Advanced V.G. 2/Advanced Mechanics: Difference between revisions

From SuperCombo Wiki
mNo edit summary
 
(9 intermediate revisions by 3 users not shown)
Line 17: Line 17:
== Player Side Differences ==
== Player Side Differences ==
If both players input an attack on the exact same frame, 1P's input will be given processing priority, causing 2P's input to be delayed by 1F. Though highly specific, this can cause 2P to be at a disadvantage in some situations, particularly in air-to-air contests or during wakeup scenarios.
If both players input an attack on the exact same frame, 1P's input will be given processing priority, causing 2P's input to be delayed by 1F. Though highly specific, this can cause 2P to be at a disadvantage in some situations, particularly in air-to-air contests or during wakeup scenarios.
== The Neutral Frame ==
There is a neutral frame that all character must pass through after recovering from moves before becoming actionable again. You are able to block and tech throws during this frame, but are otherwise unactionable.


== Reversals ==
== Reversals ==
Line 28: Line 31:
=== From Grounded Hitstun ===
=== From Grounded Hitstun ===
Grounded hitstun does not allow for reversal attacks. However, there is always a 1F window where you can block or jump before you can take other actions.
Grounded hitstun does not allow for reversal attacks. However, there is always a 1F window where you can block or jump before you can take other actions.
== Dashing and Special Moves ==
There are a number of character-specific rules surrounding the ability to perform special moves out of a dash. In particular, there are three broad groups: characters who cannot perform special moves out of a dash, characters who can perform certain special moves out of a dash, and characters who can perform special moves out of a dash by cancelling dash jump startup (via a tiger knee input).
Character list to come.


== Jumping ==
== Jumping ==
=== Jump Startup and Landing ===
=== Jump Startup and Landing ===
Jumping in AVG2 has 2F of pre-jump startup. If an attack connects with your character during these two frames, then you will still be able to block it on the ground. Pre-jump frames can also be cancelled into special moves, which can be used to allow characters who can dash jump to cancel their dash into special moves via a TK special move input.
Jumping in AVG2 has 2F of pre-jump startup. If an attack connects with your character during these two frames, then you will still be able to block it on the ground. All pre-jump frames are throw invulnerable, with the exception of Chiho. Jumping also removes your characters feet/lower hurtbox.
 
All pre-jump frames are throw invulnerable, with the exception of Chiho.  


Landing from a jump incurs a 1F recovery animation which can be cancelled by any action. However, if attempting to rejump, there is a 1F window between landing and jumping again where your character can be thrown.
Landing from a jump incurs a 1F recovery animation which can be cancelled by any action. However, if attempting to rejump, there is a 1F window between landing and jumping again where your character can be thrown.
Line 43: Line 49:


== Attack and Defense Ratings ==
== Attack and Defense Ratings ==
All characters in AVG2 have an internal value which dictates their Attack Rating (damage output modifier) and Defense Rating (damage taken modifier). Characters in higher tiers on the charts below have higher Attack/Defense Ratings.
All characters in AVG2 have a life total of 220 points. Each character's ability to deal and take damage is determined by their Attack Rating (damage output modifier) and Defense Rating (damage taken modifier). Characters in higher tiers on the charts below have higher Attack/Defense Ratings.


