Game Mechanics
Throws:
- Every character can throw with 4/6C.
- Command and normal throws are instant and have a startup of 1 frame.
- Throws have a longer range than they appear.
- If both players throw at the same time, the winner will be randomly selected.
- Throwing an opponent reduces the stun that was built-up previously.
Blocking:
- During block stun or a block string, you can stop inputting a direction, and the game will automatically block high for you.
- The opponent can work around this by delaying their attacks or by hitting low.
Guard Cancel:
- While blocking, you can guard cancel to either dashes OR a special move.
- Back dashing while guarding is a good way to escape pressure.
Back Dash:
- The input for a back dash is 44.
- Strike invincibility. However, you'll lose the invincibility near the end of the move.
Forward Dash:
- The input for a forward dash is 66.
- Your character will keep dashing until you run past the opponent. When you run past someone, you automatically stop dashing.
- You can stop dashing by inputting 44 or by doing any attack. Doing a weak attack is a common way to stop dashing, as it keeps some of the dash momentum.
- Normal attacks done while dashing deal 50% more damage.
- Dashing medium and strong normal attacks deal chip damage.
- Some dash attacks may cause the opponent to tumble on hit, during which your character will automatically auto-dash. Some dash attacks need to hit multiple times for this to occur.
Dash Cancel:
- Dash cancels are performed by inputting 66 or 44 to cancel the recovery of a normal attack.
- All normal attacks that can be special canceled can also be dash canceled.
- Dash cancels are used to extend combos, increase pressure, or to make attacks safe.
Stop Cancel:
- Stop cancels are performed by inputting 44 to cancel the recovery of a dashing normal attack.
- Any normal attack that can be special canceled during a dash can be stop canceled.
Cross Ups:
- Cross Ups are performed by inputting an attack or jump while dashing past your opponent.
- If performed correctly, your character will immediately perform the action while facing the opponent on the opposite side.
- If performed too early, your character will perform the attack, but face away from the opponent.
- When performing a special attack during a cross up, you have to reverse the motion input. For example, Rolf's cross up Rapid Crush requires him to do 236+A/B/C instead of 214+A/B/C.
- Cross ups keep the properties of dashing attacks.
Crouch Cancel:
- You can cancel the recovery of f.5A or c.5A by inputting down. This is good for connecting 5A with stronger normal attacks.
- Some characters may have slow weak attacks, so they can't use crouch cancels.
Juggles:
- You are automatically put in a juggle state when jumping or hit by a juggle extender.
- In a juggle state, you're able to perform any aerial action, but you can still be attacked.
- If you're hit with a juggle extender, you recover for a few frames and have complete invincibility during that time.
- You can tell if you're recovering if your character flips in the air. After recovering, you're put back into the juggle state.
- If you're hit with a juggle finisher, then you'll fall to the ground, and your opponent cannot hit you.
Stuns:
There are three types of stun in the game. They are skull, bubble, and star stun. Each have different properties when inflicted.
- Skull Stun: There are two types of skull stun: tumble and non-tumble. A tumble is when players are either sent rolling on the ground, or they're launched in the air. Except for Roomi and Rolf, players can cancel stun from tumbles by holding a direction on the lower half of the control stick. For non-tumble combos, you cannot cancel the stun.
- Bubble Stun: A combo that ends with bubble stun means that the next combo/launcher will not stun. Rapidly moving the control stick gets you out of bubble stun faster.
- Star Stun: Star stun does not allow the opponent to reduce the stun in any way.
Other Mechanics
- All projectiles can be stopped by hitting them with a well-timed attack.
- During the startup frames of a crouching block, you are vulnerable for a couple of frames. This means that opponent can hit you when going from neutral stance to crouch block.