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| = Game Mechanics =
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| == Movement ==
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| === Dash ===
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| 66 is a short dash, if you hold the second 6 you get a normal dash.
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| 44 is a back dash.
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| A dash can be interrupted with an attack, block, or basically any action.
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| === Dash Attack ===
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| Pressing either P during a dash will give you an overhead should tackle.
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| Pressing LK during a dash gives a low slide, while HK will give an overhead jump kick.
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| === Roll ===
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| Pressing LK+HK during a dash gives you a roll.
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| === Jump ===
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| Pressing 7/8/9 gives you a jump.
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| If you jump during a dash, the range is slightly increased.
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| === Hi-Jump ===
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| Pressing 1/2/3 and then 7/8/9 gives you a hi-jump.
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| The height is the same as during an Air Burst.
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| == Defense ==
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| === Guard ===
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| Pressing/holding 4 will allow you to block high and mid attacks.
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| Pressing/holding 1 will allow you to block low attacks.
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| While blocking, you can use a Guts Counter.
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| Because there isn't a guard crush system and you can't die from chip damage, you can always block even with 1 health.
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| === Air Guard ===
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| While in the air pressing 1/4/7 will allow you to block in the air.
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| Because you can block right after jumping, holding 7 will allow you to low air block.
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| When you land, there's always 1 frame where you are vulnerable to lows.
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| === Back Turned ===
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| If your opponent steps or jumps over you, you'll be in a back turned state.
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| You can't block, so you can either do a back turned attack or press towards the opponent to turn around.
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| It takes 1 frame to block after turning around.
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| === Side Step ===
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| Pressing LK+HK will side step away from the screen.
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| To side step towards the screen, hold 7/8/9 while pressing LK+HK.
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| As stated below, though this is a 3D game it plays like a 2D one and even if you go off axis it will auto correct so that both players face each other.
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| Due to this, unlike most 3D games you can't really step to their side so be careful.
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| === Just Step ===
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| If you side step right as the opponent is attacking, you'll quickly step to their back.
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| This is useful against moves like jabs that are very linear, however moves that are horizontal have the chance of hitting you.
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| === Wake Up ===
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| Depending on the direction you press after being knocked down, the way you get up will change.
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| Same position 8
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| Front Roll 6
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| Back Roll 4
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| Side Roll 2
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| === Hot Blooded Recover ===
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| When your opponent knocks you away with an attack, this is how you can avoid a knockdown.
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| If you press 2 buttons you'll recover in the same position.
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| Pressing 1 button and a direction will allow you to recover in the air.
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| If you do either of these right before touching the ground, you'll perform a grounded recovery.
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| You can also mash them during the unrecoverable time which allows you to recover on the first possible frame.
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| == Throws ==
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| === Normal Throw ===
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| When in a neutral state on the ground, pressing LP+HP will give you a normal throw.
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| Normal throws are techable.
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| === Back Throw ===
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| If by some chance you get behind the other person, LP+HP will do a back throw.
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| Back throws are not techable.
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| === Low Throw ===
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| When the opponent is crouching, pressing 1/2/3 and LP+HP will do a low throw.
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| Low throws are not techable.
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| === Air Throw ===
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| When you and your opponent are in the air, pressing LP+HP will do an air throw.
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| Air throws are techable.
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| Every character has a 1 frame air throw.
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| === Throw Tech ===
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| When the opponent throws you, pressing LP+HP will perform a throw tech.
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| Only normal and air throws are techable.
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| If you press LP+HP within 6 frames of the opponent's throw connecting(8 frames for air throw), you will tech successfully.
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| == Combo System ==
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| === Hot Blooded Combos ===
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| So called chain combos, magic series, etc.
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| By doing attacks in order of increasing strength, you can form a combo.
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| Every character has a different series, but the basic form is Light -> Heavy -> Command Heavy.
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| A special or super after a command heavy is a grounded combo.
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| If the command heavy is a launcher, you can jump after launching them to start a short air burst.
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| === Air Burst ===
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| Also written as AB.
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| An air burst is when you launch the opponent up into the air, then super jump after them and continue the combo.
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| In the previous game you could use an air burst during a hot blooded combo, but that isn't possible any more.
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| Aside from Class Rep, all characters have an AB move(typically 3+HP/HK).
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| After landing this, holding any up direction will super jump after them and you can continue with a combo.
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| === Short Air Burst ===
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| A new mechanic to the series, also written as SAB.
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| With this you're capable of launching them lower than an AB and following with a combo.
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| A SAB can be worked into a hot blooded combo, so it's possible to do [Ground combo] -> SAB -> Command heavy/special/super.
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| Every character has a short air burst.
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| === Guts Counter ===
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| A guard cancel.
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| To do a guts counter, simply input a command heavy, special, or super move during block stun.
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| No meter is required to do this, but if you get hit during it you will take about 1.25 times normal damage.
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| Because it can be performed at any time during block stun, the input window is very large.
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| Also, when a guts counter occurs there are 2 extra frames during the freeze and 2 extra frames of start up on the move, so the move will be 4 frames slower than normal.
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| == Meter ==
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| === General ===
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| === Absolute Burning Attack ===
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| === Platons ===
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| == Extra ==
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| === Taunt ===
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| Press start while in a neutral state on the ground.
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| Each character has a different one, and during it you will gain meter.
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| The amount of meter depends on the character(longer taunts build more).
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| === Clash ===
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| When the hitbox of your attack overlaps that of your opponent's, a clash occurs.
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| A lightning effect goes across the screen, and both players gain one bar of meter.
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| There is a freeze effect that occurs, but it has no effect on the recovery of either player.
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| = The Characters = | | = The Characters = |
| == Taiyou Campus == | | == Taiyou Campus == |