![]() Using our previous example, if Ryu had reacted to Zangief’s EX Running Bear Grab by using Tatsumaki Senpukyaku, which has the armor break trait, he would have successfully damaged Zangief and interrupted EX Running Bear Grab. Red Focus, like Focus Attack, has the armor trait however, armor from Red Focus will absorb all attacks, no matter the amount, while active.Ĭertain attacks have the “armor break” trait, in that they can penetrate armor. Certain maneuvers have more armor than others, such as Red Focus. For example, Zangief’s EX Running Bear Grab has armor, meaning that if Ryu attempts to attack Zangief with crouching roundhouse while Zangief is rushing towards him, Zangief will simply absorb the attack and continue with the maneuver. Maneuvers that have armor grant the ability to absorb an attack without being interrupted. Most of those terms are detailed here, and knowledgeable readers are encouraged to add any terms to this glossary they feel are necessary for players making the jump from the beginner level to more intermediate or advanced play. This wiki uses some terms and terminology that are common amongst the greater “fighting game community”, but do not appear in the documentation for the game and can be a little confusing if the reader is not familiar with them. For example, "j.HK" would represent a jumping Heavy Kick. This notation indicates that the attack should be input while close to the enemy, with "close" typically being no more than a handful of pixels of distance between you. ![]() "close" : Certain attack buttons are different depending on how close or far the opponent is to your character when you press them. For example, "c.MK" would represent a crouching Medium Kick. Some of the combos presented in this wiki represent these positional requirements with the following shorthand symbols. ProximityĬertain combos rely on positionining or movement in order to be successful. “720” : Two complete rotations of a circular motion, starting in and ending at the same direction. “360” : A complete circular motion, starting in and ending at the same direction. This is accomplished by pressing forward, then down forward, then down, then down back, then back, in sequence. This is accomplished by pressing back, then down back, then down, then forward, then down forward, then forward, in sequence. : Half circle forward, where a player’s directional input is a half circle. This is accomplished by pressing down, then down back, then forward, in sequence. This is accomplished by pressing down, then down forward, then forward, in sequence. : Quarter circle forward, where a player’s directional input is a quarter circle motion. : All three punch buttons pressed simultaneously. “2xP” : Any two punch buttons pressed simultaneously. The RT or R2 button in the game’s default controls. The B or Circle button in the game’s default controls. The A or X button in the game’s default controls. The RB or R1 button in the game’s default controls. The Y or Triangle button in the game’s default controls. The X or Square button in the game’s default controls. ![]() For the sake of clarity, we have included the alternate names sometimes used for these attacks. Also, you may have seen these attacks referred to by other names elsewhere, in a different Street Fighter guide. ![]() This wiki sometimes abbreviates these names in its combo notation, and those abbreviations are explained below. This wiki uses the mainstream names for these attacks : Light Punch, Medium Punch, Heavy Punch, Light Kick, Medium Kick, and Heavy Kick. Attacks in Street Fighter are made by pressing one of six attack buttons, three punches and three kicks.
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