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Vagrant's Auto Double animation notes

Vagrant

Champion
I make lists upon lists upon charts upon charts when I'm trying to learn a game. Here are my notes on the auto doubles for the current roster.

Feel free to print these out for reference or whatever you need them for. They're not super detailed but they're enough for me to make use of them.


Thunder

LP: Thunder hits the opponents mid section with his tomahawk and then crouches and hits their lower section with his tomahawk.
LK: Thunder hits the opponents lower section with a kick, and then crouches and hits them again with a kick while he’s crouching.

MP: Thunder hits the opponent with his elbow, and then hits them again with his tomahawk
MK: Thunder knees the opponents mid section, then he crouches and kicks the opponents lower section

HP: Thunder Headbutts the opponent, then strikes his opponent with an upward tomahawk swing
HK: Thunder knees his opponents mid section and then kicks them in the stomach


Jago

LP: Jago strikes the opponent with a jab and then another one
LK: Jago strikes the opponents lower section with a kick and then kicks them high with another one

MP: Jago elbows his opponent in the face and then draws his sword and slashes them
MK: Jago kicks his opponents lower section and then lays down and kicks their lower section again

HP: Jago hits the opponent with the hilt of the sword and then strikes them again with the hilt of the sword with an upward strike
HK: Jago knees the opponent in the midsection and then strikes the opponent with a spinning roundhouse.


Orchid

LP: Orchid crouches and hits her opponents lower section with a stick, then stands and hits them again with one
LK: Orchid crouches and kicks her opponents feet, then stands and kicks them in the midsection

MP: Orchid elbows the opponents mid section and then crouches and hits them with her stick
MK: Orchid kicks her opponent with a back kick and then crouches and kicks them in the midsection with an upward kick

HP: Orchid elbows the opponents mid section, and then slightly crouches and hits them with a rising motion from her stick
HK: Orchid knees the opponent and then kicks them in the face


Sadira

LP: Sadira crouches and pokes with her hand blade and then stands and pokes again with the same one
LK: Sadira lays down and kicks and then stands and kicks again

MP: Sadira hits the opponent with her arm blade and then hits them again with it
MK: Sadira hits the opponent with a kick to the shin and then kicks them in the middle

HP: Sadira hits the opponent with an upward swing from her arm blade and then stabs them with her hand blade
HK: Sadira lifts her knee to the opponent and then turns around and hits them with a back kick


Glacius

LP: Glacius jabs the opponents mid section, then crouches and jabs them again in the midsection
LK: Glacius kicks the opponent in the shin, then crouches and kicks them again in the foot
Ranged L: glacius crouches and punches the ground twice

MP: Glacius crouches and punches the opponents lower section, then stands up and swipes the opponents face with an ice wave
MK: Glacius knees the opponents mid section then kicks the opponent in the shin
Ranged M: glacius stomps the ground twice with his foot. His head will not jerk back

HP: Glacius punches the opponents mid section then winds back and punches them again with a bigger Ice fist
HK: Glacius stomps the opponents lower shin then turns around and stomps them again
Ranged H: Glacius stomps on the ground twice, his head will jerk back more than the M version.


Sabrewulf

LP: Sabrewulf jabs the opponents midsection and then crouches and jabs towards their feet
LK: Sabrewulf bites the opponent in the lower midsection and then bites them slightly lower

MP: Sabrewulf hits the opponent over the head with a downward claw swipe and then hits them with a sideways swipe
MK: sabrewulf bites the opponents upper mid section and then lunges forward and bites them in the same spot

HP: Sabrewulf hits the opponents midsection with an upward swipe and then a sideways swipe
HK: Sabrewulf bites the opponents upper mid section and then bites them in the same spot. His arms will be outstretched more on the first hit then they are on the medium version
 

GGA Saucy Jack

The artist formerly known as ImNewbieSauce
I don't play this game (hold dat option select son) but it looks like this took some work. Good stuff. I assume.
 

