GAME SYSTEM
Since the system can be kind of confusing, and there's a lot to read in the movelist (shown after this), read this!
A = (Normal) Left Punch (Special) Punch A
B = (Normal) Right Punch (Special) Punch B
C = (Normal) Left Kick (Special) Kick A
D = (Normal) Right Kick (Special) Kick B
Y = Special 1
Z = Special 2
Up/Up-Forward/Up-Back = Jump
Forward-Forward = f.Dash
Back-Back = b.Dash
<L> = low (hits non-crouch guarding opponents but not jumping opponents)
<M> = mid (can standing/crouching guard)
<H> = high (generally misses crouching opponents, except for larger ones)
<OH> = overhead (hits all crouching opponents)
<Gp> = grapple (close-range grab attack)
<!> = inescapable / unblockable
<G> = on guard
MASH = can be thrown out repeatedly, but random mashing (a.k.a. an input that's too fast for the move to come out, basically noob mash spamming) increases proration by two
A-LINK = links into Specials and above
M-LINK = links from MASH attacks
CROSS-UP = in air, hits on both sides
SPIRAL = adds 10HP damage upon hitting any surface
KD = Knockdown
CRUMPLE = a slow fall to the ground
STUMBLE (forward or back) = opponent stumbles in a direction, vulnerable to attack
W-SLAM = slammed into a wall, unable to perform certain Okizemes
W-BOUNCE = bounced against wall, vulnerable to attack in air
G-SLAM = slammed into the ground, unable to perform certain Okizemes
G-BOUNCE = bounced against wall, vulnerable to attack in air
COUNTER HIT = when hitting an opponent who is mid-attack
^ = INSTA-CANCEL = instantly cancel any attack before any hitbox appears (costs 40RM) / PACE-CANCEL = cancel attack during its use [costs 60RM]
ELEMENTS (Floyd's is electricity)
FIRE-Z
{F-Z}
Hit:
-(DMG/10)(Z)HP
Counter:
-(DMG/10)(Z)HP
Guard:
-=7.5(Z)GM
Air:
N/A
ICE-Z
{I-Z}
Hit:
Recovery/Okizeme Spd. -.4(Z)s
Counter:
Freeze
Guard:
-10(Z) HP
Air:
Freeze
ELECTRICITY-Z
{E-Z}
Hit:
-10(Z) Stun
Counter:
Neutral Stun Time +.2(Z)s
Guard:
Stun Dmg +10(Z)%
Air:
N/A
WIND-Z
{W-Z}
Hit:
Push/Pull Distance +4(Z) [Z < 0 = Pull, Z > 0 = Push]
Counter:
Knockdown
Guard:
Push/Pull Distance +4(Z) [Z < 0 = Pull, Z > 0 = Push]
Air:
Juggle Push/Pull Distance +4(Z) [Z < 0 = Pull, Z > 0 = Push]
GROUND-Z
{G-Z}
Hit:
Hit Stun Time +.4(Z)s
Counter:
Neutral Stun Time +.2(Z)s
Guard:
Guard Stun +.3(Z)s
Air:
N/A
PIERCE-Z
{P-Z}
Hit:
-10(Z)HP
Counter:
-10(Z)HP
Guard:
Guard Dmg +10(Z), Chip Dmg +20(Z)
Air:
N/A
BREAK-Z
{Br-Z}
Hit:
Movement Speed/Jump Heights & Speed -10Z <5s>
Counter:
-25(Z) GM
Guard:
N/A
Air:
No Okizeme
DARK
MATTER-Z {DM-Z}
Hit;
Neutral Stun Time +.5(Z)s
Counter:
Floating Stun Time +.5(Z)s
Guard:
-5(Z) RM, -5(Z) GM
Air:
Floating Stun Time +.3(Z)s
SPECTRAL
MATTER-Z {SM-Z}
Standard:
AG (F) +.5(Z)s
cr.Guard |
Crouch |
Jump |
Knockdown |
Light Damage |
Neutral |
st.Guard |
Heavy Damage |
Walk |
Win |
st.A <H> |
Back + A <M> |
st.B <H> |
Forward + B <OH> |
st.C <M> |
Back + C <L> (note, it's the lower foot) |
st.D <M> |
cr.A <M> |
Down-Back + A <M> |
cr.B (Counter hit) <M> |
cr.C (Close Knockdown) <L> |
cr.D (Knockdown) <L> |
j.A (Counter hit) <OH> |
j.B <OH> |
j.C <OH> |
j.D <OH> |
Riot Thunderbolt <M/H> Your standard projectile. |
(during Riot Thunderbolt) Explosion <M/H> Projectile explodes for great justice. |
Whip Spark <M/H> Charge uppercut and Floyd's best attempt to go home and be a family man. |
Leeds Transit <M> Charges forward a reasonable range. Faster and more brutal after a back-dash. |
Exorcism (A) Combo-starting grapple attack. |
Exorcism (B) Pain-starting grapple attack. |
Tap Out the Devil <(1) Air-Grapple (2) OH-Grapple> [2 VM] Does bad stuff to whoever's grabbed. |
Greased Lightning <M> [2 VM] Tracks opponent's current location. |
Static Slide <L> [1 VM] Extremely fast. Watch your ankles. |
Rogue Spark <OH> [1 VM] Tracks opponent vertically to rain lightning on the opponent. |
EMParty <L> [1 VM] Charges the ground with electricity. |
Tough Skin |
cr.Tough Skin |
Brutal Beatdown Lv.1 <M> First hit. |
Brutal Beatdown Lv.2 <M>Second hit. |
Brutal Beatdown Lv.3 <S-GP> Third time's the charm. |
Death Penalty <GP-ALL> Don't get caught. It will hurt. |
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