GAMEPLAY GUIDE
For detailed info, please check the spoilers
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6 BUTTON GAMEPLAY
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A - Kick
B - Parry
C - Roll (or B+any other button)
X - Light Slash
Y - Medium Slash
Z - Heavy Slash (or X+Y) = overhead & launcher
(Start - Taunt)
A+any slash = grab/throw
Common command normals
back + X : Jab
fwd + Y : Long Medium slash
d + Z : Sweep
In addition, each character has 1 or 2 unique command normals in his moveset.
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MOVEMENT
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Fwd x 2 : Run
Spoiler: Run details (click to see content)
Offensive option
No guard, no back Roll and no crouch ability during run, until the end of run recovery.
All attacks / parry / jump are still available
Back x 2 : Backdash
Spoiler: Backdash details (click to see content)
Airborne from 1st frame -> can escape throws and command grabs
Low-hit invincible during first 8 frames
Has some recovery after landing
Up : Jump
Spoiler: Jump details (click to see content)
Single jump (few future characters may have some kind of double jump though).
Jumping in can be rewarding. But jumps are risky :
No air guard, no air parry
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PARRY MECHANIC
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B : Standing Parry --> vulnerable to low attacks
cr. B : Crouching Parry --> vulnerable to aerial & special attacks
either will work against all attacks, but not projectiles > made the same to simplify the defensive mechanic
Spoiler: Parry details (click to see content)
active on 1st frame, during 10 frames
50fr. recovery
vulnerable to projectiles & throws
give a 30 frame advantage if connect successfully - or juggle opportunity on aerial opponent
give 1/3 of 1 meter gauge when successfully connect
you can cancel out of parry success animation with almost every move (attacks & movement)
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ROLLS
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While in control of your character, and while he is on his feet (or gets up) :
C : Roll forward
back + C : Roll back
Spoiler: Roll details (click to see content)
throw/grab vulnerable from start to end
projectile invulnerable from start to end
normal attack invulnerable frome frames 6 to 12
Get-up animations can be cancelled into any Roll
Forward Rolls last 26 frames
Backward Rolls last 30 frames
crossing over ability from frame 3 to 18 , if the oppopent is close enough
every special-cancelable normal move can also be cancelled into forward roll on hit/on block, for 2 special meter slots
last 8 frames of forward roll can be cancelled into any crouching normal move, and into DPs (if the character has one)
this makes some new combos possible
when performing a roll cancel, the damage reduce is cancelled > roll cancel combos can be devastating
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RECOVERIES
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When you've been sent into the air by your opponent, you can escape his juggles/OTG with "recovery" command. But it doesn't come for free ...
any button (near the ground) : Fall tech
Spoiler: Fall Tech details (click to see content)
As you're falling, right before your back touches the ground, any button will let you perform a tech roll.
It's meter free, and the animation is fully invincible, but you're backing away, getting dangerousely closer to the corner.
any button (falling, in mid-air) : Air recovery
Spoiler: Air Recovery details (click to see content)
As you're still in the air, in a fall state, you can air-recover at the cost of 2 meter gauge.
Then you regain control and you're invincible until you land on your feet.
Note that after regaining control (in the air), you can counter attack with an aerial move... but then you lose your invincibility !
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COMBO ABILITIES
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Spoiler: Ground combos (click to see content)
2 kind of ground combos:
- Normal chains (target combos)
- Links
On hit & on block, normal attacks can chain into each other, from weaker attacks to stronger ones.
Some attacks have interesting hit advantage, making some link combos possible. Beware of your spacing though.
If blocked, some normal chains have gaps between them. There could be some opportunity to counter-attack with a parry !
As more hits don't necessarily mean more damage, I've chosen to display combo damage output instead of a hit counter
Spoiler: Juggles & OTGs (click to see content)
Every character has 18 juggle points.
Each attack consume 1 juggle point, except some special moves which use more.
Some attacks can let you hit your opponent while he is laying on the ground (OTG) and continue your devastating combo.
Some attacks force your opponent to be reset from his falling state.
Spoiler: Damage scaling (click to see content)
Comboed attacks have their damage reduced. The scaling coeff is at 85% for each consecutive attack.
After a successeful throw, damage scaling starts at 50%.
Damage reduce has a maximum scaling cap at 10 %.
Performing a roll cancel in a combo will reset the damage scaling factor, but costs 2 special meter slots
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LIFEBAR POINTS & "SPECIALS" METER
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Every character has a 1000 point lifebar
Every character has a 3000 point "Special" gauge, divided into 3 meters of 1000 pts each
Spoiler: "Specials" meter use (click to see content)
In order to be able to perform a special move, you'll need to have at least 1 Special meter (1000 pts) filled up.
Same goes for air-recovery (-->needs and uses 2 Special meter slots)
When used from a neutral stance, some special moves don't consume special meter (like fireballs)
EX Special moves (with Z button / heavy attack) will cost 1 Special meter
Cancelling a Normal attack into a forward roll costs 2 Special meter
Spoiler: Meter gain (click to see content)
On hit
each damage point gives you 3.5 "special gauge" pts
each lifepoint lost gives you 1.7 "special gauge" points
Meter gain is scaled identically to the damage output.
Meter gain is not scaled for Jabs & character's unique normal moves. Even more, those attacks are often more rewarding meter-wise.
For a successeful parry, you gain 300 "special gauge" points (near 1/3 of a meter)
Regular throws (X) and some launcher moves don't provide special meter, but will give it to the juggled opponent!
On block : 50 % of "on hit" values
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(edited)