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  1. ---------------------------------------------------------------------------------------------
  2. C O N T R O L S
  3. ---------------------------------------------------------------------------------------------
  4.  
  5. The game is played with a joystick and 6 buttons. The six buttons are denoted as A, B, C, X,
  6. Y, and T.
  7.  
  8.  
  9.  
  10. When indicating special motions, this document uses the following notation:
  11. - 1-9: Directions. This is based on your numpad and your character facing right. For
  12. instance, 6 means forward, 2 means down, and 3 means down-forward. 5 means neutral (don't
  13. press any direction).
  14. - A, B, C, X, Y, or T means press that particular button.
  15. - Putting a bunch of directions or buttons together means press those directions/buttons in
  16. sequence. For example, 2AB means press down, then A, then B. When a sequence of directions
  17. leads to a sequence of buttons, it's implied that you continue holding the last direction,
  18. so in the example of 2AB, you would continue holding down when pressing A and B.
  19. - A comma in between a sequence of buttons is "or." For example, 22A,B means press down
  20. twice, then press A or B. If A and B produce different results, the description of the move
  21. will explain what the difference is.
  22. - A plus sign in between a sequence of buttons is "and." For example, A+B means press A and
  23. B at the same time. There is a tolerance interval of roughly 3 frames (1/20 of a second)
  24. before it decides whether you're pressing just one button or both of them together.
  25. - j. before a sequence means it must be performed in the air.
  26. - > before a sequence means it follows after the previous move has been performed. Dashes
  27. before the > indicate nesting; for example, a normal move might lead into a > move that
  28. might lead into a -> move that might lead into a --> move and so on.
  29. - EX: before a sequence means it is an EX move; it uses up a quarter of a full super gauge.
  30.  
  31. ---------------------------------------------------------------------------------------------
  32. U S E R I N T E R F A C E
  33. ---------------------------------------------------------------------------------------------
  34. (/'.')/ Baron von Coolguy _________ Mistress Evil Q('.'Q)
  35. _________________________________________/ \_________________________________________
  36. \ \:::::::::::::::::::::::::::\ Time /::::::::::::::::::::::::::::::/ /
  37. T T T \ 46 / T T T T T
  38. O X \_____/ X O
  39.  
  40.  
  41.  
  42.  
  43.  
  44.  
  45.  
  46. lol fighting goes on here
  47.  
  48.  
  49.  
  50.  
  51.  
  52.  
  53. +-----------+ +-----------+
  54. | Character | _____ | Character |
  55. +-----------+ / \ +-----------+
  56. _________________________________________/ \_________________________________________
  57. /:::::::::/:::::::: | \ \_______/ :::/:::::::::|::::::::::\:::::::::\
  58.  
  59. Across the top:
  60. - The crappy ASCII faces kinda show where character portraits and names will go.
  61. - Life bars for both players. While the bars are always the same length, characters might
  62. have different amounts of health.
  63. - Time remaining in the match. The timer stops for a short delay whenever an attack lands.
  64. - Triggers. Triggers are used to activate certain abilities.
  65. - Win/loss record.
  66.  
  67. Across the bottom:
  68. - Super bars for both players.
  69. - The boxes indicate where character-specific UI elements will go.
  70.  
  71. ---------------------------------------------------------------------------------------------
  72. S Y S T E M A R C A N A E
  73. ---------------------------------------------------------------------------------------------
  74.  
  75. Quick note: In most cases, "specials" means both specials and arts.
  76.  
  77. Basic movement:
  78.  
  79. - 2: Crouch. Makes hitbox shorter.
  80.  
  81. - 8: Jump.
  82.  
  83. - 7,9: Jump backward or forward (respectively).
  84.  
  85. - 66: Run forwards.
  86.  
  87. - 44: Backstep.
  88.  
  89.  
  90. Basic actions:
  91.  
  92. - A: Jab. Light attack. Combos indefinitely into itself and also into B, C, or specials.
  93.  
  94. - B: Short. Medium attack. Combos into a second medium attack and also into C or specials.
  95.  
  96. - C: Long. Hard attack. Combos into specials, probably jump-cancellable (but depends on
  97. the character).
  98.  
  99. - AABBC: "Bread-and-butter" combo. This can then be chained into a special or, depending on
  100. the character, a Super.
  101.  
  102. - X: Soft art. Arts are special moves that are integral to the character.
  103.  
  104. - Y: Hard art. Hard arts are stronger than soft arts, but they use a trigger.
  105.  
  106. - X+Y: EX art. An EX art is identical to a hard art, but instead of using a trigger, it
  107. consumes 25% of your super gauge.
  108.  
  109. - 5T: Taunt. Taunts the opponent. Restores one trigger, but leaves you open to an attack.
  110.  
  111. - 2T: Variant taunt. Uses a different animation, but is otherwise equivalent to 5T. Some
  112. characters will use this to restore a character-specific resource in addition to or
  113. instead of triggers (e.g. Rain reloading her gun).
  114.  
  115.  
  116. Basic defending:
  117.  
