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- C O N T R O L S
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- The game is played with a joystick and 6 buttons. The six buttons are denoted as A, B, C, X,
- Y, and T.
- When indicating special motions, this document uses the following notation:
- - 1-9: Directions. This is based on your numpad and your character facing right. For
- instance, 6 means forward, 2 means down, and 3 means down-forward. 5 means neutral (don't
- press any direction).
- - A, B, C, X, Y, or T means press that particular button.
- - Putting a bunch of directions or buttons together means press those directions/buttons in
- sequence. For example, 2AB means press down, then A, then B. When a sequence of directions
- leads to a sequence of buttons, it's implied that you continue holding the last direction,
- so in the example of 2AB, you would continue holding down when pressing A and B.
- - A comma in between a sequence of buttons is "or." For example, 22A,B means press down
- twice, then press A or B. If A and B produce different results, the description of the move
- will explain what the difference is.
- - A plus sign in between a sequence of buttons is "and." For example, A+B means press A and
- B at the same time. There is a tolerance interval of roughly 3 frames (1/20 of a second)
- before it decides whether you're pressing just one button or both of them together.
- - j. before a sequence means it must be performed in the air.
- - > before a sequence means it follows after the previous move has been performed. Dashes
- before the > indicate nesting; for example, a normal move might lead into a > move that
- might lead into a -> move that might lead into a --> move and so on.
- - EX: before a sequence means it is an EX move; it uses up a quarter of a full super gauge.
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- U S E R I N T E R F A C E
- ---------------------------------------------------------------------------------------------
- (/'.')/ Baron von Coolguy _________ Mistress Evil Q('.'Q)
- _________________________________________/ \_________________________________________
- \ \:::::::::::::::::::::::::::\ Time /::::::::::::::::::::::::::::::/ /
- T T T \ 46 / T T T T T
- O X \_____/ X O
- lol fighting goes on here
- +-----------+ +-----------+
- | Character | _____ | Character |
- +-----------+ / \ +-----------+
- _________________________________________/ \_________________________________________
- /:::::::::/:::::::: | \ \_______/ :::/:::::::::|::::::::::\:::::::::\
- Across the top:
- - The crappy ASCII faces kinda show where character portraits and names will go.
- - Life bars for both players. While the bars are always the same length, characters might
- have different amounts of health.
- - Time remaining in the match. The timer stops for a short delay whenever an attack lands.
- - Triggers. Triggers are used to activate certain abilities.
- - Win/loss record.
- Across the bottom:
- - Super bars for both players.
- - The boxes indicate where character-specific UI elements will go.
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- S Y S T E M A R C A N A E
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- Quick note: In most cases, "specials" means both specials and arts.
- Basic movement:
- - 2: Crouch. Makes hitbox shorter.
- - 8: Jump.
- - 7,9: Jump backward or forward (respectively).
- - 66: Run forwards.
- - 44: Backstep.
- Basic actions:
- - A: Jab. Light attack. Combos indefinitely into itself and also into B, C, or specials.
- - B: Short. Medium attack. Combos into a second medium attack and also into C or specials.
- - C: Long. Hard attack. Combos into specials, probably jump-cancellable (but depends on
- the character).
- - AABBC: "Bread-and-butter" combo. This can then be chained into a special or, depending on
- the character, a Super.
- - X: Soft art. Arts are special moves that are integral to the character.
- - Y: Hard art. Hard arts are stronger than soft arts, but they use a trigger.
- - X+Y: EX art. An EX art is identical to a hard art, but instead of using a trigger, it
- consumes 25% of your super gauge.
- - 5T: Taunt. Taunts the opponent. Restores one trigger, but leaves you open to an attack.
- - 2T: Variant taunt. Uses a different animation, but is otherwise equivalent to 5T. Some
- characters will use this to restore a character-specific resource in addition to or
- instead of triggers (e.g. Rain reloading her gun).
- Basic defending:
- - 4: Standing block. Can guard high, overhead, or neutral attacks.
- - 1: Crouching block. Can guard high, low, or neutral attacks.
