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==Game Mechanics== | ==Game Mechanics== | ||
===Throw=== | ===Throw=== | ||
Throws in Fighting Layer work similarly to other Capcom games of the time, namely the Street Fighter Alpha series.<br> | |||
To execute a throw, hold forward or backwards and press either Medium button ({{b}}/{{f}} + {{mp}}/{{mk}}).<br> | |||
Most characters have both Punch and Kick throws which play different animations on connection, but are otherwise identical. [citation needed] | |||
====Throw Break==== | |||
To break an enemy throw, the input is the same ({{b}}/{{f}} + {{mp}}/{{mk}}), the stipulation being that the player teching the throw must press the same button as the throw-er and hold the opposite direction. [citation needed]<br> | |||
Example: Player 1 attempts a {{f}}+{{mp}} throw. To tech it, player 2 has to press {{b}}+{{mp}}. Pressing {{mk}} would fail, and pressing {{f}} would as well. | |||
===Hard Attack=== | ===Hard Attack=== | ||
One of the most unique mechanics of Fighting Layer (and the Street Fighter EX games on which it's based), is the Hard Attack. By pressing a punch and kick of the same strength in neutral, the player character begins charge the attack. The exact attributes of the Hard Attack are character-specific, and are summarized on their respective pages.<br> | |||
However, there are some commonalities: | |||
* Input: {{lp}}+{{lk}}, {{mp}}+{{mk}}, {{hp}}+{{hk}} | |||
* All can be charged for different effects and more damage(??) | |||
* All are High attacks that cannot be blocked low. | |||
===Hard Reversal=== | ===Hard Reversal=== | ||
There are few anti-pressure tools in Fighting Layer, Hard Reversal is one of them. For the cost of one bar of super meter, your character performs an invincible reversal, knocking the opponent back on hit, but leaving you very punishable on block. It is input identically to Hard Attack: a Punch and Kick of the same strength.<br> | |||
<br> | More information needed. What is character specific? What is universal? | ||
===Super Elusion=== | ===Super Elusion=== | ||
The other anti-pressure tool in Fighting Layer is Super Elusion (yes that is how it's spelled). It is input by pressing all three Kick buttons at the same time.<br> | |||
<br> | Super Elusion functions very similarly to the Burst system in Guilty Gear. Super Elusion can be performed at basically any time; in neutral, in blockstun, while knocked down, or even in hitstun! On top of that, it's fully invincible for the entire duration and pushes the opponent away, so it's functionally unpunishable. As a cherry on top, it costs no meter to use, and gives you three bars of meter immediately afterwards.<br> | ||
The caveat to this is that you can only do it once per game (not round). If the dragon next to your super meter is gold, Super Elusion is available, otherwise, it isn't. Use it wisely. | |||
===3D Movement=== | ===3D Movement=== | ||
In general, the actual fighting gameplay of Fighting Layer takes place on a 2D plane, but there is a way to reach in to the third dimension.<br> | |||
<br> | * {{f}}+{{hp}} evades away from the screen | ||
* {{f}}+{{hk}} evades towards the screen | |||
The move has some invincbility, and if done at the right time, can give you new whiff punishing opportunities.<br> | |||
It is important to note that the opposing character will immediately turn to face you once they switch animations or return to neutral, so you really can't be "off axis" in this game like you can in games like Tekken. | |||
===Side Switch=== | ===Side Switch=== | ||
While dashing, most characters can press any Punch to switch sides with the opponent. This does no damage, but can't be blocked [citation needed].<br> | |||
For some reason, George can only do this with his Light Punch. | |||
* Input: {{f}}{{f}}+{{p}} | |||
===Blow Quits=== | ===Blow Quits=== | ||
When two hitboxes of the same strength interact at the same time, a large blue clash effect occurs, and both players are allowed to "cancel" their attacks into whatever they'd like. This is near-identical to how clashes work in the Guilty Gear series. In the game, this system is called "Blow Quits." This is still possible in the air, but both players are limited to their air options. | |||
===Just Hit=== | ===Just Hit=== | ||
Explain Just Hits. [ED note: research this first] | Explain Just Hits. [ED note: research this first] | ||
<br> | <br> | ||
===Super Cancels=== | ===Super Cancels=== | ||
Like many other fighting games of the time, certain normals are cancellable into special moves and/or Barrage Blows (supers). In addition to this, Supers are in turn cancellable into other supers! Unlike the Delayed Hyper Combo system of the Marvel Vs. Capcom series, the supers aren't guaranteed to connect. If they do, big damage ensues. There are no changes to input or meter cost for these cancelled Barrage Blows. | |||
===Easy Combinations=== | ===Easy Combinations=== | ||
For people who just want to hit buttons, Fighting Layer has a simple autocombo system that gives each character a basic combo executed by pressing {{lp}} 3 to 5 times. The animation, damage, effects and how many buttons the string is is character specific. Allen does not have an Easy Combo. | |||
{{Navbox-Fgtlayer}} | {{Navbox-Fgtlayer}} | ||
[[Category: Fighting Layer]] | [[Category: Fighting Layer]] |
Latest revision as of 16:03, 4 October 2024
Game Mechanics
Throw
Throws in Fighting Layer work similarly to other Capcom games of the time, namely the Street Fighter Alpha series.
