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== Guard | == Guard Break == | ||
'''This replaces grab''', a quick attack that stuns blocking opponents done with 22C input. | '''This replaces grab''', a quick attack that stuns blocking opponents done with 22C input. | ||
Line 7: | Line 7: | ||
countered by not blocking, jumping or attacking back | countered by not blocking, jumping or attacking back | ||
== Boost | ==Guard Cancel== | ||
To use guard canceling you input a special or super move while you are blocking and before your opponent's attack ends in order to stop their offense or punish them. | |||
It is one of the most important mechanics in the game and it is important that players know how and when to use it. | |||
== Boost Mode == | |||
activated with 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. | The effectiveness of these Boost Modes vary by character. | ||
Line 18: | Line 23: | ||
== Launcher == | == Launcher == | ||
on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it | |||
can be combo'd universally with A>B>C or A>B>Launcher combos | |||
most characters can add an air special or delay the launcher and do a ground special | |||
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state<br>a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap. | |||
== Pushblock == | |||
Press 6 (forward) when in blockstun to push the opponent away, interrupt their current action and give you some breathing room. This only works if both characters are grounded. | |||
== Last | == Last Stand == | ||
Once per | Once per match, press ABC '''immediately''' when you're KO'ed. This will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar. | ||
If you get hit | 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 of them. | ||
This adds | This adds a lot 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 take a chance by KO'ing their opponent only for them to make a comeback in Last Stand. this dynamic makes both players constantly shift from caution to aggression depending on who can use this mechanic as a trump card. if you have decent enough mixups you can force your opponent who has the lifelead to play like they are 1 hit away from death | ||
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. | 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. | '''Note: In the instance of a Double K.O., whoever activates Last Stand first wins.''' | ||
== Air Blocking == | == Air Blocking == | ||
Holding any backwards direction while in the air will let you block. Lows cannot be air blocked and you cannot block on your first airborne frame. | |||
== Air | == Air Teching == | ||
Several attacks in the game hit a character with so much power that they are flung in the air | 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. | When in aerial hitstun, press ABC to air tech. This 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== | == 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.<br>alternatively, you can also press back/neutral/forward jump. this will make your character bounce up but will fall slowly like a | When knocked down, press a direction. You will slide along the floor in the direction pressed.<br>the tech roll has a punishible window so don't be predictable with it.<br>alternatively, you can also press back/neutral/forward jump. this will make your character bounce up but will fall slowly like a balloon. this helps avoid meaty guard breaks or meaty sweeps<br>both options can completely negate your opponent's okizeme if you make the right read<br>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 | ||
== Defense Modifier == | |||
While every character in the game has a set life point total of 239, each character has their own '''defense modifier''' applied to damage taken. The move's base damage will be multiplied by this modifier to calculate the final damage value. | |||
{| class="wikitable sortable" | |||
|+ Defense Modifiers | |||
|- | |||
! Characters !! Modifier | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Alice!|22px|AB_AliceSecret_CSS.png}} || 0.875 | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Taros|22px|AB_Taros_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Zinsuke|22px|AB_Zinsuke_CSS.png}}|| 0.9375 | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Alice|22px|AB_Alice_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Chen-Mao|22px|AB_ChenMao_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Goat|22px|AB_Goat_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Rose Mary|22px|AB_RoseMary_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Sittara|22px|AB_Sittara_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Yashaou|22px|AB_Yashaou_CSS.png}} || 1.0 | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Leon|22px|AB_Leon_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Rokurouta|22px|AB_Rokurouta_CSS.png}}, {{Character Label|Asura Buster: Eternal Warriors|Zam-B|22px|AB_ZamB_CSS.png}} || 1.0625 | |||
|} | |||
== Infinite Momentum Glitch == | |||
'''Infinite momentum glitch''' is a glitch that can be triggered when changing from a grounded state to an airborne one (or vice versa). It applies velocity to the affected character that remains until they jump, block, or get hit. | |||
The main known way of triggering infinite momentum glitch is to use specific command normals during the singular frame of prejump of a forward jump. The velocity the character would obtain from said forward jump instead gets applied to them after the move's animation is over. This only works with certain command normals, as others actually ''come out airborne'' instead.<br>Here is a table of which command normals behave which way. | |||
{| class="wikitable sortable | |||
|- | |||