  118. - 4: Standing block. Can guard high, overhead, or neutral attacks.
  119.  
  120. - 1: Crouching block. Can guard high, low, or neutral attacks.
  121.  
  122. - j.1,4,7: Air block. Can guard high, overhead, or neutral attacks, but some attacks may
  123. be air-unblockable.
  124.  
  125.  
  126. Throw attacks:
  127.  
  128. - 2,5A+B: Slam throw. Penetrates block. Does most damage, but doesn't move the opponent
  129. very much.
  130.  
  131. - 6A+B: Forward throw. Penetrates block.
  132.  
  133. - 4A+B: Backward throw. Penetrates block.
  134.  
  135. - j.A+B: Air throw. Penetrates block.
  136.  
  137. - A+B (after opponent grabs, before they throw): Counter the throw.
  138.  
  139.  
  140. Advanced actions:
  141.  
  142. - B+C: Smash attack. Uses a trigger. Powerful and instantly causes guard break, but has long
  143. windup time.
  144.  
  145. - A+B+C: Burst. Uses a trigger. Makes you briefly invincible and knocks opponent back. Can
  146. only be used when you're being attacked.
  147.  
  148.  
  149. Other mechanics:
  150. - Guard break: As a player blocks, a small bar appears that tolls how much damage the
  151. block has "absorbed" (normal damage minus chip damage). The bar has a maximum, which is
  152. determined per-character; if the bar fills up and the player blocks another attack,
  153. they're hit with guard break, which has these effects:
  154. - The player is stunned. The duration depends on the bite of the attack. The stun does
  155. not dissipate after being hit by an attack.
  156. - The player loses a trigger. If that is not possible, they may lose some super gauge
  157. instead.
  158. - Some special attacks augment the guard break damage they inflict. That is, if they
  159. are blocked, the guard bar is filled more or less than it would be for a normal attack
  160. of the same strength.
  161. -
  162.  
  163. Notes on attacks:
  164. - Attacks have four statistics that are relevant to their effect on your opponent: Damage,
  165. bite, type, and characteristic.
  166. - Damage is how much unprorated damage the attack does.
  167. - Bite is how long the opponent is stunned when the attack hits. (Guard break stun
  168. is always five times this amount.)
  169. - Type affects how an attack must be blocked. Generally comes in 5 flavors: high, low,
  170. overhead, neutral, and unblockable. It may also be air-unblockable.
  171. - High attacks can hit anywhere, and can be blocked standing or crouching.
  172. - Low attacks will miss aerial opponents, but can only be blocked crouching.
  173. - Overhead attacks can hit anywhere, and can only be blocked standing.
  174. - Neutral attacks are equal-opportunity: they can hit anywhere and be blocked anywhere.
  175. - All of the above can be air blocked, unless they are specifically air-unblockable.
  176. - Unblockable attacks are, well, unblockable. They hit both ground and air.
  177. - The characteristics of an attack are special abilities associated with certain attacks.
  178. For example, Tumorox's strong specials have the "firey" characteristic, setting his
  179. opponent on fire if they connect.
  180. -
  181.  
  182. Notes on blocking:
  183. - There is chip damage. Chip damage is a small fraction of the normal damage dealt by the
  184. attack. The exact fraction varies per character and per attack.
  185. - There is blockstun. Block stun depends on the bite of the attack, but is generally
  186. at least 10 frames.
  187. - Chip damage and block stun are unaffected by proration, and blocked attacks don't build
  188. combo. However, if a combo had started before a blocked attack, "continuing" the combo
  189. on the blocking opponent will maintain the combo counter where it is, and it can resume
  190. if the block is broken or bypassed.
  191.  
  192. ---------------------------------------------------------------------------------------------
  193. C H A R A C T E R S
  194. ---------------------------------------------------------------------------------------------
  195.  
  196. DIAMOND
  197.  
  198. Attributes: Medium speed, weak melee, strong ranged
  199.  
  200. Art: CRYSTAL SPROUT - Some of Diamond's specials create crystal seeds and place them at
  201. various points on the stage. With X and Y, he can sprout attacks out of these seeds.
  202.  
  203.  
  204.  
  205. DRIFT
  206.  
  207. Attributes: Very fast, weak melee, attacks come out fast
  208.  
  209. Art: DARTING - Drift teleports a short distance, ignoring everything in between, by
  210. pressing X and a direction. Drift has a gauge that regulates his darting. The gauge
  211. has 5 segments, and each dart costs a full segment. It regenerates naturally over time
  212. as long as Drift is active, and stops refilling if he's stunned or knocked down. Y does
  213. not use his gauge, and shortly after darting with Y, a trail of fire appears between
  214. Drift's old and new location, damaging enemies.
  215.  
  216.  
  217.  
  218. SURINAM
  219.  
  220. Attributes: Slow, strong melee, high reach on attacks
  221.  
  222. Art: CURSED BLADE - Surinam draws her cursed blade against her opponent with X. If she
  223. uses Y, she can curse her opponent - this makes X attacks do more damage and also
  224. makes her able to use certain specials. Cursing lasts a short time, but this time
  225. is replenished when the opponent is hit by an unblocked X or Y attack.