Vagrant

Champion
I don't play this game (hold dat option select son) but it looks like this took some work. Good stuff. I assume.
Thanks man, yeah it just took a bit to transfer it from my note pad to cpu. It was a tedious process to take notes on every one though and hopefully this will shorten up the time it takes other players to learn.

Trying to generate some kind of resemblance of a scene for this game lol.
 

NRF CharlieMurphy

Kindergarten Meta
You can also simply watch YOUR character.... and see how they real back (sort of how you distinguish Glacius' ranged AD's).
Against SW i dont' even look at him..... I look at what my characters reaction is to getting hit. Takes a LOT less time, as well as taking out the guess work.

You can simply react to what is happening to you on 3 levels, rather than distinguishing more...... and reacting too late.

To each his own...... this WILL help people... so good stuff.
 

Vagrant

Champion
You can also simply watch YOUR character.... and see how they real back (sort of how you distinguish Glacius' ranged AD's).
Against SW i dont' even look at him..... I look at what my characters reaction is to getting hit. Takes a LOT less time, as well as taking out the guess work.

You can simply react to what is happening to you on 3 levels, rather than distinguishing more...... and reacting too late.

To each his own...... this WILL help people... so good stuff.
For some reason I just have a hard time watching my character. I asked dizzy what to do to learnt hem and he suggested just study the animations since there's only 6 chars. If you can differentiate by watching your character then that's probably easier, I just can't get consistency with that the way my brain works.
 

Vagrant

Champion
Prima guide does this but better lol. but nice work I guess.
Prima guide has the hit boxes showing, which won't be there in a real match, and only takes pics of one active frame for each hit in each double. I tried to describe the whole process in my notes so people could learn and recognize them easier.
 

NRF CharlieMurphy

Kindergarten Meta
For some reason I just have a hard time watching my character. I asked dizzy what to do to learnt hem and he suggested just study the animations since there's only 6 chars. If you can differentiate by watching your character then that's probably easier, I just can't get consistency with that the way my brain works.
Yep... there are def more people that do it your way

good stuff man. I'd also probably figure out what the Enders look like after an opener as well... since those too can be broken.
 

Jimmypotato

Mid Tier
This def helps me man, I can't do like murphy and look at my character either for some reason.

Auto Doubles really mess with my mind man, even in combo, for some reason hitting a button once and have my character do 2 hits really messes with me and the flow of the way I play. (specials don't though for some reason my mind knows it's multi hitting when I have to do a directional input lol) It makes me miss confirming into big damage on lock outs, and makes me rage quit life.

The huge buffer windows for entering specials and AD bugs me as well.

But the game is one of the funnest I've played, and has me the most excited to dig in and learn since mk9 came out.

So stuff like this is awesome.

I stopped going to DoubleHelix forums because everyone over there bitches about rage quits, and when's spinal, when I just wanna play the game and talk tech and strats.

Thanks again.
 

Posthuman

Where's TJ Combo?
This def helps me man, I can't do like murphy and look at my character either for some reason.

Auto Doubles really mess with my mind man, even in combo, for some reason hitting a button once and have my character do 2 hits really messes with me and the flow of the way I play. (specials don't though for some reason my mind knows it's multi hitting when I have to do a directional input lol) It makes me miss confirming into big damage on lock outs, and makes me rage quit life.

The huge buffer windows for entering specials and AD bugs me as well.

But the game is one of the funnest I've played, and has me the most excited to dig in and learn since mk9 came out.

So stuff like this is awesome.

I stopped going to DoubleHelix forums because everyone over there bitches about rage quits, and when's spinal, when I just wanna play the game and talk tech and strats.

Thanks again.
A good way around it is press the button for auto double twice, thats what Ive been doing since the 90's.

I never miss my combos bc of it. So for example u do any oper then auto double with HK press HK or right trigger twice then do the special for linker as soon as u press hk the second time.
 
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Jimmypotato

Mid Tier
Guys, stay on topic -- Vagrant took some time to put this together, and if it personally doesn't help you, it'll help someone else.

So relax :)
what are you talking about???? we are talking about auto doubles, the OP is about auto doubles, can no conversation be sprung from this??? You should Mod yourself for this post.

