Point of the Game:
-Win the match by taking all of your opponent's stock.
-Matches are 1 on 1.
How to earn a K.O.
a) bring their HP to 0
b)ring out
c)star K.O.
note:
The fights are fluid and continue from where they left off a la Smash Bros. MK9.
-There are no rounds, the K.O.ed player is simply revived at peak condition upon losing a stock.
-The victorious player is left as is until K.O.ed.
Stages are Dynamic:
The stage is much more than a simple background to look at, the stages will vary in size and may have obstacles to keep players on their toes and aware of their surroundings. Players can take advantage of certain aspects of the stage to earn K.O.s more easily, however, there are no unfair or overpowered hazards. All stages are meant to test the player's skill, not earn cheap K.O.'s.
Controller inputs:
Movement-
(Arrow inputs are for either Dpad or Stick, double tap on Dpad, and SMASH on stick)
(</>) - Walk
(V) - Crouch
(<</>>) - Dash
X - Jump
X+X - 2nd Jump
(^)+X - High Jump
Defensive Movements-
R1 - Block
(V)+R1 - Crouching Block
(<</>>)+R1 - Roll
R2 - Power Shield
/air/+R1 - Air Dodge/Air Block
/air/+(<</>>)+R1 - Air Dash
Offensive Movements-
A - Swift Attacks
/air/+A - Aerial Swift Attacks
B - Strong Attacks
/air/+B - Aerial Strong Attacks
Y - Special Attacks
/air/+Y - Aerial Special Attacks
R1+A/B - Grabs/Air Grabs
L2 - Supers
L1+L2 - Ultra
Other Actions-
L1 - Taunts
L2+A+B - Hyper Mode
L2 (in Hyper Mode) - Finishing Move
L1+A - Burst Breaker (weak)
L1+B - Burst Breaker (strong)
Movement:
Walk- Tilt the stick or press left or right on the Dpad.
Dash - Smash the stick, or double tap the Dpad left or right.
Crouch - You crouch, thus allowing you to avoid high hitting attacks, it also decreases knockback.
Jump - Tap the X button and you will jump. Aerial gameplay is different from ground gameplay. Likewise a quick tap will cause you to short hop. Tap X again and you will 2nd jump. Some characters will have 3 or more jumps, others can't double jump.
Super Jump - Holding up when pressing X will cause your character to do a Super Jump. This can only be done from the ground. This is very useful for combos and follow-ups.
Air Dash - A forward or backward dash that is only performed while in mid-air. Most characters can only perform one dash, sacrificing their 2nd jump for it, others 2 or more, and others none. Thus, you cannont double jump and air dash.
Fast Falling - Tapping down while in mid air will cause your character to Fast Fall letting them get to the ground more quickly.
Defensive Techniques:
Block - Causes your character tp brace himself and block. Reduces ALL knockback and hitstun, but is still vulnerable to chip damage. It is quick enough to respond to any move. Only high and from the front. Still Vulnerable to cross ups and mix ups.
Crouch Block - Same as the block, but blocks low. Vulnerable to rear attacks and overhead.
Roll - Allows player to roll foward or backward granting numerous frames of invincibility on both motions. Can be done during a block or not.
Air Block/Dodge - Player blocks while in mid-air, blocks all attacks but still causes chip damage. Some characters will dodge instead of block.
Power Shield - Conjures up a shield that blocks all damage from all directions. Extended use or powerful attacks will consume the shield until it breaks. It slowly charges over time. Breaking the shield requires longer charge as a punishment.
Additional Defensive Techs:
Instant Block - Blocking right as you're about to get hit will cause your character to do a more powerful instant block which will stagger your opponent briefly and reduce block stun. There is not chip damage with this, but the timing is tricky.
Attack Breaker - While blocking press L1+A to use an attack burst which breaks the opponent's combo and opens them up for a counter attack. Can only be done while blocking.
Hyper Breaker - Consumes a Burst Counter, but it creates a more power, character unique "Burst Attack," which breaks all of the opponent's combos and sets them up for a counter attack. Can be used at any time at the cost of a counter.
