is not to allow the 1-frame denotation to get into your way. The speed could also be different for different command inputs and different characters. So, all 1FS really requires to pull off is practice.

Just Frame (JF)

A JF is something that is input at the next frame. It is something like 1FS (1FS actually falls under this category I believe). To denote a JF input, for example, A JF B, the denotation is A:B. JFs are relatively like 1FS in the sense that not all of them have the same windows or timings.

Recover Crouching Cancel (RCC)

RCC is used as a technique to cancel your recovery into a neutral position. This merely means that certain moves that leave you in a crouch (Recover Crouch or RC) can therefore end in a neutral position using RCC. All you have to do is tap 6 (normal way) near the end of a move (buffer).

Soul Charge Cancel (SCC)

SCC is merely canceling your soul charge at the earliest opportunity, doing A+B+K~G (note that there is no need for 1FS to execute this). In SC3 you may not move while you are doing a Soul Charge (SC), so you must cancel the charge before you can move. SCC should do this just fine. The level 1 charge remains for a very small period of time.

While Standing (WS)

WS is done by going into a crouch (or from a move that RC's) and then releasing the joystick and hitting a button at the same time. Note that any WS move does not have a direction associated with it.

Full Crouch (FC)

A FC is merely a crouch. To go into FC, press 2G. To remain in that mode without blocking, merely release G and hold 2. To block in FC, 1_2_3[G] is the way to go (this is not the same as the GI 1_3G).

Buffering

Buffering is to input the first directions for a move into the end of another move. For example, you do a move that has a pretty long animation, and you want to do a move directly after it that requires an 8WR input (or a double input of direction, for example, 22B or B; both are the same thing). To buffer the second move is to input the directional commands into the end of the first move, thereby eliminating any wastage of time spent in actually having to input the move's directions after the first move. You can also buffer attack buttons in this way.

Note that certain moves do not allow buffers instantly after execution.

Tech Crouch (TC)

A move with TC properties indicates that it is in a crouching position by default (or if you like, automatically crouches during a part or all of the move). Different TC moves may have different TC timings and frames, so please take note of that. Also, certain moves may have what could be called super-TC (goes way below the normal TC).

A TC can be beaten by a special high (see below). A FC cannot be beaten by a special high. That is the main difference between these two crouch types.

Special Mid

A SM can be blocked either standing up or in FC. Most of them can also be jumped over.

Special High

Unlike true highs, special highs beat out TC's. A prime example is a throw. These do not connect on characters in FC, but they do (if they are faster) score a CH on TC moves (super-TC moves are not included).
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