Editing Research:Traditional Capcom

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=Renda, aka. Rapid-Fire=
=Renda, aka. Rapid-Fire=
Certain standing and crouching light normals in Capcom games have a property that allows them to cancel repeatedly into themselves, or into other normals using the same button. This is generally known as "Renda," or "Rapid-Fire." This property is applied on a move-per-move basis. It is generally possible during the entire active and recovery phases of the attack, and can be done regardless of whether the attack whiffs or makes contact. Typically a move with this property can renda into itself or into other ground normals that are performed with the same button (regardless of whether the other normal shares the renda property.) It is also possible to renda from a standing normal to a crouching normal and vice-versa. Unlike normal to special cancels, the input is typically not accepted during hitpause, meaning that the timing for contacted rendas is both later and stricter in comparison. Certain games apply special properties to normals that have been renda'ed into, such as Vampire Savior which grants them medium hitstun. Rendas, in MUGEN terms, are animElem based and typically occur starting from the first active attack frame (there are some exceptions such as Sasquatch's c.MP renda error in Vampire Hunter), not time-based as many authors tend to get incorrect, so in other words, the quicker your frames of startup leading to the first active attack frame, the quicker you can renda.
Certain standing and crouching light normals in Capcom games have a property that allows them to cancel repeatedly into themselves, or into other normals using the same button. This is generally known as "Renda," or "Rapid-Fire." This property is applied on a move-per-move basis. It is generally possible during the entire active and recovery phases of the attack, and can be done regardless of whether the attack whiffs or makes contact. Typically a move with this property can renda into itself or into other ground normals that are performed with the same button (regardless of whether the other normal shares the renda property.) It is also possible to renda from a standing normal to a crouching normal and vice-versa. Unlike normal to special cancels, the input is typically not accepted during hitpause, meaning that the timing for contacted rendas is both later and stricter in comparison. Certain games apply special properties to normals that have been renda'ed into, such as Vampire Savior which grants them medium hitstun. Rendas, in MUGEN terms, are animElem based and typically occur starting from the first active attack frame (there are some exceptions such as Sasquatch's c.MP renda error in Vampire Hunter), not time-based as many authors tend to get incorrect, so in other words, the quicker your frames of startup leading to the first active attack frame, the quicker you can renda.
="Raging Demon" Inputs=
Certain supers in Capcom games use an unusual type of command that involves multiple successive button presses. These are often known as "Raging Demon"-style inputs, after Akuma's super which is activated by a "LP, LP, Forward, LK, HP" command. Any super using this style of input has a special property: it is able to cancel any normal attack at any point of its animation, all other rules disregarded. This was likely done for practicality reasons, as otherwise these supers would be very difficult to perform due to the character likely being in the middle of a normal triggered by one of the previous button presses at the time the command was completed. However this opens up further uses for these supers, such as using them in combos and blockstrings in ways that no other attack could.


=Hit Velocities=
=Hit Velocities=

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