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== Breakers == | == Breakers == | ||
Breakers cost a bar of stamina and 2 meter stocks. A breaker can be performed while getting hit by a combo with {{ {{f}} + bl}}, or while blocking a combo with {{ {{b}} + {{bk}} + fk}}. | Breakers cost a bar of stamina and 2 meter stocks. A breaker can be performed while getting hit by a combo with {{ {{f}} + bl}}, or while blocking a combo with {{ {{b}} + {{bk}} + fk}}. | ||
== Wakeup Specials == | |||
When they're Enhanced, some Specials will gain "Armor", being Armored will allow these specials to absorb a hit or two and continue their attack as if nothing had happened, these specials are often used on Wakeup to escape the opponent's okizeme. The most common Armored Specials are the X-Rays but most characters have atleast one more aside from their X-Ray | |||
== Roll Recovery == | == Roll Recovery == | ||
Hitting any button when hitting the ground will perform a tech roll where your character will roll backwards. During this roll, the character can perform standard | Hitting any button when hitting the ground will perform a tech roll where your character will roll backwards. During this roll, the character can perform standard Wakeup Specials. | ||
== Delayed Wakeup == | == Delayed Wakeup == |
Revision as of 13:05, 20 April 2023
Blocking
Blocking is performed by holding , or {{
+ bl}} to block while crouching.
Throw Escapes
Throw escapes are performed by pressing or
for back-throws and
or
for front-throws when the opponent executes a throw. Command throws cannot be broken. Normal throws can be broken, even if they are executed mid-juggle. Throw escaping still nets 2% of the damage through.
Breakers
Breakers cost a bar of stamina and 2 meter stocks. A breaker can be performed while getting hit by a combo with {{ + bl}}, or while blocking a combo with {{
+
+ fk}}.
Wakeup Specials
When they're Enhanced, some Specials will gain "Armor", being Armored will allow these specials to absorb a hit or two and continue their attack as if nothing had happened, these specials are often used on Wakeup to escape the opponent's okizeme. The most common Armored Specials are the X-Rays but most characters have atleast one more aside from their X-Ray
Roll Recovery
Hitting any button when hitting the ground will perform a tech roll where your character will roll backwards. During this roll, the character can perform standard Wakeup Specials.
Delayed Wakeup
Holding while on the ground will delay your character getting up. This allows you to avoid mixups that as you cannot be hit during this period. The downside is that you lose the wake-up window to buffer a wake-up move such as an enhanced special move or a backdash, making it extremely hard, if not impossible to get said moves out on the first frame of getting up.
Stage Moves/Interactables
Certain stage moves, also known as interactables, allows characters to escape corners that exist on a stage as well as make attacks associated with the stage item. These are executed by hitting the Interact Shortcut or executing {{ + bp}}. Note that these cancel out of normal moves like special moves and require a stock of stamina to execute and that using a meter on it by hitting
will make it armored. Interactables that are associated with movement are constantly usable on the stage and interactables that are attacks are one-time use.