- - j.1,4,7: Air block. Can guard high, overhead, or neutral attacks, but some attacks may
- be air-unblockable.
- Throw attacks:
- - 2,5A+B: Slam throw. Penetrates block. Does most damage, but doesn't move the opponent
- very much.
- - 6A+B: Forward throw. Penetrates block.
- - 4A+B: Backward throw. Penetrates block.
- - j.A+B: Air throw. Penetrates block.
- - A+B (after opponent grabs, before they throw): Counter the throw.
- Advanced actions:
- - B+C: Smash attack. Uses a trigger. Powerful and instantly causes guard break, but has long
- windup time.
- - A+B+C: Burst. Uses a trigger. Makes you briefly invincible and knocks opponent back. Can
- only be used when you're being attacked.
- Other mechanics:
- - Guard break: As a player blocks, a small bar appears that tolls how much damage the
- block has "absorbed" (normal damage minus chip damage). The bar has a maximum, which is
- determined per-character; if the bar fills up and the player blocks another attack,
- they're hit with guard break, which has these effects:
- - The player is stunned. The duration depends on the bite of the attack. The stun does
- not dissipate after being hit by an attack.
- - The player loses a trigger. If that is not possible, they may lose some super gauge
- instead.
- - Some special attacks augment the guard break damage they inflict. That is, if they
- are blocked, the guard bar is filled more or less than it would be for a normal attack
- of the same strength.
- -
- Notes on attacks:
- - Attacks have four statistics that are relevant to their effect on your opponent: Damage,
- bite, type, and characteristic.
- - Damage is how much unprorated damage the attack does.
- - Bite is how long the opponent is stunned when the attack hits. (Guard break stun
- is always five times this amount.)
- - Type affects how an attack must be blocked. Generally comes in 5 flavors: high, low,
- overhead, neutral, and unblockable. It may also be air-unblockable.
- - High attacks can hit anywhere, and can be blocked standing or crouching.
- - Low attacks will miss aerial opponents, but can only be blocked crouching.
- - Overhead attacks can hit anywhere, and can only be blocked standing.
- - Neutral attacks are equal-opportunity: they can hit anywhere and be blocked anywhere.
- - All of the above can be air blocked, unless they are specifically air-unblockable.
- - Unblockable attacks are, well, unblockable. They hit both ground and air.
- - The characteristics of an attack are special abilities associated with certain attacks.
- For example, Tumorox's strong specials have the "firey" characteristic, setting his
- opponent on fire if they connect.
- -
- Notes on blocking:
- - There is chip damage. Chip damage is a small fraction of the normal damage dealt by the
- attack. The exact fraction varies per character and per attack.
- - There is blockstun. Block stun depends on the bite of the attack, but is generally
- at least 10 frames.
- - Chip damage and block stun are unaffected by proration, and blocked attacks don't build
- combo. However, if a combo had started before a blocked attack, "continuing" the combo
- on the blocking opponent will maintain the combo counter where it is, and it can resume
- if the block is broken or bypassed.
- ---------------------------------------------------------------------------------------------
- C H A R A C T E R S
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- DIAMOND
- Attributes: Medium speed, weak melee, strong ranged
- Art: CRYSTAL SPROUT - Some of Diamond's specials create crystal seeds and place them at
- various points on the stage. With X and Y, he can sprout attacks out of these seeds.
- DRIFT
- Attributes: Very fast, weak melee, attacks come out fast
- Art: DARTING - Drift teleports a short distance, ignoring everything in between, by
- pressing X and a direction. Drift has a gauge that regulates his darting. The gauge
- has 5 segments, and each dart costs a full segment. It regenerates naturally over time
- as long as Drift is active, and stops refilling if he's stunned or knocked down. Y does
- not use his gauge, and shortly after darting with Y, a trail of fire appears between
- Drift's old and new location, damaging enemies.
- SURINAM
- Attributes: Slow, strong melee, high reach on attacks
- Art: CURSED BLADE - Surinam draws her cursed blade against her opponent with X. If she
- uses Y, she can curse her opponent - this makes X attacks do more damage and also
- makes her able to use certain specials. Cursing lasts a short time, but this time
- is replenished when the opponent is hit by an unblocked X or Y attack.
