Display Formats
When viewing a Combo List, you can choose between two display formats from theView sub-menu located in the upper right:
Display Format | ||
Tabs | Each combo category is displayed in a tab, where the combos of the activetab are displayed in the main content. Selecting a different tab to viewthe combos for that category. This view is ideal for quickly navigating tospecific categories without having to vertically scroll. | |
Flat List | All the combos are displayed in a flat list within their respective category.This view is ideal for printing. |
Registered users may select their default view within their User Preferences.
Sorting
Clicking on a column heading will sort the display by that column's data. Possible sort options are:
Sort Options | ||
Combo | This is the default ordering | |
Dmg | Sort combos by Damage value, toggle between ascending and descending sort.This is useful for quickly finding maximum damage combos. | |
Sob | Sort combos by Sober value, toggle between ascending and descending sort | |
Versus | Technically, this is not a Sort option, but a Filter option and is explained in the next section. |
When a Sort is applied on a particular column, an upward (↑) or downward (↓) arrow will be displayedin the column header to indicate the direction of the sort, ascending or descending, respectively.
Filtering
Filters allow you to only show combos that work against particular characters. This is useful for quickly finding the best combo against a certain character, or universalcombos that work against all characters. The filter options available are:
Filter Options | ||
Versus Character | Click on a character cell within the versus array to filter for all combosversus that character. | |
Versus All Characters | Click on the Versus column heading to filter for all combos thatwork against all characters (i.e. universal combos). This will also show combosthat work against all characters except Taka Arashi, since he's considered a special case. This filter should be helpful to players learning a new character! |
When applied, the active filter will be displayed in the header of the view. To remove the filter,simply click on the active filter being shown.
You can combine both Sorting and Filtering options. This is useful for finding out thebest combos versus a particular character.
Combo Structure
Combos are displayed in the following format:
Starter
Hit Type
Stance Type
Combo
Damage
Sober
Versus Characters
Notes
The major elements are explained in further detail below.
Starter
This is the first attack required to initiate the combo.
Hit Type
The Hit Type will show the minimum type of hit required for the combo to be successful. Possible values are shown below:
Hit Type | ||
If no icon shown, then the combo works off a Normal Hit, or better | ||
CH | The combo starter requires a Counter Hit | |
RH | The combo starter requires a Recovery Hit, or greater |
Stance Type
The Stance Type will show the type of stance required for the combo to be successful.Possible values are shown below:
Stance Type | ||
The combo works in any stance | ||
// | The combo works in Closed stance | |
/\ | The combo works in Open stance |
Combo
The rest of the commands required to complete the combo. Unique, or non-string, commands in the sequence are separated by ► for readability. For example ► is a Punch followed by a Kick, whereasa would a canned Punch-Kick string.
Damage
The amount of damage points inflicted by the combo.
Sober
The amount of drink points that will be removed, or sobered, from Shun Di.
Versus Characters
This array displays a cell for each character in the game version being viewed.
The order of this array is from the lightest to heaviest character.
The colour of the cell indicates the applicability of the combo versus this character.Possible values are shown below:
Versus Hit Type | ||
aa | Not applicable versus character 'aa' | |
aa | Applicable versus character 'aa' on Normal Hit | |
aa | Applicable versus character 'aa' on Counter Hit | |
aa | Applicable versus character 'aa' on Recovery Hit |
In most cases, when a combo is applicable versus a particular character, the colour of the cell will match the Hit Type requirement of the main combo. However, some characters may require a different type of hit, and so their cell will be shaded accordingly.
In addition to hit type exceptions, there may be cases where characters havediffering stance requirements to the main combo. These stance exceptions are indicatedas follows:
Versus Stance Exceptions | ||
aa // | Applicable versus character 'aa' in Closed stance only | |
aa /\ | Applicable versus character 'aa' in Open stance only | |
aa // /\ | Applicable versus character 'aa' in both Open and Closed stance.This is only shown when the main combo is stance specific, but will work ineither stance versus this character. |
Notes
If appropriate, specific notes in performing the combo will be shown. These are usually timing or distance related in nature.