Archangel
Team heaT
Edited By Archangel: This is a simple copy and paste job from the sc.com forums. Obviously, it needs to be updated for SC4 but that'll have to wait a little while. If a mod wants to edit it for me (once we get mods), I'd be very grateful.
Edited by Panther: This is now the full listing for the legend from GI.com, or as full as I can make it. I left out some obviously irrelevant stuff but most of it is still intact. Please take note some of it is definitely going to be missing from SC4 or may be worthless, while there may be new stuff added for SC4. I will then edit this post to reflect the new updated stuff.
Special thanks to Superbooga for making this post for SC2 in the first place. The original by him can be found here, though by this time it had been already heavily edited a few times.
If you have any comments or corrections regarding the notations or techniques or whatever, after the game comes out, or new additions and etc., please do not hesitate to post here to inform me or discuss about them, as this post is meant to be an aggregate for new and old players alike. Thanks.
Superbooga:
Following the lead of Vintoks at the guardimpact.com strategy forums, I've decided to make a "newbie silencer" post. It's best to start with conventions and acronymns (since there are A LOT). A lot of this information in this post is from the legend section at guardimpact.com.
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.
<: 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
WR: While Rising (Standing up)
iWR: Instant While Rising
JF: Just Frame
SC: Soul Charge
i"number": impact ex. i11
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
STJ: Super 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
CFA: Critical Finish Attack (Broken Destiny)
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
LNC: Launcher
SLNC: Super Launcher
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
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
For character-specific stance notations check their frame data section in the wiki.
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 a specific frame or frame range. It is sometimes 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).
Air Control (AC)
AC allows you to maneuver yourself in the air after getting hit by the first hit after any launcher. This simply means that you can control your character after they have been hit at least once in the air (following a launcher). Remember that the launcher itself does not allow AC, but that any hit after that does. To AC, use 2, 4, 6, or 8. The more hits you get hit by in the air, the more you can AC.
Tech(thanks to Kowtow, ojste, and Jaytech):
Tech is just getting up quicker when you get knocked down, time it as you hit the ground.
Wall tech is gone, but to tech off the ground simply hit guard, and the direction you want to tech in. Guard alone will make you tech straight up, back will tech farther backwards, left and right will move you that way, and leave you in crouch for a very short period.
As far as when to use it, depends on the situation. A lot of characters have some "tech traps" which are situations where they can get in extra hits if you tech in the wrong direction. Most of this can be found in the specific soul arenas, but actually putting it to use in your defensive game will just take experience. Basically if you tech, and get hit, next time you get knocked down in that same way, don't tech or tech a different direction.
the most effective time to tech is when it will avoid damage that would of hit you had you stayed on the ground, but like kowtow said you have to be careful of tech traps as certain characters have specific moves, which can be used to hit you whilst you're teching.
you basically need to learn what your options are in different situations and decide for yourself and if its a 50/50 situation then you just gotta guess.
especially in sc4 techtraps can lead to re-launch situations, which mean more damage.
sometimes it's just wiser to take the ground damage and get up without delay.
Edited by Panther: This is now the full listing for the legend from GI.com, or as full as I can make it. I left out some obviously irrelevant stuff but most of it is still intact. Please take note some of it is definitely going to be missing from SC4 or may be worthless, while there may be new stuff added for SC4. I will then edit this post to reflect the new updated stuff.
Special thanks to Superbooga for making this post for SC2 in the first place. The original by him can be found here, though by this time it had been already heavily edited a few times.
If you have any comments or corrections regarding the notations or techniques or whatever, after the game comes out, or new additions and etc., please do not hesitate to post here to inform me or discuss about them, as this post is meant to be an aggregate for new and old players alike. Thanks.
Superbooga:
Following the lead of Vintoks at the guardimpact.com strategy forums, I've decided to make a "newbie silencer" post. It's best to start with conventions and acronymns (since there are A LOT). A lot of this information in this post is from the legend section at guardimpact.com.
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.
<: 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
WR: While Rising (Standing up)
iWR: Instant While Rising
JF: Just Frame
SC: Soul Charge
i"number": impact ex. i11
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
STJ: Super 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
CFA: Critical Finish Attack (Broken Destiny)
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
LNC: Launcher
SLNC: Super Launcher
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
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
For character-specific stance notations check their frame data section in the wiki.
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 a specific frame or frame range. It is sometimes 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).
Air Control (AC)
AC allows you to maneuver yourself in the air after getting hit by the first hit after any launcher. This simply means that you can control your character after they have been hit at least once in the air (following a launcher). Remember that the launcher itself does not allow AC, but that any hit after that does. To AC, use 2, 4, 6, or 8. The more hits you get hit by in the air, the more you can AC.
Tech(thanks to Kowtow, ojste, and Jaytech):
Tech is just getting up quicker when you get knocked down, time it as you hit the ground.
Wall tech is gone, but to tech off the ground simply hit guard, and the direction you want to tech in. Guard alone will make you tech straight up, back will tech farther backwards, left and right will move you that way, and leave you in crouch for a very short period.
As far as when to use it, depends on the situation. A lot of characters have some "tech traps" which are situations where they can get in extra hits if you tech in the wrong direction. Most of this can be found in the specific soul arenas, but actually putting it to use in your defensive game will just take experience. Basically if you tech, and get hit, next time you get knocked down in that same way, don't tech or tech a different direction.
the most effective time to tech is when it will avoid damage that would of hit you had you stayed on the ground, but like kowtow said you have to be careful of tech traps as certain characters have specific moves, which can be used to hit you whilst you're teching.
you basically need to learn what your options are in different situations and decide for yourself and if its a 50/50 situation then you just gotta guess.
especially in sc4 techtraps can lead to re-launch situations, which mean more damage.
sometimes it's just wiser to take the ground damage and get up without delay.