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Midiman

designer @ Future Club
Future Club
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Cerebella Eliza
Cerebella Combo Guide
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Here's how to show the cats how you do it on the mile-high catwalk

You will learn how to accomplish standard things with your character and play the game.

The rest is a placeholder.
 
Gameplay Basics
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Notation
Directions are notated using numpad notation, and are always written as if your character is facing right.

4 is Back (Guarding High)
1 is Down-back (Guarding Low)
7 is Up-back
5 is Neutral
8 is Up
6 is Forward
3 is Down-forward
9 is Up-forward

You write the numbers in strings so that they annotate a motion, like so:
236
Which translate to "Down, Down-forward, Forward", also known as Quarter-circle-forward, Quarter-circle-toward, QCF, QCT or Fireball motion

Buttons are notated with their in-game abbreviations, with their first letter defining their strength and the second letter defining the kind of button, Punch or Kick. Multiple presses are notated with a + between the two (LP+MP), and Multiple presses of the same kind are notated with two of the same kind (PP, KK). A list of the possible buttons exists below:
LP is Light Punch
MP is Medium Punch
HP is Heavy Punch
LK is Light Kick
MK is Medium Kick
HK is Heavy Kick
PP is Any two Punches
KK is Any two Kicks

You can also add a direction to a button, like so:
6HP (Titan Knuckle)

There are several states that a player can be in, and they might be useful to describe. Jumping, Standing, Crouching, Dashing, Double-Jumping, and so on:
j.P is Jumping Punch
dj.P is Double-Jump Punch
c.P or cr.P is Crouching Punch
s.P or st.P is Standing Punch

Commas (,) are used to notate a link between two inputs, and a dash (-) defines an input that is to be input immediately after the previous button or action, a chain, even:
s.LP, s.HP is Standing Light Punch, then a linked Standing Heavy Punch

s.LP-MP-HP is a Standing Light Punch, Medium Punch, Heavy Punch chain

Global Mechanics
 
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Combo Theory
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Infinite Protection System & Infinity Breakers

Combo Stages

Undizzy

Move-Specific Rules
 
Routes
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Starters
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Routes & Fillers
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Enders
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