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== Mercy == | == Mercy == | ||
A mechanic of the game that occurs at the "Finish Him/Her" phase where the winner presses and hold the SC input followed by three rapid Down inputs and then releases the SC input. Doing so will give the loser 200 health and continue the round. If the timer is over 10 seconds, then it will continue counting down from where it left off. If the timer is below 10 seconds and a Mercy occurs then it will return to 10 seconds. | |||
Each player can only use one Mercy per game. | |||
== Fatalities == | == Fatalities == | ||
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== End of Round Taunts == | == End of Round Taunts == | ||
A phase of the game that occurs when one player wins a round. It begins when the killing attack lands and ends when the timer refreshes. This is split into two parts, when the characters return to neutral and when they begin their taunt animations. The End of Round Taunts begin when the recovery of the final attack ends and both character return to a neutral state, as a result the duration of this phase can greatly depend on the recovery of that attack as well as the duration of the End of Round Taunt. | |||
The ultimate distance between the characters can vary during this phase as well. If the two characters are too close together then the losing character can be pushed farther away and the winning character may do a moving-away taunt instead of a standing-still taunt. If the winning character is in the corner, they will not be able to move away any farther, resulting in the following round beginning with both characters being far closer to each other than otherwise. The push away animation of the losing character depends on if the final attack occurred while they were airborne or standing and if the final attack would have resulted in a knockdown or not. The winning character however will randomly select one of several taunts they may have unlocked. | |||
During this time the meter of both characters will regenerate if they were spent. | |||
== Stages == | == Stages == |
Revision as of 13:04, 8 May 2021
Stance Change
An input that changes how the character stands. There are two stances, they are with the left shoulder in front of the right and vice versa. The buttons are notated as "Front Punch", "Back Punch", "Front Kick" and "Back Kick" and will typically use the same limbs as they are listed. For example, a stance with the character's left shoulder in the front will use their left arm for the "Front Punch". However, when their stances changes to have their right shoulder be in the front, the character will use their right arm for the "Front Punch". Whichever limbs they use for their attacks will depend on which of the two stances they'll be in.
While there is an input (SC) to manually change the character's stance, certain attacks and strings will also automatically switch the character's stance.
Mercy
A mechanic of the game that occurs at the "Finish Him/Her" phase where the winner presses and hold the SC input followed by three rapid Down inputs and then releases the SC input. Doing so will give the loser 200 health and continue the round. If the timer is over 10 seconds, then it will continue counting down from where it left off. If the timer is below 10 seconds and a Mercy occurs then it will return to 10 seconds.
Each player can only use one Mercy per game.
Fatalities
Brutalities
Friendships
End of Round Taunts
A phase of the game that occurs when one player wins a round. It begins when the killing attack lands and ends when the timer refreshes. This is split into two parts, when the characters return to neutral and when they begin their taunt animations. The End of Round Taunts begin when the recovery of the final attack ends and both character return to a neutral state, as a result the duration of this phase can greatly depend on the recovery of that attack as well as the duration of the End of Round Taunt.
The ultimate distance between the characters can vary during this phase as well. If the two characters are too close together then the losing character can be pushed farther away and the winning character may do a moving-away taunt instead of a standing-still taunt. If the winning character is in the corner, they will not be able to move away any farther, resulting in the following round beginning with both characters being far closer to each other than otherwise. The push away animation of the losing character depends on if the final attack occurred while they were airborne or standing and if the final attack would have resulted in a knockdown or not. The winning character however will randomly select one of several taunts they may have unlocked.
During this time the meter of both characters will regenerate if they were spent.