=== Attack Ratings ===
=== Attack Ratings ===
Line 64: Line 70:
'''D:''' Tamao, Chiho, Elirin<br>
'''D:''' Tamao, Chiho, Elirin<br>
'''E:''' Manami
'''E:''' Manami
== Off The Ground (OTG) ==
OTGs are somewhat buggy against crouching opponents.
If you hit an OTG against a crouched opponent, the next time you use an OTG, it will whiff. If the opponent continues to crouch, it will continue to whiff. <br>
Simply switching between standing and crouching doesn't reset it, but any standing actions will. Standing actions include blocking high, walking, dashing, running, jumping, or using a standing attack.
Crouching actions will not reset the glitch, which means blocking low, and attacking low are free to use. <br>
There is only one exception to this rule that is known of at this moment, that being Chiho's 3HK, other 3HKs do work, but Chiho's does not and will reset the glitch. <br>
In terms of usage, this glitch can be used to take advantage of characters who rely heavily on OTGs for combos (i.e. Jun or Tamao), and can be used to force a dropped combo that can be punished. <br>
This is best in a life-lead situation, or to safely end a round against an unassuming opponent.
To those that know of this glitch's existence, it can be fairly obvious when this is being attempted, so counterplay is not difficult, making this glitch merely a knowledge check in application.


== Unblockable Attacks ==
== Unblockable Attacks ==
Line 70: Line 86:
=== 0F Attacks ===
=== 0F Attacks ===
A large number of EX Special moves, and some Supers, have 0F of startup after superflash (the screen darkening effect that occurs when one of these moves is activated). When performed at the correct range relative to your opponent, these attacks effectively become unblockable, as your opponent will not be able to enter a blocking state after the superflash has occurred. However, the game will still accept attack inputs during this time, which makes invincible reversals a reliable option to use against 0F attacks on reaction.
A large number of EX Special moves, and some Supers, have 0F of startup after superflash (the screen darkening effect that occurs when one of these moves is activated). When performed at the correct range relative to your opponent, these attacks effectively become unblockable, as your opponent will not be able to enter a blocking state after the superflash has occurred. However, the game will still accept attack inputs during this time, which makes invincible reversals a reliable option to use against 0F attacks on reaction.
* To clarify, EX Specials and supers '''do''' have startup post superflash, so while they are technically ''not'' 0f attacks, they do freeze the opponent's blocking inputs until (at least) after the first active frame (will have to test more to verify/get exact numbers). Furthermore, the opponent may be able to hit you if they had a button out that was still active during/after the superflash! They will still be referred as 0f attacks for the foreseeable future.


=== Sprite Layering Order and LDP Unblockables ===
=== Sprite Layering Order and LDP Unblockables ===

Latest revision as of 17:38, 4 December 2024

Input Priority

Normal Attacks

Normal attack input priority in AVG2 takes effect in the order of
Hk.png > Lk.png > Hp.png > Lp.png
This means that if multiple attack buttons are pressed, the game will prioritise heavier attacks over lighter attacks, and kicks over punches.
However, a normal throw will take priority over all normal attacks if the conditions for a normal throw are met. This allows the input F.pngLk.png + Hp.png to be a useful option select between a light kick normal and a throw.

Special Attacks

If inputting a special move command that overlaps with that of another special move, AVG2 will prioritise higher-strength versions of the move.
EX > Heavy > Light

Guard Cancels

With respect to guard cancels, AVG2 will prioritise multiple inputs in a simple order: Lp.png > Lk.png > Hp.png > Hk.png

Player Side Differences

If both players input an attack on the exact same frame, 1P's input will be given processing priority, causing 2P's input to be delayed by 1F. Though highly specific, this can cause 2P to be at a disadvantage in some situations, particularly in air-to-air contests or during wakeup scenarios.

The Neutral Frame

There is a neutral frame that all character must pass through after recovering from moves before becoming actionable again. You are able to block and tech throws during this frame, but are otherwise unactionable.

Reversals

From Wakeup

The input window for wakeup reversals differs depending on the action performed -- special moves have a 2F input window, while throws only have a 1F input window, making wakeup reversals in general very strict to time.
Additionally, performing a wakeup reversal requires that you must hold a downward direction until just before your character gets up, as the game requires that any wakeup reversal action be preceded by mandatory crouching frames. This means the most effective reversals are those input with Dp.png or Rdp.png, as these inputs end on a downward direction that satisfies the crouching frame requirement.

From Air Reset

Reversals from air reset offer a 3F input window. Unlike wakeup reversals, there is no crouching frame requirement, allowing you to simply input the move you wish to use as a reversal.

From Grounded Hitstun

Grounded hitstun does not allow for reversal attacks. However, there is always a 1F window where you can block or jump before you can take other actions.

Dashing and Special Moves

There are a number of character-specific rules surrounding the ability to perform special moves out of a dash. In particular, there are three broad groups: characters who cannot perform special moves out of a dash, characters who can perform certain special moves out of a dash, and characters who can perform special moves out of a dash by cancelling dash jump startup (via a tiger knee input).

Character list to come.

Jumping

Jump Startup and Landing

Jumping in AVG2 has 2F of pre-jump startup. If an attack connects with your character during these two frames, then you will still be able to block it on the ground. All pre-jump frames are throw invulnerable, with the exception of Chiho. Jumping also removes your characters feet/lower hurtbox.

Landing from a jump incurs a 1F recovery animation which can be cancelled by any action. However, if attempting to rejump, there is a 1F window between landing and jumping again where your character can be thrown.

Slide Jump

There exists a special technique in AVG2 that allows players to perform a kind of extended superjump referred to as a Slide Jump, input with Df.pngDf.png/Db.pngDb.png ~ U.png. This will cause your character to perform an extremely fast super jump that travels an entire screen's distance, making it useful for creating surprise approaches from full screen or for escaping the corner.
Slide Jump is able to work due to a combination of factors. Df.pngDf.png and Db.pngDb.png are both valid dashing inputs, and a superjump can be performed by pressing any downward direction before a jump, or by jumping out of a dash. Performing this motion effectively allows you to perform a normal superjump and a dashing superjump at the same time, which causes the game to apply the distance and velocity of two superjumps to a single bound.
Naturally, this is only available to characters that are able to jump out of their dash, meaning the Slide Jump technique is not available to Ayako, Manami or Material, though curiously, it is still available to Elirin.

Attack and Defense Ratings

All characters in AVG2 have a life total of 220 points. Each character's ability to deal and take damage is determined by their Attack Rating (damage output modifier) and Defense Rating (damage taken modifier). Characters in higher tiers on the charts below have higher Attack/Defense Ratings.

Attack Ratings

S: Miranda
S-: Material
A: Satomi, Reimi
B+: Jun
B: Manami, Saki
C: Tamao, Yuka, Kyoko
C- Ayako
D: Kaori, Elirin
D-: Chiho

Defense Ratings

S: Miranda
S-: Material
A: Jun, Saki, Kyoko
B: Kaori, Reimi
C: Yuka, Satomi, Ayako
D: Tamao, Chiho, Elirin
E: Manami

Off The Ground (OTG)

OTGs are somewhat buggy against crouching opponents. If you hit an OTG against a crouched opponent, the next time you use an OTG, it will whiff. If the opponent continues to crouch, it will continue to whiff.
Simply switching between standing and crouching doesn't reset it, but any standing actions will. Standing actions include blocking high, walking, dashing, running, jumping, or using a standing attack. Crouching actions will not reset the glitch, which means blocking low, and attacking low are free to use.
There is only one exception to this rule that is known of at this moment, that being Chiho's 3HK, other 3HKs do work, but Chiho's does not and will reset the glitch.
In terms of usage, this glitch can be used to take advantage of characters who rely heavily on OTGs for combos (i.e. Jun or Tamao), and can be used to force a dropped combo that can be punished.
This is best in a life-lead situation, or to safely end a round against an unassuming opponent. To those that know of this glitch's existence, it can be fairly obvious when this is being attempted, so counterplay is not difficult, making this glitch merely a knowledge check in application.

Unblockable Attacks

AVG2 has two primary factors which can contribute to certain EX Special and Super moves being situationally unblockable. These situations will be covered below.