! Character !! Move Input !! Behavior | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Alice|22px|AB_Alice_CSS.png}} || 6B || Performs the move while jumping | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Alice!|22px|AB_AliceSecret_CSS.png}} || 6B || Performs the move while jumping | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Chen-Mao|22px|AB_ChenMao_CSS.png}} || 6B || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Goat|22px|AB_Goat_CSS.png}} || 6B || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Goat|22px|AB_Goat_CSS.png}} || 6C || Performs the move while jumping | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Leon|22px|AB_Leon_CSS.png}} || 6B || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Leon|22px|AB_Leon_CSS.png}} || 6C || Performs the move while jumping | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Rokurouta|22px|AB_Rokurouta_CSS.png}} || 6B || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Rokurouta|22px|AB_Rokurouta_CSS.png}} || 6C || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Rose Mary|22px|AB_RoseMary_CSS.png}} || 3B || Performs the move while jumping | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Sittara|22px|AB_Sittara_CSS.png}} || 6B || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Sittara|22px|AB_Sittara_CSS.png}} || 6C || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Taros|22px|AB_Taros_CSS.png}} || 6C || Performs the move while jumping | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Yashaou|22px|AB_Yashaou_CSS.png}} || 6B || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Zam-B|22px|AB_ZamB_CSS.png}} || 6B || Triggers infinite momentum glitch | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Zinsuke|22px|AB_Zinsuke_CSS.png}} || 6B || Performs the move while jumping | |||
|- | |||
| {{Character Label|Asura Buster: Eternal Warriors|Zinsuke|22px|AB_Zinsuke_CSS.png}} || 3C || Triggers infinite momentum glitch | |||
|} | |||
The second, rarer way of triggering infinite momentum glitch is by using air special moves that apply momentum and landing in specific, as-of-yet unknown conditions.<br> | |||
The most common cases of such are with {{Character Label|Asura Buster: Eternal Warriors|Chen-Mao|22px|AB_ChenMao_CSS.png}}'s j.214X divekick series. | |||
[[Category: Asura Buster: Eternal Warriors]] | [[Category: Asura Buster: Eternal Warriors]] | ||
{{Asura Buster}} | {{Asura Buster}} |
Latest revision as of 17:32, 14 May 2023
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
Guard Cancel
To use guard canceling you input a special or super move while you are blocking and before your opponent's attack ends in order to stop their offense or punish them.
It is one of the most important mechanics in the game and it is important that players know how and when to use it.
Boost Mode
activated with 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
on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.
Pushblock
Press 6 (forward) when in blockstun to push the opponent away, interrupt their current action and give you some breathing room. This only works if both characters are grounded.
Last Stand
Once per match, press ABC immediately when you're KO'ed. This 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 of them.
This adds a lot 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 take a chance by KO'ing their opponent only for them to make a comeback in Last Stand. this dynamic makes both players constantly shift from caution to aggression depending on who can use this mechanic as a trump card. if you have decent enough mixups you can force your opponent who has the lifelead to play like they are 1 hit away from death
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
Holding any backwards direction while in the air will let you block. Lows cannot be air blocked and you cannot block on your first airborne frame.
Air Teching
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. This 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 balloon. this helps avoid meaty guard breaks 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
Defense Modifier
While every character in the game has a set life point total of 239, each character has their own defense modifier applied to damage taken. The move's base damage will be multiplied by this modifier to calculate the final damage value.
Characters | Modifier |
---|---|
![]() |
0.875 |
![]() ![]() |
0.9375 |
![]() ![]() ![]() ![]() ![]() ![]() |
1.0 |
![]() ![]() ![]() |
1.0625 |
Infinite Momentum Glitch
Infinite momentum glitch is a glitch that can be triggered when changing from a grounded state to an airborne one (or vice versa). It applies velocity to the affected character that remains until they jump, block, or get hit.
The main known way of triggering infinite momentum glitch is to use specific command normals during the singular frame of prejump of a forward jump. The velocity the character would obtain from said forward jump instead gets applied to them after the move's animation is over. This only works with certain command normals, as others actually come out airborne instead.
Here is a table of which command normals behave which way.
Character | Move Input | Behavior |
---|---|---|
![]() |
6B | Performs the move while jumping |
![]() |
6B | Performs the move while jumping |
![]() |
6B | Triggers infinite momentum glitch |
![]() |
6B | Triggers infinite momentum glitch |
![]() |
6C | Performs the move while jumping |
![]() |
6B | Triggers infinite momentum glitch |
![]() |
6C | Performs the move while jumping |
![]() |
6B | Triggers infinite momentum glitch |
![]() |
6C | Triggers infinite momentum glitch |
![]() |
3B | Performs the move while jumping |
![]() |
6B | Triggers infinite momentum glitch |
![]() |
6C | Triggers infinite momentum glitch |
![]() |
6C | Performs the move while jumping |
![]() |
6B | Triggers infinite momentum glitch |
![]() |
6B | Triggers infinite momentum glitch |
![]() |
6B | Performs the move while jumping |
![]() |
3C | Triggers infinite momentum glitch |
The second, rarer way of triggering infinite momentum glitch is by using air special moves that apply momentum and landing in specific, as-of-yet unknown conditions.
The most common cases of such are with Chen-Mao's j.214X divekick series.