Asura Buster: Eternal Warriors/System: Difference between revisions

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== Launcher ==
== Launcher ==
Press 2 attack buttons while on the ground to preform a Launcher.
Press 2 attack buttons while on the ground or in the air to perform a Launcher.


Causes a big wall bounce, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.
Causes a big wall bounce, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.

Revision as of 05:41, 4 January 2022

Guard break

This replaces grab, a quick attack that stuns blocking opponents done with 22C input.

common followups are combos, launchers, knockdowns and some supers

countered by not blocking, jumping or attacking back

Boost mode

done 22ABC, each character has their own unique Boost, which makes them stronger by giving them unique properties.

The effectiveness of these Boost Modes vary by character.

boost mode gradually depletes meter and ends when it reaches zero. characters with unusable parts of their meter thus have way shorter boost durations

EX Special Moves

All characters can perform an EX move for one bar of meter by pressing 2 buttons.
EX attacks vary wildly from their original attacks
some are even an entirely new move
Your character will flash during the EX move

Launcher

Press 2 attack buttons while on the ground or in the air to perform a Launcher.

Causes a big wall bounce, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.

if you hit an opponent with 3 launchers in the same combo they become invincible until waking up from the knockdown state

a lot of EX moves (Taros 214EX) have last hits with the properties of a launcher and count towards the 3 launcher cap. only exception is some attacks from Alice's puppet

Pushblock / advancing guard

Press 6 when in blockstun to push the opponent away and give you some breathing room.

if on keyboard, don't push both at the same time, you're not gonna advance or block, just look like a dummy

Last stand

Once per Match, Press ABC IMMEDIATELY when you're KO'ed. Will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar.

If you get hit, or don't win in 10 seconds, you lose the round. If you win, then you steal the round and win instead.

This adds an extreme amount of depth to the game. Timeouts will not allow you to activate Last Stand, so if one player has a life-lead, they may choose to timeout instead of being aggressive, as they may not want to chance KO'ing their opponent only for them to make a comeback in Last Stand.

Additionally, players may want to Last Stand after a narrow loss in Round 1, or conserve it as a Hail Mary to prevent a match ending round 2 or 3 loss.

Note: In the instance of a Double K.O.!, whoever activates Last Stand first, wins.

Air Blocking

Any backwards direction while in the air.

Air tech

Several attacks in the game hit a character with so much power that they are flung in the air

When in aerial hitstun, press ABC to air tech. Makes you invincible until you land, but also makes you fall slowly, so the opponent might set up something while you fall. Costs 1 bar of meter.

Tech Roll / Jump

When knocked down, press a direction. You will slide along the floor in the direction pressed. the tech roll has a punishible window so don't be predictable with it.
alternatively, you can also press back/neutral/forward jump. this will make your character bounce up but will fall slowly like a baloon. this helps avoid Guard break or meaty sweeps
both options can completely negate your opponent's okizeme if you make the right read
not using any will make the character slowly stand up after a short delay, this is the safest option but puts you at a disadvantage

ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke