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- -- I N D E X --
- 01.Just Starting
- 02.Fundamentals
- 03.Basics
- 04.Intermediate
- 05.Advanced
- I might use some fighting game terms in here. If you don't understand a term, just google "Fighting Game [Term]" and you'll
- quickly find what you're looking for.
- 01.Just Starting:
- A. Practice Modes
- Play "Practice" when prompted or in the main menu. Make sure you understand what the game is asking of you before
- moving on to the next task.
- Next, play "Advanced Practice". Make sure you understand what the game is asking of you before moving on to the next task.
- Both of these explain the fundamentals and controls of the game pretty well, but also leave a lot out, so I'm going to go
- back over them again later.
- B. Spending Steel
- STEEL is the in-game currency earned from completing matches and the tasks given to your in "Orders". Careful how you spend
- it.
- You'll have recieved a good chunk of steel for doing the practice modes. I'm going to tell you how to use it. Go to your
- "Profile" page and purchase "3-Day Champion status". This will boost xp and steel gained from matches, letting you level
- characters much quicker for those sweet cosmetics and stats. You should re-purchase it every 3 days. By completing all of
- your orders, you will have more than enough steel to keep doing this every 3 days, if you want to.
- You do not have to "recruit" a character for 500 steel to play them, only to customize them. Play a few matches with a
- character before deciding whether to recruit them or not. 500 steel is no big deal but there's no point in recruiting a
- character you have no interest in leveling.
- DO NOT spend your steel on scavenging packs. They offer nothing that you won't just get as a reward for playing matches.
- Once you reach Reputation 1, which is done by leveling a character past 20, it's alright purchase one or two premium packs.
- At this point, equipment begins to have actual value.
- DO NOT upgrade equipment. Upgrades are a waste of steel, as every time you reputation up, the strength of equipment totally
- eclipses previous equipment. I would reccomend you dismantle any equipment you don't want in the reward screen after a match,
- so that your inventory does not get clogged.
- Future dlc characters will likely cost a lot of steel. Somewhere between 5,000-15,000 steel per character, judging by the cost
- of just costumes. I could be wrong, but it's better to play it safe.
- I personally plan to spend steel exclusively on characters I get past Reputation 1, on whatever I want. Ornaments are fair
- game, but the rest will be spent on Champ Status and dlc characters.
- C. Practicing
- Creating a "Custom Match" and changing the settings to a duel against one level 1 bot for 99 rounds is an effective way to
- try out a new character or technique. You don't have to go the full 99, but you won't have to spend much time in loading screens.
- 02.Fundamentals
- A. Lock-On
- By locking onto an enemy Hero, you can see more clearly which direction an attack of theirs will come from, when they're
- going for a guardbreak, and they cannot get behind you. It allows you to dash rather than roll.
- B. Light/Heavy Attacks
- Light attacks are quicker but weaker, while heavy are slower but more powerful. By moving your guard and pressing one of
- the attack buttons, you will perform the attack from that direction.Overhead attacks are always the most powerful of the
- 3 directions, especially in heavy attack's case. Light attacks are great for bewildering and confusing your enemy, but
- should not be spammed. If your opponent blocks a light attack, do not continue to mash it. For most characters, heavy
- attacks should not be used without careful consideration, as they are easily punished with dashes or parries.
- C. Blocking
- By moving your guard in the same direction an attack is coming from, you will "block" the attack. You will know when your
- opponent is about to attack from a direction because it will become red. Blocking is important to stopping an enemy hero's
- offense. Blocking reduces their stamina and interupts light attack chains so they cannot continue to pressure you.
- D. HP
- Above your character is their hp bar, white and segmented. Your enemy also has these above their head. When HP reaches
- zero, a hero dies. If your HP falls below one bar, it will slowly regenerate until it is about one bar again, even in
- combat.
- E. Stamina
- Below this hp bar is the stamina bar. Stamina is consumed by performing most offensive,
- in-combat actions, but not by sprinting or rolling. Dashing, attacking, guardbreaking, ect, ect consume stamina. When your
- stamina reaches zero, your character becomes 'exhaughsted". Your attacks become slower and weaker, you cannot use attack
- chains, and you cannot sprint. You can still dash, parry, block, guardbreak, ect. Performing any action that consumes stamina
- will consume even more stamina than usual, keeping you exhaughsted. You will have to play defensively until your stamina
- is full again. Try to manage your stamina so that you do not become exhaughsted. Guardbreaks and throws reduce you or your
- opponent's stamina when they land, and teching a guardbreak will cause additional stamina loss to whoever attempted the
- guardbreak.
- F. Environment
- You cannot run or roll off a ledge. The only way to be knocked off a ledge is by being hit or thrown towards it. You can
- also be thrown into walls, crushed by gates, and hurt by geysers. Do not run into or under anything that looks hazardous.
- If an enemy is on the same ladder as you, you can slide down it to knock them off(and potentially kill) them, or punch
- them off if they're above you, and vice-versa.
- 03.Basics
- A. Attack Chains
- Depending on your character, light attacks, heavy attacks and guardbreaks can be chained together to pressure your opponent
- with attacks that don't allow them to retaliate with their own attack between them. Check out your character's moveset to
- find their attackchains. Keep in mind that, in moveset, if a button in an attack chain has a little star to the right of
- it, that attack must not be blocked for the chain to continue, so DO NOT press the next button in the chain if it is blocked,
- or you are liable to be punished for it. Just because it is an attack chain, does not mean that the next hit in the chain is
- garunteed after the first if it hits. To pressure your opponent, change the direction of each attack in a chain so that
- it is more difficult to block.
