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caiooa

char specific mechanic oddities

Mar 13th, 2015
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  1. Autoguard/Guard point
  2. H ries 236x/[x] series
  3. When a clash happens, both players can cancel it following "on-hit" rules. When a superarmor happens, your character flashes red, takes damange, but the annimation of the attack continue. The opponent can cancel the attack that was absorved follwing "on-hit" rules.
  4. But Ries shield rush have something completely different: a proper auto-guard. The opponent can't cancel their attack into anything, and Ries don't receive any damange from it.
  5.  
  6. Sneaky charge moves
  7. C/H Ries 236[a]/[b], H roa 236[b]/6[c], F roa j[c]/236[b], C shiki 236[b], C sion 421[b]
  8. Those attacks have a "charged" version, but they deliberately don't have the charge visual effect. They were created especifically for sneaky charges.
  9.  
  10. Clean hit
  11. C/F wlen j214b/c , H wlen j214 a/b/c, C/H warc 5[b], kohaku 624c delay c
  12. Those attacks can behave very different from the norm if a specific part of the animation connects. In white len's case, if she is exactly above the opponent, it will cause ground bounce. In Warc case, if it connects from max range in a airborn opponent, it will cause wallslam.
  13.  
  14. Attacks from blockstun
  15. C/H ries 624x
  16.  
  17. Command tech
  18. Ryougi 66/44/22 a/b/c
  19. In the same fashion as Yamazaki/Cody "bad spray", Ryougi can attack when recovering, but only from a airtech.
  20.  
  21. The Haze
  22. F wara 214x
  23. This special move is anything bug straightfoward. When the opponent is inside it, they will slowly lose hp and gain tension...but it isn't verificable in trainning with life recovery activated. It increase air hitstun of moves when the opponent is touching it and launchers become untechable, leading to advanced combos.
  24.  
  25. Projectyle reflector
  26. C/H aoko 624x, C/H/F kouma 22x, F len 214x, C/H/F ries 6b/ 6[b], H ries 624x
  27. Very timing dependent, and may not work with some projectyles. But still can change some matchups.
  28.  
  29. Roll/command dash
  30. F VSion, H Ryougi 6a+b during dash foward
  31. This isn't listed in command list. Crosses the opponent, setting up some oki options (and some neutral for F vsion).
  32.  
  33. Homming
  34. H mech 236a, H mech neco 22c, Archetype 236c
  35. Those attacks don't fill the whole screen (like EX-Hiero/Soko darou), but they home in the opponent.
  36.  
  37. Crouch walk
  38. Foward and backward for C/H/F neco arc and C neco chaos, foward only for C kohaku and C/H/F len
  39. Those characters can walk around while crouched, fatal fury style. This adds extra spacing options, and can be annoying to deal with.
  40.  
  41. Airdash with no collision box
  42. C/H/F neco arc and neco chaos
  43. They can go through the opponent using airdash.
  44.  
  45. Poison
  46. C/F kohaku 22222c (mech 22b?)
  47. In the middle of a movelist with 22c (cactus) and 2222(johny), this may pass unnoticed. This creates a purple version of johnny, that throws a poison mist. If it hits the opponent, they will lose some hp along the time.
  48.  
  49. Raging storm....(???)
  50. C/F kohaku 16243c
  51. What a raging storm command is doing in melty? This special moves put kohaku in bloodheat. Kohaku on drugs.
  52.  
  53. Life drain
  54. VSion arc drive/ Sachin 624c, C akiha 624x, C/H/F Vakiha normal grab
  55. Those attacks drains a little of the opponent HP. Can be very important for V akiha.
  56.  
  57. Meter drain
  58. C/H akiha 22x, C/F vakiha 22x
  59.  
  60. Meter damange
  61. Hisui 4b
  62.  
  63. Iori's "El taco"
  64. C Hisui 44jbb
  65. C akiha j442c
  66.  
  67. Reverse edge activation
  68. C/H aoko 421x, Nero 214b
  69. Those attacks only activates when you let go of the attack button used.
  70.  
  71. Comboable normal throw anywhere
  72. miyako, pciel
  73.  
  74. Comboable normal airthrow midcombo
  75. pciel, len
  76.  
  77. No air chain
  78. C/F satsuki, H/F kouma, C/H/F pciel
  79.  
  80. Teleport dash
  81. F nero dash foward and backward, C nero dash foward, C/F white len
  82.  
  83. Cross under
  84. C/H/F arcueid dash, sion 421[x], f roa 236[b], C/H kouma 22b and F kouma 421B from point blank;
  85. falled bodies only- F ries dash
  86.  
  87. Normal throw holding 2
  88. C/H/F arcueid, C/H/F roa
  89. Holding 2 triggers a variation of the normal throw, that causes hard knockdown.
  90.  
  91. Superjump pursuit
  92. C/F arc 5C in a airborn opponent followed by another 5c
  93. Wlen 2cc9
  94. C/H tohno 4bb8
  95. C/H/F sion 3c8
  96. C/H/F mech hisui 4c8
  97. C/H/F mech-neco 4c8
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