Cyberbots: Fullmetal Madness/Gameplay: Difference between revisions

From SuperCombo Wiki
No edit summary
(added properties)
Line 33: Line 33:
|-
|-
| style="padding-left:5px" | {{#motion: 360}} || 360° Rotation
| style="padding-left:5px" | {{#motion: 360}} || 360° Rotation
|}
;
{| style="border:1px solid #262E32" cellpadding="3" cellspacing="0" width=420px
|- style="background:#262E32; font-size:7pt; font-weight:bold; color:white; vertical-align:middle"
| style="padding-left:5px" width="25%" | Property || Meaning
|-
| style="padding-left:5px" | {{#motion:Airok}} || Move can be done on the ground or in the air
|-
| style="padding-left:5px" | {{#motion:Aironly}} || Move can only be done in the air
|-
| style="padding-left:5px" | {{#motion:High}} || Move must be blocked high
|-
| style="padding-left:5px" | {{#motion:Low}} || Move must be blocked low
|-
| style="padding-left:5px" | {{#motion:Throw}} || With the exception of Cyber-EXs, throws can only be performed at point-blank range and have no whiff animation if they fail
|-
| style="padding-left:5px" | {{#motion:Airthrow}} || Same as a throw, but in the air
|-
| style="padding-left:5px" | {{#motion:Cptr}} || Move acts like a throw if it connects, but it can be blocked
|-
| style="padding-left:5px" | {{#motion:OTG}} || Move has the On-The-Ground property (see below)
|-
|}
|}
====Controls====
====Controls====

Revision as of 04:53, 23 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
{{#motion:Atk}} Light or Heavy Attack
Boost.png Boost
W.png VA Weapon
{{#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
Property Meaning
{{#motion:Airok}} Move can be done on the ground or in the air
{{#motion:Aironly}} Move can only be done in the air
{{#motion:High}} Move must be blocked high
{{#motion:Low}} Move must be blocked low
{{#motion:Throw}} With the exception of Cyber-EXs, throws can only be performed at point-blank range and have no whiff animation if they fail
{{#motion:Airthrow}} Same as a throw, but in the air
{{#motion:Cptr}} Move acts like a throw if it connects, but it can be blocked
{{#motion:OTG}} Move has the On-The-Ground property (see below)

Controls

The standard button layout is:

CB default layout.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.png 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.
  • When a super gauge is filled, it grants the VA a 20% damage boost for 10 seconds, until it uses a Cyber-EX or super counter, or the round ends.

Advanced Mechanics

Special Cancel

Most ground normals can be cancelled on hit or block into special moves, Cyber-EXs, and super counters.

Slide

When knocked down, holding left or right will cause the VA to roll in that direction as it gets up. You can also cross-up your opponent this way.

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.

Short Dash Attack

By pressing either attack simultaneously with Boost, the VA will perform a shorter distance version of their dash attacks. This is useful for staying outside throw range while still doing the attack.

Startup Cancel

Because of the way the game handles move inputs, all ground normals can be cancelled early in their animation into other techniques, whether or not they hit. This includes special moves, Cyber-EXs, super counters, and charging.