Cyberbots: Fullmetal Madness/Gameplay: Difference between revisions

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The standard button layout is:
The standard button layout is:


{{#motion:L H [[image:W.png]]}}
{{#motion:L H Boost}}
;'''B'''
;[[image:W.png]]


==Basic Elements==
==Basic Elements==

Revision as of 10:22, 2 September 2012

Cyberbots: Fullmetal MadnessBotslogo.png
Cyberbots: Fullmetal MadnessCyberbots/Gameplay#Basic ElementsCyberbots: Fullmetal Madness#Variant ArmorsCyberbots/System dataCyberbots/Fun StuffCyberbots/StrategyMvC3HeaderButtons.png

Cyberbots works on a simple 4-button system: three buttons attack, one dashes.

Notation

Symbol Meaning
{{#motion:L}} Light Attack
{{#motion:H}} Heavy Attack
W.png VA Weapon
B Boost
{{#motion: qcf}} Quarter Circle Forward
Qcfd.png Quarter Circle Forward to Down
{{#motion: qcb}} Quarter Circle Back
{{#motion: hcf}} Half Circle Forward
{{#motion: hcb}} Half Circle Back
{{#motion: dp}} Dragon Punch
{{#motion: rdp}} Reverse Dragon Punch
{{#motion: 360}} 360° Rotation

Controls

The standard button layout is:

{{#motion:L H Boost}}

W.png

Basic Elements

Gauges

  • All VAs have a health gauge, and whoever runs out of health first loses.
  • All VAs have a super gauge, used for Cyber-EX moves and Super Counters. It is filled by landing attacks.
  • All VAs have a boost gauge, which determines their amount of air mobility.
  • Most VAs have a weapon gauge, which limits how often weapon attacks can be used.
  • Most VAs have an arm gauge, and if the VA incurs enough damage in a short time, they lose their main arm and cannot perform certain attacks.

Boosting

The boost button serves as a shortcut for ground dashing, as well as air movement specific to the VA's leg type.

  • Dash-Type Boost
Causes the VA to dash in any of 8 directions or neutral when pressed, up to the VA’s limit.
Used by Command Walker and Treads leg types.
  • Jump-Type Boost
Causes the VA to jump left, right, or neutral when pressed, up to the VA’s limit.
Used by Insectroid leg types.
  • Hover-Type Boost
Causes the VA to enter a steerable free-flying mode as long as the button is held, for up to 5 seconds of sustained flight.
Used by Turbo Jet leg types.

Universal Techniques

  • Standing, Crouching, Jumping, and Dashing versions of {{#motion:L and H}}.
  • A short chain combo of {{#motion:L > H}}. In some cases it can also be {{#motion:L > L > H}}
  • A headstomp attack with {{#motion:d + H}} in the air (except Warlock).
  • At close range, VAs can throw with {{#motion:b or f + Atk}}
  • At close range, most VAs can throw with {{#motion:Qcfd.png + Atk}} which heavily damages the arm meter.
  • {{#motion:L + H}} charges the super gauge. However, if a VA gets hit while charging, it immediate loses its arm.
  • {{#motion:L + H}} with a full bar does a Super Counter, which is invincible and knocks the opponent away.
  • {{#motion:qcf qcf + Atk}} with a full bar is the universal input for Cyber-EX moves.

Advanced Mechanics

Slide

When knocked down, holding left or right will cause the VA to roll in that direction as it gets up.

Recovery Slide

As a VA is being knocked down, pressing Boost with proper timing will cause the VA to leap to its feet much quicker, making it safe from OTGs. However, this cannot be performed if the VA was knocked down with a counter-hit.

OTGs

Once the opponent has been knocked down, your VA can hit them with one more move which has the OTG (On-The-Ground) property. This includes most throws and Super Counters.

Instant Overheads/Triangle Jump

By jumping and immediately dashing down-forward at the opponent while doing an attack, VAs can create almost unreactionable overheads. Due to the nature of this technique, it can only be done by VAs which have Dash- and Hover-type boosts.

Dash Attack Cancel

When properly timed, dash attacks can be cancelled by charging ({{#motion:L + H}}). If the super gauge is full, a Super Counter will come out instead.