(→Break Shot: added meter cost to break shot) |
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===OTG Grabs=== | ===OTG Grabs=== | ||
Some characters have command grab specials and DMs, and if they have access to a launching normal that knocks down they can combo into a grab provided the player has good timing. For example, EX Blue Mary can attack using cr.B 3C, micro walk, wait 1/4 second and doing | Some characters have command grab specials and DMs, and if they have access to a launching normal that knocks down they can combo into a grab provided the player has good timing and the opponent doesn’t tech roll. For example, EX Blue Mary can attack using cr.B 3C, micro walk, wait 1/4 second and doing 236C and that will combo. However, OTG grabs show up as a combo only on P2 side. If the combo counter fades away for P1 side, that does not mean a combo is impossible, it just won't be added to the visible count by the game. | ||
== Feints == | == Feints == |
Revision as of 04:09, 16 January 2024
Advanced Defense
Break Shot
If you block a series of moves and input a specific special, you will act immediately and attack the opponent with a Break Shot. Every character has a and some may have different inputs from others. Break shots cause the enemy's hitbox of an attack to disappear. The character that does a Break Shot loses 16px of meter.
Defensive Attack
Every character can perform an attack with high invulnerability by inputting 6A or while in a blocking animation. To get this move to come out reliably may require a situation like defending from an attack with slow startup or an early jumping attack.
Backdash
A backdash is not cancellable but retreats from the opponent and is invulnerable from the animation start to when the player can move freely once again. Backdashes are a reversal every character has access to at anytime but if cornered it is not safe.
Advanced Offense
Red Life
If the lifebar becomes completely red it will start flashing ( less than 50% HP). In this state, the player may use DMs at anytime for the remainder of the round. If a player has P Power when the round ends, the next round they will start the round with S Power.
Throw Protection
After you connect a normal with the opponent, you are unable to perform a normal throw for about a second. This means a throw box will not come out after this time has passed. A forward dash cancelled into a crouch can be done to bypass the system and throw the opponent sooner than the game would allow if you waited ~60 frames for the throw box to be available again.
OTG Grabs
Some characters have command grab specials and DMs, and if they have access to a launching normal that knocks down they can combo into a grab provided the player has good timing and the opponent doesn’t tech roll. For example, EX Blue Mary can attack using cr.B 3C, micro walk, wait 1/4 second and doing 236C and that will combo. However, OTG grabs show up as a combo only on P2 side. If the combo counter fades away for P1 side, that does not mean a combo is impossible, it just won't be added to the visible count by the game.
Feints
Some characters have command moves that feign a special or DM. Feints have a short animation that mimics the startup of a move but the player feinting can act quickly after.
Ground Tech
All characters can recover from a knockdown in the opposite line they were hit in by inputting 412D or . For this to work the player needs at least H Power. This also works in S Power or P Power, and when successful the player will lose 16 points or about 1/4 of meter.
Line System Expanded
While in another plane, the player can full jump and short hop at will. Crawling will be disabled for both players as soon as one switches planes. When a player switches lines, normals and command normals are restricted, however specials and DMs may be used freely if players are in opposite planes. In addition, players gain access to line., line.
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until both players are in the same plane again.