GML saves the day!
Okay Bry, Kyo's qcf Bx2 will not combo twice. The only way to do two of them is to do the D version first, and then the B version. 4 hit combo. yay!
As for cancelable moves, I'd really only know a few of characters, but they all pretty much stick to the same formula:
(X) are optional
Standard Attack (Repeated) --> (Command Attack) --> Special Move/DM/SDM --> Many other things*(see below)
That's pretty much it in terms of basic cancelability. If i were to list all the cancelablility options, it take WAY too long. Oh well here goes:
Standard(-):
MOST combos will work with the formula mentioned above. Some combos won't work when certain kick/punch combinations are mixed too much. For example. you probably wouldn't be able to cancel Kyo's D wouldn't cancel into his qcfx2 A/C, since it's too radical of a change. generally, standards to DM/SDM cancels need to be with the same attack type: Punch or Kick. however, you CAN cancel Special Moves like this, as well as most command attacks.
Also, moves may cancel, but they don't always hit. an example is Kyo's C --> f+B. the last hit of the f+B hits, but the first does not, since the C knocks him too far away for the first one to hit. The only way you could get the full two hits in a standard --> command cancel using the f+B would be to use the A first, or the B (not sure about the B). Pretty complicated, but you'll get the hang of it.
Counter Mode (A+B+C):
In counter mode, most anything is possible. However, since you can cancel almost anything in any condition as long as it isn't a DM/SDM (which require special conditions listed above) In Standard mode, This mode breaks that rule. In Counter mode, you can cancel ANYTHING into a DM. (SDMs are not available in this mode). Hell, you can even cancel your C+D attack into one! This is obviously a good thing, although i don't use it much since i prefer canceling into combos than risking my whole energy gauge for Counter Mode.
Armor Mode (B+C+D):
The same as Standard mode, except for that fact that your combos can't be interrupted as long as your string isn't interrupted. If you stay static during a combo (which obviously voids the combo) you're open for fire. There really aren't any combo changes for Armor Mode.
*Many other Things:
Well, for these, the combos get wild and unorthodox. Combos don't necessarily have to cancel, for example, juggle combos and such. as long as they hit at the right time they are juggles. examples can be K''s GREAT corner combo:
d+B, d+B, qcf + A, f+D, qcfx2 A/C (the juggle)
the combo system "pauses" when a victim is suspended in the air. As you know, this is the juggle system.
That's all for now.
Bye.
Note: My first Post with the "pimp" Icon! <IMG SRC="smilies/smile.gif" border="0">
Edit: Fixed grammar, added more detail.
[ May 17, 2001: Message edited by: NeoGML ]