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- Yata system
- ---------------
- throws
- - 3f startup with 2 active frames
- - 9f tech window in total
- - the 6 first frames will get a neutral tech, the last 3 give a backflip
- - on wakeup you are throw invincible for 6 frames, unless you quickrise (P ukemi)
- Universal Overhead (LP+HP)
- - always 0 on block, 0 on hit at point blank against a standing opponent
- - against a crouching opponent, always grants a combo
- - Hina and Shimo can combo off of a UOH on a standing opponent at point blank
- Guard Meter
- - guard too much, get fucked
- Universal Guard Break (HP+HK)
- - one hit, causes instant guard break on block (sort of unblockable), parryable
- - most characters can combo an ex move, normal, or super afterwards, but not a full combo because it has a long recovery
- - some characters can get a full combo if it is blocked at point blank range
- counter hits
- - high jump counter - 2x damage from normals/specials OR 1.5x damage from supers and throws
- - BL counter - character-specific juggle starter in air - 1.5x damage on ground
- - crouching counter - 1.25x damage
- - 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)
- life scaling (guts)
- - yes
- - less than 50% HP: -5% damage
- - less than 25% HP: -10% damage
- - less than 10% HP: -25% damage
- super selection
- - gives one of two buffs to that super
- - 1.2x damage (most)
- - changes property (Chadha's grab, Jet's mode super)
- damage scaling
- - combos show you scaling actively (in training mode)
- - next to the damage display is a number, that number shows how much the next hit's damage will scale (%)
- - individual hits scale
- parries
- - press only, not release
- - high parry out-prioritizes low parry, you cannot parry both zones at once
- - https://docs.google.com/document/d/1lag5nYZ-6HCihtvnzoZKs-tKwYqAsRsw4e1eLs8oYLo/edit
- tripguard
- - 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.
- ukemi
- - on soft knockdowns you can press any P or K when you touch the ground
- - P = quickrise, you lose the throw invincibility you would normally get on wakeup
- - K = delayed wakeup
- - you can quick rise after a sweep, but you can not use delayed wake up on a sweep
- negative edge inputs
- - yes
- damage reduction
- - while you are being hit, you can reduce the damage you take by pressing buttons.
- - press any P when being hit by any P attack
- - press any K when being hit by any K attack
- - the window is very small and the damage reduction is very little
- - the game accepts negative edge inputs for damage reduction
- super juggles
- - some supers can combo after some air resets if there are juggle points left, but they can be air parried
- Life
- - all characters have 51,600 health
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