System
Gameplay Mechanics
- These are the gameplay mechanics in ROTD explained briefly.
- Spot Dodge/Roll: A+B, allows you to dodge for a few frames or roll backwards or forwards. Generally used to avoid attacks, fireballs, etc. Both can be thrown out of.
- Tag-In: B+C, Requires an alive partner to do this and your partner's tag meter to say "CHANGE OK". If your partner's tag meter isn't full, you cannot tag in your parter. Tag-ins are always followed up with an attack that can be comboed off of but can be canceled with a roll or a spot dodge.
- Fist Impact: C+D, sends the opponent spinning in the air and a button combination appears above the meter bar. You can tap up before attacking to perform an air version with a different button combination but builds more meter. Most wall-based combos use first impact.
- Guard Cancel: C+D on block, uses 1 meter. Can kill if the opponent's health is low enough. Can also cause a wall hit, which can lead to combos.
- Duplex Attack: 236B+C, uses 1 meter.. can be followed up again with 236B+C when the opponent is in the air for extra damage at the cost of an additional meter. Unique partners have unique duplex attacks, some can be combined off of like Sonia & Jimmy.
- Surrender: Hold ABCD, don't hold any directions. Surrender your current character's life to your partner. Increases the surviving partner's meter to 5 instead of 3.
- Rapid-Cancel: A cancel that let you cancel the recovery of A button with another button when pressing A + the button you want (Example A+B). When doing Rapid Cancel in Neutral you need to do down and the button you want to cancel (2A+B), Rapid cancel when crouching you just do the cancel in neutral (5A+B)
- Spot Dodge/Roll: A+B, allows you to dodge for a few frames or roll backwards or forwards. Generally used to avoid attacks, fireballs, etc. Both can be thrown out of.
Breakable Walls
Breakable walls are a good tool to extend your combos. Any knockdown near the wall will make the opponent bounce off the wall, allowing you to extend your combo.
Walls are exclusive to stages. These stages do not have any breakable walls.
- Rade/Annie's Stage
- Kang/Jones' Stage
Health
Health Total Characters 240 Johann (Boss) 200 Abubo 190 Radel, Jones, Oni, Kang 180 Billy, Lynn, Cassandra, Pepe, Sonia, Jimmy 170 Annie 160 Alice, Pupa
Recoverable Health
Recoverable health is determined by a red bar behind your remaining health.
- You can regenerate health by:
- Tagging in your partner regens your other partner's health. Tagging them back in causes them to lose their red health. This loss also applies to duplex.
- Surrendering refills your partner's health depending on how much health your current character has. The more health your character has, the more you give to your partner on a surrender.
- Elias' Maximum Delierum or Hell or Heaven moves refill 5-10% of his total health on hit.
Stun
Stun determines if you can continue a combo on knockdown or not. When stunned, your combo counter will continue. Some characters can stun you in one combo, most need resets to stun. You can shake out of stun by moving your movement controls back and forth. Stun recovers automatically as long as you don't get hit.
Stun Total Characters 999 Johann (Boss) 110 Abubo 100 Billy, Lynn, Radel, Annie, Cassandra, Oni, Pupa, Elias 90 Pepe, Sonia, Jimmy 80 Alice, Jones, Kang
Guard
It is rare for a guard break to occur and even rarer to actually capitalize off of a guard break. Guard breaks usually happen mid-pressure but never happen since guard cancels exsist.
- Guard
Guard Total Characters 999 Johann (Boss) 130 Abubo 120 Kang 110 Jones, Radel 100 Elias, Jimmy, Cassandra, Pepe, Oni 90 Sonia, Billy, Lynn, Annie 80 Alice, Pupa
Guard Breaking Moves
Somes moves instantly break guard. Here are some examples.
- Jones' 236C.
- Oni's 236-236D fully held charge.