To execute a throw, hold forward or backwards and press either Medium button (/
+
/
).
Most characters have both Punch and Kick throws which play different animations on connection, but are otherwise identical. [citation needed]
Throw Break
To break an enemy throw, the input is the same (/
+
/
), the stipulation being that the player teching the throw must press the same button as the throw-er and hold the opposite direction. [citation needed]
Example: Player 1 attempts a +
throw. To tech it, player 2 has to press
+
. Pressing
would fail, and pressing
would as well.
Hard Attack
One of the most unique mechanics of Fighting Layer (and the Street Fighter EX games on which it's based), is the Hard Attack. By pressing a punch and kick of the same strength in neutral, the player character begins charge the attack. The exact attributes of the Hard Attack are character-specific, and are summarized on their respective pages.
However, there are some commonalities:
- Input:
+
,
+
,
+
- All can be charged for different effects and more damage(??)
- All are High attacks that cannot be blocked low.
Hard Reversal
There are few anti-pressure tools in Fighting Layer, Hard Reversal is one of them. For the cost of one bar of super meter, your character performs an invincible reversal, knocking the opponent back on hit, but leaving you very punishable on block. It is input identically to Hard Attack: a Punch and Kick of the same strength.
More information needed. What is character specific? What is universal?
Super Elusion
The other anti-pressure tool in Fighting Layer is Super Elusion (yes that is how it's spelled). It is input by pressing all three Kick buttons at the same time.
Super Elusion functions very similarly to the Burst system in Guilty Gear. Super Elusion can be performed at basically any time; in neutral, in blockstun, while knocked down, or even in hitstun! On top of that, it's fully invincible for the entire duration and pushes the opponent away, so it's functionally unpunishable. As a cherry on top, it costs no meter to use, and gives you three bars of meter immediately afterwards.
The caveat to this is that you can only do it once per game (not round). If the dragon next to your super meter is gold, Super Elusion is available, otherwise, it isn't. Use it wisely.
3D Movement
In general, the actual fighting gameplay of Fighting Layer takes place on a 2D plane, but there is a way to reach in to the third dimension.
+
evades away from the screen
+
evades towards the screen
The move has some invincbility, and if done at the right time, can give you new whiff punishing opportunities.
It is important to note that the opposing character will immediately turn to face you once they switch animations or return to neutral, so you really can't be "off axis" in this game like you can in games like Tekken.
Side Switch
While dashing, most characters can press any Punch to switch sides with the opponent. This does no damage, but can't be blocked [citation needed].
For some reason, George can only do this with his Light Punch.
- Input:
+
Blow Quits
When two hitboxes of the same strength interact at the same time, a large blue clash effect occurs, and both players are allowed to "cancel" their attacks into whatever they'd like. This is near-identical to how clashes work in the Guilty Gear series. In the game, this system is called "Blow Quits." This is still possible in the air, but both players are limited to their air options.
Just Hit
Explain Just Hits. [ED note: research this first]
Super Cancels
Like many other fighting games of the time, certain normals are cancellable into special moves and/or Barrage Blows (supers). In addition to this, Supers are in turn cancellable into other supers! Unlike the Delayed Hyper Combo system of the Marvel Vs. Capcom series, the supers aren't guaranteed to connect. If they do, big damage ensues. There are no changes to input or meter cost for these cancelled Barrage Blows.
Easy Combinations
For people who just want to hit buttons, Fighting Layer has a simple autocombo system that gives each character a basic combo executed by pressing 3 to 5 times. The animation, damage, effects and how many buttons the string is is character specific. Allen does not have an Easy Combo.