Edit: Sorry guess I missed some stuff,
 
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tactfulgamer

Apprentice
@Vagrant @ChaoticShdwMonk
This is beautiful fellas! The notes & pictures are blessings!

I never caught this post during its incarnation. I guess because I was busy over at the double Helix forum at the time.

Any chance you will both update with Spinal & Fulgore
 

tactfulgamer

Apprentice
Sure man. I'll have them up in a day or 2. Wasn't sure if there was demand for them.
Thanks. Absolutely brethren, I would be surprised if there was no demand.


Question, and this may seem dumb... (I'm still within my first year of getting into fighters seriously)

What entails "note" taking. As powerful as a tool this is I never thought to even use it. My question is, what exactly do you look for, to notes of, and how do you go about this process? (I can definitely see the uses for Auto Doubles) but how would it work for say:

Match up knowledge - what do you specifically look for to jot down?

Are there any other more complex things you try to take notes on? (What are some examples)
 

Vagrant

Champion
Thanks. Absolutely brethren, I would be surprised if there was no demand.


Question, and this may seem dumb... (I'm still within my first year of getting into fighters seriously)

What entails "note" taking. As powerful as a tool this is I never thought to even use it. My question is, what exactly do you look for, to notes of, and how do you go about this process? (I can definitely see the uses for Auto Doubles) but how would it work for say:

Match up knowledge - what do you specifically look for to jot down?

Are there any other more complex things you try to take notes on? (What are some examples)
Good question man,

I take notes usually when I go online or whenever I practice. I keep a notepad by my chair and there are a few main things I take notes for.

The first is self assesment. I write down alot of the bad habbits that are getting me killed (Waking up too much, guessing on breakers, failing to change up a mixup when the opponent figures the first one out, jumping too much, execution stuff that I'm consistenly missing on etc.)

This is strictly for personal improvement as a player. It's easy to salt out and lose track of why your losing in the first place and if you do that, your going to lose for the same reasons over and over. So I go back and look at a match and alot of times I'll even be surprised looking at the footage. I'll realize bad habbits I didn't even know I had during the fast pace of a match. Then I'll focus on one of these at a time. Like last weekend when I realized I was wake up DPing too much I set a rule for myself "Ok only one wake up per round" And I'll work on that until the bad habbit is gone. Then move on to the next thing.

The next category is all information about my own character and stuff I need to work on. Some of the things I write down initially are combos for each situation, mixups, setups, meter charge spots etc. eventually you memorize those and don't need them anymore, then there's also stuff like

"If you see start up animation for an EX projectile use EX blade charge"
"Explore resets and instinct cancel confirms"
"Blade charge can anti air"

really anything you don't want to forget.

Another category is Matchup specific info. Like for sadira when I'm fighting her and lets say I'm missing anti airs left and right. I go back and watch the footage and look for spots that will give me guarunteed anti airs. Like after she does web cling to M widows bite, this is my window to DP her. So then I'll jot down in my notes. "DP is free if in range after M widows bite" Or like when I realized that fulgores blade charge goes through her isntinct webs. I'll jot that down. Once you collect enough of this info you can take your notes and come up with a gameplan.

Like so for Fulgore Vs. Sadira I went through all my notes on her and started a new page for a gameplan. This is how I usually make them:

Sadira

-Zone and charge meter full screen, H laser if she jumps in range, H blade charge under her to reverse position and create space.

-When she has meter midscreen watch for spin and Shadow Counter it.
- Do not anti air her with DP until she has used all of her air resources
-If she gets in, either cancel a normal into teleport away from her, or go for tic throw and teleport away from her after if it hits.
-On knockdown meaty with mid (since spin is low immune)
- Whiff punish with EX blade charge when she has instinct
- Instinct cancel devastation beam after a blocked H widows bite, after she has used her air resources, if she whiffs a spin, after blocked recluse

As I learn more and more about a matchup I'll adjust stuff.

But yeah 3 main categories man.

Self assesment
Character specifics/ conclusions
Matchup specifics/ conclusions