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combo-project

Current Work: Parsing a character sheet (see below)

Some way to document fighting game combos.

Uses a base 10, read left to right [i.e. translate from Capcom notation to numpad notation] However, is there a better one?

Movements:

JB J JF
B S F
CB C CF

QCF, QCB, HCF, HCB, 360, FF (dash), BB(dash), CJ (superjump), DP (dragon punch: F -> C -> CF), xx (cancels)

Attacks:

Uses an octal representation.

LP MP HP P
LK MK HK K

P (any punch), K (any kick), PP, KK, combinations of attacks (e.g. LP+LK)

Must allow for custom combinations of buttons unique to characers. (e.g. Stancels (QCF.P+K), Fly, etc.)

Can parse a full combo in Capcom notation with notes and print back in numerical notation (e.g. s.LP, c.MK, s.HP, j.LK, j.MK, QCB.HK, QCF.PP)

Current Grammar for a Combo

COMBO := MOVE | MOVE,COMBO
MOVE := DIR.ATTACK NOTE | DIR | ATTACK
DIR := jb | j | jf | b | s | f | cb | c | cf
ATK := lp | mp | hp | p | lk | mk | hk | k
NOTE := EMPTY | (STRING)
STRING := EMPTY | Combinations of letters, punctuation, numbers, etc.
EMPTY := nothing at all

Characters:

Read a character's moveset, (optional) frame data, and (optional) combo list.

Something to think about is how to deal with stances (e.g. Squiggly's dragon/seria) as well as air-enabled moves (e.g. Filia Hairballs, Fukua Fireballs)

Something to think about is using the data to synthesize combos.

Current Sheet Format

CHARACTER NAME

# Comments start with a pound/hash
MOVE (optional name) STARTUP/ON HIT FRAMES/ON BLOCK FRAMES
...

COMBO
...

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Some way to document fighting game combos

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