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== Game Mechanics == | == Game Mechanics == | ||
Basically it's a 4-button game: LP, HP, LK, HK. Pressing buttons in different combinations will result in additional techniques. Here a list of stuff: | |||
f+HP = Throw | |||
f+HK = Throw | |||
LP+LK = Sidestep (into the background) | |||
d+LP+LK = Sidestep (into the foreground) | |||
[LP+LK] or d+[LP+LK] = Sidestep into Sidewalk* | |||
*As long as you are holding LP+LK you will continue to sidewalk in the initial direction. | |||
b+LP+LK = Roll Back | |||
f+LP+LK = Roll Forward | |||
b+LP+LK or f+LP+LK (During Guard) = Counter Roll* | |||
*Costs 1 meter | |||
*Can also be done after being Sabaki'ed (still costs 1 meter) | |||
HP+HK = Power Attack* | |||
*Can also be done in air. | |||
*Can also be done after being Sabaki'ed (still costs 1 meter) | |||
HP+HK (During Guard) = Guard Break* (actually it's an Alpha Counter) | |||
*Costs 1 meter. | |||
b+LK+HP = High/Mid Sabaki (Parry basically) | |||
db+LK+HP = Low Sabaki | |||
LP+LK (when hitting ground) = Break Fall (basically backwards tech roll) | |||
LP or HK (when on ground) = Quick Getup | |||
HP (when on ground) = Quick Getup (into the background) | |||
LK (when on ground) = Quick Getup (into the foreground) | |||
In addition to all that stuff, there are also numerous command normals for each character. You'll have to learn those on your own. | |||
Meters: | |||
There are 3 meters: Health, Guard, and Super. | |||
Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters. | |||
Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P). | |||
If you guard, your guard meter goes down. Pretty straightforward. However, from what I've seen so far, it doesn't ever go back up (for that round) until you've been guard-broken. When you run out of guard meter, the meter begins filling back up but it's red (instead of green). During this time, you can be constantly guard-broken. Ow. | |||
== Tier List == | == Tier List == | ||
== Characters == | == Characters == |
Revision as of 16:48, 21 June 2007
Wiki for The King of Fighters 2006
Introduction
Game Mechanics
Basically it's a 4-button game: LP, HP, LK, HK. Pressing buttons in different combinations will result in additional techniques. Here a list of stuff:
f+HP = Throw f+HK = Throw
LP+LK = Sidestep (into the background) d+LP+LK = Sidestep (into the foreground)
[LP+LK] or d+[LP+LK] = Sidestep into Sidewalk*
- As long as you are holding LP+LK you will continue to sidewalk in the initial direction.
b+LP+LK = Roll Back f+LP+LK = Roll Forward
b+LP+LK or f+LP+LK (During Guard) = Counter Roll*
- Costs 1 meter
- Can also be done after being Sabaki'ed (still costs 1 meter)
HP+HK = Power Attack*
- Can also be done in air.
- Can also be done after being Sabaki'ed (still costs 1 meter)
HP+HK (During Guard) = Guard Break* (actually it's an Alpha Counter)
- Costs 1 meter.
b+LK+HP = High/Mid Sabaki (Parry basically) db+LK+HP = Low Sabaki
LP+LK (when hitting ground) = Break Fall (basically backwards tech roll) LP or HK (when on ground) = Quick Getup HP (when on ground) = Quick Getup (into the background) LK (when on ground) = Quick Getup (into the foreground)
In addition to all that stuff, there are also numerous command normals for each character. You'll have to learn those on your own.
Meters:
There are 3 meters: Health, Guard, and Super.
Super meter can be filled up 3 times during round one (unless options have been changed). However, if a player loses the first round, they will be able to build up 5 supers in the next round. So, if both characters lose a round, in the third round they will both be able to build up 5 meters.
Super Cancels are done by doing a SC-able move into a super. A SC costs an additional meter on top of the normal super cost. For example: Terrys QCB,DB,F+P takes 1 meter, but canceling Burn Knuckle into it will cost 2 total (QCB+LP -> SC QCB,DB,F+P).
If you guard, your guard meter goes down. Pretty straightforward. However, from what I've seen so far, it doesn't ever go back up (for that round) until you've been guard-broken. When you run out of guard meter, the meter begins filling back up but it's red (instead of green). During this time, you can be constantly guard-broken. Ow.