- CHROMA
- Attributes: Varies
- Art: SPECTRUM SHIFT - Chroma switches from light ink to dark ink with X. While light,
- he is faster and weaker; while dark, he is slower and stronger. With Y, he changes to
- a different color, temporarily giving him the advantages of both forms with none of the
- weaknesses. There is a cooldown on this ability in addition to using a trigger.
- MARKER
- Attributes: Medium speed, strong melee, attacks have high priority
- Art: DANCING SWORD - Marker can use a series of quick sword strikes with X. With Y, he
- can use a finishing move that ends his Dancing Sword, but with a much more powerful
- strike than normal.
- RAIN
- Attributes: Fast, weak melee, powerful ranged abilities
- Art: BULLET RAIN - Rain uses her gun to shoot her opponent with X. With Y, she does the
- same attacks as X, but firing three bullets in rapid succession. She has unlimited
- ammo, but a limited magazine, and must reload periodically with 2T.
- BOOTS
- Attributes: Medium speed, strong melee, attacks come out slowly
- Art: PRESSURE POINTS - Boots inflicts a precisely targetted blow with X. Each blow
- builds up a weakness gauge; as the gauge fills up, the opponent becomes slightly
- slower. This art combos 3 times, releasing a flurry of blows on the third strike.
- Y, conversely, releases a palm strike, which inflicts more damage the more the
- weakness gauge is built up, but slightly drains this weakness afterwards.
- ROOT
- Attributes: Slow, weak melee, attacks have long reach
- Art: UNDERGROWTH - Root can throw seeds to plant vines with X. Vines grow over time and
- seek out the opponent; when they make contact with the opponent, he/she is slowed.
- Multiple vines have a cumulative effect. Y plants a much thicker vine, which is
- otherwise identical to normal vines. Root's specials usually interact with vines.
- DEUCE
- Attributes: Medium speed, medium-weak melee, attacks come out quickly
- Art: PRIDE - Deuce uses broad swings of his mallet with his X arts. Each mallet
- attack that lands partly fills his pride gauge. The pride gauge increases the
- damage and bite of all of his attacks, especially his X attacks. His Y art
- releases a fearsome kiai, stunning the opponent briefly if they are nearby and
- significantly filling his pride gauge. The pride gauge decreases over time.
- TUMOROX
- Attributes: Slow speed, strong melee, many vacuuming attacks
- Art: RYUUSOU - Tumorox throws out a long chain with a dragon's jaw on the end of it
- with X. Directional variants change the direction. If the jaw connects against a
- grounded opponent, it pulls them up in front of Tumorox; against an aerial opponent,
- it pulls them around Tumorox and slams them into the ground. This is functionally
- equivalent to a throw except that it can be blocked. Y is similar, but has a longer
- reach, is much faster, and sets the foe on fire, which temporarily increases the
- damage Tumorox's attacks deal to him or her. One of Tumorox's supers also uses
- Ryuusou.
- DARK
- Attributes: Slow speed, strong melee, many different styles of attacking
- Art: WEAPONS - Dark's body is filled with a variety of blades. His C attack uses one
- of these blades. X switches to a different blade (in the order: dagger, spear,
- zanbatou, and then dagger again), then launches his C attack instantly. Y uses
- a more powerful weapon, his drill, for several seconds.
- TINKER
- Attributes: Medium-fast speed, medium melee, good ranged ability
- Art: CLOAK OF GUNS - Tinker fires a variety of different projectile attacks from weapons
- concealed in his robes with X, one for each of the eight directions. (Forward and
- neutral are equivalent.) Y fires a swarm of the appropriate projectile instead.
- DEITY
- Attributes: Slow speed, very strong melee, constant health leak over time
- Art: SYMBIOTE - Deity wields her massive sword, Symbiote, with X or Y. Each swing that
- connects drains some of Deity's life, but the attacks are powerful. Y attacks are
- faster, stronger, and - most importantly - refund all health paid if they connect.
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