- B. Guardbreaking
- Guardbreaks are meant to break the guard of a defensive opponent. By using it, you can get through their guard and follow up
- in a multitude of ways, depending on your character. Universally, every character can follow up a successful guardbreak with
- a throw. You have to be pretty close to your opponent(with most classes) to guardbreak them, or you will whiff(miss) it
- and get punished for it. Some classes have special guardbreaks assigned to the guardbreak button, which can be used in
- attack chains and after dashing. They all serve a similar function, though, breaking through guards.
- C. Throws
- After a guardbreak, press the guardbreak button again and move your guard direction to throw your opponent in that direction.
- Throwing depletes an enemy's stamina. Throwing them into open space staggers enemies briefly, which gives some characters a
- follow-up. Throwing an opponent into a wall causes an extra-long stagger, giving you additional follow-up options, depending
- on your character, and universally gives you a free light attack. Throwing an opponent who is exhaughsted or has very low
- stamina will knock them on the ground, giving you a very large window to follow-up on. Most characters, if not all, can follow
- up with an overhead heavy attack, or if their range it too short, a forward dash and overhead heavy attack.
- E. Dashes
- I am unsure if dashes have invincibility frames, time in which you cannot be hit while using them, but I do not think so.
- Regardless, dashes can be used to dodge attacks by getting you away from their hitbox. Dashes are useful for repositioning
- mid-fight, as characters move slowly when locked-on. Overhead attacks are easy to dodge with every character using a dash
- attack. Each character has different follow-ups after a dash attack, check your moveset for them. Some characters, like
- Orochi, Peacekeeper, and Berserker, have very quick dashes that allow them to use them instead of their relatively weak
- blocks to dodge and counterattack.
- F. True Combos
- Some characters have attack chains that garuntee a hit after the first if it lands. An example is Warden's side light, side
- light, or Orochi's overhead light, overhead light. True Combo also refers to hits that are garunteed to land after a certain
- action. An example of this is that Warden is garunteed a side heavy after a guardbreak, or that Conqueror is garunteed a light
- after a shield bash.
- 04.Intermediate
- A. Parries
- By holding your guard in the direction an attack is coming from, so as to block, then hitting heavy attack right before an attack
- lands, you will "parry" your opponents attack. The enemy's attack indication will pulse and become a brighter red the moment
- you should parry it. After a parry, depending on distance or character, you can followup with a counterattack. Most characters
- can follow up with an untechable guardbreak, and then follow the guardbreak up with a true combo. Parries are very important
- in this game and are the key to beating lower-level players.
- B. Teching Guardbreaks
- "Teching" is a term for countering guardbreaks. By teching a guardbreak, you push them away and reduce their stamina
- considerably. When a locked-on opponent guardbreaks, a red broken shield symbol will flash, briefly, in the middle of
- their 3 guard directions. After their character shoves their body into you, the same symbol will briefly flash on own
- character. By pressing guardbreak yourself the moment this symbol appears on your character, you will shove your opponent
- away and prevent the guardbreak and follow-up. It makes it easier to guardbreak if you double-tap the button a moment after
- you see them guardbreaking. It's difficult to react to, so keep in mind when your opponent might do it and you will be ready.
- Remember they must be close to you to guardbreak. For many characters, a guardbreak can used after a forward dash, so keep
- that in mind. If you are near a ledge or wall, your opponent is likely to attempt a guardbreak and throw you into the wall or
- off the ledge. If your stamina is low, they may attempt a guardbreak and throw to knock you down.
- C. Revenge Mode
- When you take a large number of hits, whether blocked or not, within a short span of time and from multiple enemies, you
- will briefly glow orange and be allowed to enter "Revenge Mode" by pressing the button prompted at the bottom of the screen.
- The revenge meter is in the bottom left corner of the screen, and quickly depletes when not being attacked. If you enter
- Revenge mode when an opponent attacks, with similar but more lenient timing of a parry, you will cause a knockdown, which
- can be followed-up on. Watch for when your opponent briefly glows orange. It means they can activate it when you attack
- and punish you. Revenge mode decreases damage taken from attacks, increases your damage, and makes your attacks uninterruptable.
- Throws and parries also knock-down. Revenge mode DOES NOT make you invincible. You can still be killed by the many attacks
- of multiple enemy heroes. Use Revenge mode's initial knock-down, then try to parry one enemy's attack to knock them down, so that
- you can begin wailing on another, or kill them while they're down. Guardbreaks can still stagger you while you are not
- attacking, so be prepared to tech guardbreaks when an attack chain ends. Revenge mode does not last long, and sometimes is
- best used to stall or run away to allies when outnumbered.
- 05.Advanced
- A. Feints
- Most characters, excluding Conqueror, can cancel the startup of a heavy attack by pressing the feint button. This has to be
- done fairly quickly after a heavy attack is initiated. This is meant to confuse your enemy as to which side you're attacking
- from. Try feinting an overhead heavy attack, then attacking with a side light attack. If your opponent tries to parry a feinted
- heavy attack, you will be able to punish them heavily for it with a dodge follow-up, parry, or light attack. At lower levels,
- using feints is not very helpful, so avoid using feints until you know an opponent is at least capable of parrying.
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