Originally posted by StreamerX
@ BlackPriest and the other active Paul-specialists here
The first I want to say: I respect your arduous efforts regarding Paul in Tekken! It is the one and only character I have ever played since Tekken 3 and my absolutely main! So I want to thank you for your great job!!!
Now to my problem:
I have downloadet your framelist file. But there are some notations I don't understand. This is a list of abbreviations there is no way to find some informations:
KBD =
UFD =
KFD =
KMD =
KZD =
AZD =
MU =
YD =
FD =
YRD =
KMTD =
(SM) =
SBD =
TKU =
TKUD =
So please, can you explain what these abbreviations mean?
Thx in advance.
Greetings from the other side of the Alps (northernmost region of Italy) and thanks for the Kudos. I'm sure everybody contributing here appreciates them.
The abbreviations in the japanese frame datas often don't corrispond to the TZ legend/notation, they just describe a certain stun_knockdown_kockback_juggle animation.
I tried to explain them a little below:
KBD = a low that trips the opponent; sometimes guarantees free hits (e.g. d+4_qcf+1+2_CH qcb+3_CH qcf+3)
UTD = knocks down face first; doesn?t allow a tech roll and gives great oki usually (e.g. qcb+1)
KFD/KMD= knocks them away without giving free hits afterwards; usually such hits power wall splat though (e.g. qcf+2)
KZD = makes them suffer a stun where they fall to the ground in front of you; acts as a combo starter (b+3_CH b+2_CH (2,)3 )
AZD = causes a stun where the opponent stumbles back taking a few steps and then falls to the ground; gives a combo if you dash up (e.g. CH (3,)2 )
MU = juggle starter that launches them in the air face down feet away (e.g. WS+2)
YD = knocks them away without giving free hits afterwards (e.g. b+2 non CH)
FD = knocks them away and leaves with their feet in the air for a little time when they?re already on the ground (animation looks similar to a B!); doesn?t allow a tech roll and requires them to roll back to escape followups (e.g. qcb+2_b,f+1_u/f+2)
YRD = makes them suffer an escapable stun where they must tap f to escape the stun (e.g. CH d/f+4_CH (d/f+3,)4 )
KMTD = knocks them away giving free hits afterwards; requires you to dash before the combo usually (e.g. CH SS 1)
(SM) = makes them suffer a stun where they fall back and immediately stand up; requires them to tech (so that they don't get straight up automatically) to avoid followups (e.g. (f+2,3,)1 )
SBD = knocks them away without giving free hits afterwards; usually such hits power wall splat though (e.g. b+1+2)
TKU = launches and makes them do a frontflip in the air (e.g. (f+2,)2 )
TKUD = knocks them away without giving free hits afterwards; animation makes them do a backflip (e.g. f+1+2)
Hope it helps.