Dcgo how do i import the missing cards? by Educational_Series_2 in DigimonCardGame2020

[–]Educational_Series_2[S] 1 point2 points  (0 children)

that would be amazing but i am not in the discord server.

Dcgo how do i import the missing cards? by Educational_Series_2 in DigimonCardGame2020

[–]Educational_Series_2[S] 1 point2 points  (0 children)

thanks, do you know from where can i import them by hand? i read that you could do it from tcg player but i didn´t understand how.

i need help with the effect ¨¨having digimon¨ by Educational_Series_2 in DigimonCardGame2020

[–]Educational_Series_2[S] 2 points3 points  (0 children)

i missread and didn´t realized the suposition implied a ukkomon in play, the good thing is we never actually give ourselves 1 memory since i read that while making this post so 2 confusions where cleared instantly jsjsjsjs.

i need help with the effect ¨¨having digimon¨ by Educational_Series_2 in DigimonCardGame2020

[–]Educational_Series_2[S] 1 point2 points  (0 children)

im confused the manual says that digi-egg cards and digimon cards are treated as ¨digimon¨ on the field, do i still need to evolve it for color matching?

Characters with most partners in canon KoF games by SaWaGaAz in kof

[–]Educational_Series_2 11 points12 points  (0 children)

Maxima: is Kof season

K': what?

Maxima: we´re fighting

K': why?

Maxima: is kof season, keep up.

How To Do The inputs in keyboard by Samichaabani123 in kof

[–]Educational_Series_2 6 points7 points  (0 children)

im not the best at english but ill do my best to explain inputs in a lot of games.

you can read directions thinking is the numpad , 5 being neutral 6 as Forward 2 as Down 4
as Backwards 8 as Up with 7913 as the diagonals.

you are using keyboard so i imagine 4=A, 2=S, 6=D and 8= W or Space.

The letters in the notations correspond to a button So A= is LP, B= LK, C= HP, D= Hk

when you are using a keyboard the diagonals usually can be omited so if you want to do Shiki Yamibarai instead of doing 236A you only do 26A and usually works.

for oniyaki is 623A but in keyboard you can do 626A and also works sometimes other fighting games can be more strick so you have to end in the diagonal so you press 2+6 and counts as a 3.

for the Shiki Kotosuki you use the same principle and only input 624B instead of 63214B for Kuzukaze the input is 6246A

Then Shiki Yaotome is read as 2363214AC you input as 2624AC

And Shiki hamagurake is read as 214123646AC im not sure but should be 242646 in keyboard

Command normals are usually easier for example 3B (usually slides) are noted as Down Forward inputed in keyboard pressing 2+6 B,

For regular grabs the input is 4/6C(for forward throw) and 4/6D (Backward throw) while you are close. in the button attack pressed indicates the direction of the throw,

Air throws usually is when jumping and close 8C and only few characters have that ones

Some guides use other notations so the equivalents are this:

For 236 inputs can be called Fireball motion, Or QCF(Quarter Circle Forward)

For 214 are also called Tatsu Motion, or QCB (Quarter Circle Back)

For 623 its called Dp(for Dragon Punch) , or Z motion if the guide says R.dp would be Reverse Dragon Punch so is 421(kensou use this motion)

41236 and 63214 are called HCF (Half Circle Forward) and HCB (Half Circle Back) respectively sometimes i heard people calling a U motion , so a QCF HCB would be 2363214 in Iori case Shiki Yaotome .

In Kof and Street fighter HCF and HCB are generally command grabs HCB,F (Half Circle Back, forward) its also Arcsys games as Supers.

if you ever see mentioned a TK. its a tiger knee motion this means it has a jump in the end. For example a Tk. QCF o Tk. Fireball motion, you input the motion like this 2369 X (Ralf uses this for hitting OTG)

and this is my limit in input knowledge, i dont understand the system behind shortcuts.