  226.  
  227.  
  228.  
  229. CHROMA
  230.  
  231. Attributes: Varies
  232.  
  233. Art: SPECTRUM SHIFT - Chroma switches from light ink to dark ink with X. While light,
  234. he is faster and weaker; while dark, he is slower and stronger. With Y, he changes to
  235. a different color, temporarily giving him the advantages of both forms with none of the
  236. weaknesses. There is a cooldown on this ability in addition to using a trigger.
  237.  
  238.  
  239.  
  240. MARKER
  241.  
  242. Attributes: Medium speed, strong melee, attacks have high priority
  243.  
  244. Art: DANCING SWORD - Marker can use a series of quick sword strikes with X. With Y, he
  245. can use a finishing move that ends his Dancing Sword, but with a much more powerful
  246. strike than normal.
  247.  
  248.  
  249.  
  250. RAIN
  251.  
  252. Attributes: Fast, weak melee, powerful ranged abilities
  253.  
  254. Art: BULLET RAIN - Rain uses her gun to shoot her opponent with X. With Y, she does the
  255. same attacks as X, but firing three bullets in rapid succession. She has unlimited
  256. ammo, but a limited magazine, and must reload periodically with 2T.
  257.  
  258.  
  259.  
  260. BOOTS
  261.  
  262. Attributes: Medium speed, strong melee, attacks come out slowly
  263.  
  264. Art: PRESSURE POINTS - Boots inflicts a precisely targetted blow with X. Each blow
  265. builds up a weakness gauge; as the gauge fills up, the opponent becomes slightly
  266. slower. This art combos 3 times, releasing a flurry of blows on the third strike.
  267. Y, conversely, releases a palm strike, which inflicts more damage the more the
  268. weakness gauge is built up, but slightly drains this weakness afterwards.
  269.  
  270.  
  271.  
  272. ROOT
  273.  
  274. Attributes: Slow, weak melee, attacks have long reach
  275.  
  276. Art: UNDERGROWTH - Root can throw seeds to plant vines with X. Vines grow over time and
  277. seek out the opponent; when they make contact with the opponent, he/she is slowed.
  278. Multiple vines have a cumulative effect. Y plants a much thicker vine, which is
  279. otherwise identical to normal vines. Root's specials usually interact with vines.
  280.  
  281.  
  282.  
  283. DEUCE
  284.  
  285. Attributes: Medium speed, medium-weak melee, attacks come out quickly
  286.  
  287. Art: PRIDE - Deuce uses broad swings of his mallet with his X arts. Each mallet
  288. attack that lands partly fills his pride gauge. The pride gauge increases the
  289. damage and bite of all of his attacks, especially his X attacks. His Y art
  290. releases a fearsome kiai, stunning the opponent briefly if they are nearby and
  291. significantly filling his pride gauge. The pride gauge decreases over time.
  292.  
  293.  
  294.  
  295. TUMOROX
  296.  
  297. Attributes: Slow speed, strong melee, many vacuuming attacks
  298.  
  299. Art: RYUUSOU - Tumorox throws out a long chain with a dragon's jaw on the end of it
  300. with X. Directional variants change the direction. If the jaw connects against a
  301. grounded opponent, it pulls them up in front of Tumorox; against an aerial opponent,
  302. it pulls them around Tumorox and slams them into the ground. This is functionally
  303. equivalent to a throw except that it can be blocked. Y is similar, but has a longer
  304. reach, is much faster, and sets the foe on fire, which temporarily increases the
  305. damage Tumorox's attacks deal to him or her. One of Tumorox's supers also uses
  306. Ryuusou.
  307.  
  308.  
  309.  
  310. DARK
  311.  
  312. Attributes: Slow speed, strong melee, many different styles of attacking
  313.  
  314. Art: WEAPONS - Dark's body is filled with a variety of blades. His C attack uses one
  315. of these blades. X switches to a different blade (in the order: dagger, spear,
  316. zanbatou, and then dagger again), then launches his C attack instantly. Y uses
  317. a more powerful weapon, his drill, for several seconds.
  318.  
  319.  
  320.  
  321. TINKER
  322.  
  323. Attributes: Medium-fast speed, medium melee, good ranged ability
  324.  
  325. Art: CLOAK OF GUNS - Tinker fires a variety of different projectile attacks from weapons
  326. concealed in his robes with X, one for each of the eight directions. (Forward and
  327. neutral are equivalent.) Y fires a swarm of the appropriate projectile instead.
  328.  
  329.  
  330.  
  331. DEITY
  332.  
  333. Attributes: Slow speed, very strong melee, constant health leak over time
  334.  
  335. Art: SYMBIOTE - Deity wields her massive sword, Symbiote, with X or Y. Each swing that
  336. connects drains some of Deity's life, but the attacks are powerful. Y attacks are
  337. faster, stronger, and - most importantly - refund all health paid if they connect.
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