JuiceboxAbel

Yatagarasu v4.3 Notes: Universal Mechanics

Jul 21st, 2014
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  1. Yata system
  2. ---------------
  3. throws
  4. - 3f startup with 2 active frames
  5. - 9f tech window in total
  6. - the 6 first frames will get a neutral tech, the last 3 give a backflip
  7. - on wakeup you are throw invincible for 6 frames, unless you quickrise (P ukemi)
  8.  
  9. Universal Overhead (LP+HP)
  10. - always 0 on block, 0 on hit at point blank against a standing opponent
  11. - against a crouching opponent, always grants a combo
  12. - Hina and Shimo can combo off of a UOH on a standing opponent at point blank
  13.  
  14. Guard Meter
  15. - guard too much, get fucked
  16.  
  17. Universal Guard Break (HP+HK)
  18. - one hit, causes instant guard break on block (sort of unblockable), parryable
  19. - most characters can combo an ex move, normal, or super afterwards, but not a full combo because it has a long recovery
  20. - some characters can get a full combo if it is blocked at point blank range
  21.  
  22. counter hits
  23. - high jump counter - 2x damage from normals/specials OR 1.5x damage from supers and throws
  24. - BL counter - character-specific juggle starter in air - 1.5x damage on ground
  25. - crouching counter - 1.25x damage
  26. - super armor counter - 1.5x damage (When super armor is hit, the defender takes 1.5x damage and zero combo scaling occurs if multiple hits make contact)
  27.  
  28. life scaling (guts)
  29. - yes
  30. - less than 50% HP: -5% damage
  31. - less than 25% HP: -10% damage
  32. - less than 10% HP: -25% damage
  33.  
  34. super selection
  35. - gives one of two buffs to that super
  36. - 1.2x damage (most)
  37. - changes property (Chadha's grab, Jet's mode super)
  38.  
  39. damage scaling
  40. - combos show you scaling actively (in training mode)
  41. - next to the damage display is a number, that number shows how much the next hit's damage will scale (%)
  42. - individual hits scale
  43.  
  44. parries
  45. - press only, not release
  46. - high parry out-prioritizes low parry, you cannot parry both zones at once
  47. - https://docs.google.com/document/d/1lag5nYZ-6HCihtvnzoZKs-tKwYqAsRsw4e1eLs8oYLo/edit
  48.  
  49. tripguard
  50. - same as Street Fighter for all jumps. You can block when you land if you empty jump but cannot if you press a button in the air.
  51.  
  52. ukemi
  53. - on soft knockdowns you can press any P or K when you touch the ground
  54. - P = quickrise, you lose the throw invincibility you would normally get on wakeup
  55. - K = delayed wakeup
  56. - you can quick rise after a sweep, but you can not use delayed wake up on a sweep
  57.  
  58. negative edge inputs
  59. - yes
  60.  
  61. damage reduction
  62. - while you are being hit, you can reduce the damage you take by pressing buttons.
  63. - press any P when being hit by any P attack
  64. - press any K when being hit by any K attack
  65. - the window is very small and the damage reduction is very little
  66. - the game accepts negative edge inputs for damage reduction
  67.  
  68. super juggles
  69. - some supers can combo after some air resets if there are juggle points left, but they can be air parried
  70.  
  71. Life
  72. - all characters have 51,600 health
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