0F Attacks

A large number of EX Special moves, and some Supers, have 0F of startup after superflash (the screen darkening effect that occurs when one of these moves is activated). When performed at the correct range relative to your opponent, these attacks effectively become unblockable, as your opponent will not be able to enter a blocking state after the superflash has occurred. However, the game will still accept attack inputs during this time, which makes invincible reversals a reliable option to use against 0F attacks on reaction.

  • To clarify, EX Specials and supers do have startup post superflash, so while they are technically not 0f attacks, they do freeze the opponent's blocking inputs until (at least) after the first active frame (will have to test more to verify/get exact numbers). Furthermore, the opponent may be able to hit you if they had a button out that was still active during/after the superflash! They will still be referred as 0f attacks for the foreseeable future.

Sprite Layering Order and LDP Unblockables

There is a secondary situation where 0F attacks can become unblockable, which has to do with the order in which character sprites are layered on the game screen.

Avg2 sprite layering.png

In the above screenshot, Yuka's feet appear in the foreground, while Kaori's appear in the background. This indicates that Yuka's sprite is being drawn over Kaori's sprite, so in this instance, Yuka can be said to have High Drawing Priority (HDP), while Kaori can be said to have Low Drawing Priority (LDP).
This drawing priority can change depending on certain actions taken by both players. Generally speaking, the last player to have performed an attack will have HDP, though certain actions taken by a character can lower their drawing priority.

This is important in relation to 0F attacks, as there are many 0F attacks which, when performed by a character who currently has LDP, will completely fail to trigger the opponent's blocking animation at all, rendering them completely unblockable, even if the opponent was blocking before the superflash. This is caused by a developer oversight that causes attacks performed by a character with LDP to trigger their opponent's blocking animation one frame later than normal, which effectively makes the attack faster than blocking itself.

All Unblockable Attacks

Below is a list of 0F attacks in AVG2. All listed attacks are also LDP Unblockable, except for italicised entries.

Ayako: EX Mach Spin (236KK)
Chiho: EX Hiengeki ([4]6PP)
Elirin: EX Elirin Mach Punch (623PP), EX Elirin Tsutenkaku Otoshi ([2]8PP)
Kaori: EX Ressenshuu (236KK), Retsuzando (641236K)*
Kyoko: EX Ominaeshi (236PP)
Reimi: EX Hurricane Rose ([2]8KK)
Saki: EX Shoku (dp+KK)
Satomi: EX Kaenzan (421PP), EX Shinkuu Karatake Wari (41236P)
Tamao: EX Souryuugeki (623PP), Lightning Crash (641236P)
Yuka: EX Souryuugeki (623PP), Kyuukyoku Kikoudan (641236P)

*: Retsuzando was considered unique in that it is the only 0F attack which does not allow for the opponent to input attack commands during the superflash. It has recently been discovered that this only is the case against Reimi's Hurricane Rose.

https://twitter.com/negima_AVG2/status/1599039458275254272

Force LDP Attacks

Below is a list of attacks which will force your character into LDP.

Tamao: Normal throw
Yuka: 5LK (on hit/block)
Reimi: 6HK (on hit/block)
Jun: Kubota Shuttle (on hit/whiff)
Ayako: EX Rave Storm (on whiff), EX Mach Spin (on whiff), F.T.I.C. (on whiff)
Saki: Mizuchi (on whiff)

Other unblockable attacks

Outside of 0F attacks, some other attacks are also unblockable in certain situations.
Manami's Neko Rocket Punch special move, for instance, has an attack range longer than the range in which it will trigger the blocking animation for the opponent. Therefore, by performing the attack outside of this range, the attack will be unblockable.
It is currently unknown if there are any other attacks which behave in this way.

Game Navigation

General
Controls
HUD
System
Advanced Mechanics
FAQ
Characters
Kyoko
Chiho
Tamao
Yuka
Satomi
Manami
Saki
Ayako
Elirin
Jun
Kaori
Reimi
Boss Characters
Material
Miranda