Teching - Pressing a direction and button when staggering and about to hit the ground or any surface will cause your character to safely 'tech' on that surface removing all impact damage and allowing you to be ready to defend yourself, also works when sliding on the ground.
Recovery - While careening through the air or when knocked down press any button to do a recovery option:
A/B: A recovery attack.
R1+(</>): Your character will roll in that direction or if in mid-air, they will simply regain balance.
Taunting (L1+</^/>/V) - This will cause your character to use one of a number of taunts. This leaves you vulnerable to a counter attack. But it will build your super meter a bit, Taunting after you K.O. an opponent will cause your opponent to have 50% of their super gauge when returning.
Offensive Techniques:
Normal Attacks:
(A) Rapid/ (B) Brave
Rapid Attacks - Rapid Attacks are weaker but faster normal moves that are great fpr starting combos and following up with a "Brave" attack. Attacks do not build your Brave Gauge (super meter). Most Rapid Attacks can be performed for an aerial variation of the attack.
General Rapid Attack Branch:
#Most characters will have these inputs as their Rapid Attack inputs, though there will be some variations on some characters.
5A: Standard Rapid
8A: Upward Rapid (either Anti-air, or overhead, sometimes something else)
2A: Crouching Rapid
4/6A: Strong Rapid (Either a poke, or a move with higher knockback or stun damage).
Smash Rapid: Input varies with characters, but it will normally be 66A, every character will have ONE of these.
/air/+5A: Aerial Rapid (just a rapid attack that can be done in mid air, sometimes a good poke/approach move, or aerial combo buff).
Note that these are the general inputs for all the characters, though some characters might have a variation or two.
Brave Attacks - Brave Attacks are slower than Rapid Attacks but pack more of a punch and also build your Brave Meter which will allow you to pull off super attacks and such. Most characters will have a distinction between Aerial Brave Attacks and Ground Brave Attacks. Likewise, they will follow the same input patterns across characters like Rapid Attacks, but they WILL have some variations across characters.
General Brave Attack Branch:
5B: Standard Brave
4/6B: Strong Brave (it varies per character, usually a good poke, or a nice K.O. move)
2B: Crouching Brave
8B: Upward Brave (could be AA, could be combo buff, could be K.O. move)
1/3B: Sliding/Poke Brave
Smash Attacks:
Double Tapping the same input on the pad (66) or SMASHING the stick while tapping B will cause your character to perform a powerful Smash Attack. These attacks do more damage and will either stagger/dizzy opponents, bounce them, or send them flying/sliding. Each character will have at least 2 Smash Attacks, usually 66B and 88B, however some may have others.
Dash Attacks: Pressing B while dashing will cause a Dash Attack, these are useful approach options but punishable on a whiff.
Aerial Attacks:
Aerial Brave Attacks are different from Aerial Swift Attacks in that they are completely different attacks from ground attacks. All characters will have 3 Aerial Brave Attacks on the same inputs, however the rest will vary from character to character.
General Aerial Attack Branch:
5B/air/: Standard Air
8B/air/: Up Air
6B/air/: Forward Air
Additional inputs will vary and some characters will even have Aerial Smash Attacks.
Grabs:
Pressing a normal attack button A/B while blocking will cause your character to grab their opponent when near them. This can also be done in mid-air except by characters who Air Dodge.
Throws:
Throws are broken into two categories Normal Throws and Aerial Throws. After Grabbing an opponent Tilting the stick in a direction will cause your character to throw them. The directions are the typical N/S/E/W. however, every character only has 2 Normal throws and the inputs vary.
Aerial Throws are slightly different. Every character will have a forward throw, a downward throw that will vary from character to character. Some will have a "clutch" throw where they divebomb into the ground while holding their opponent. These throws do a lot of damage but will cause damage to both players. ALso, it should be noted that there is a small window at the beginning where a clitch throw can be broken.
Breaking Grabs:
Tapping the block button right as you are about to be grabbed will cause your character to parry and break free from the grab. The window is small, but will double with each consequitive grab. This is done to deminish the power of Chain-Grabs. Air Grabs can't be parried, but clutches can be broken by tapping R1 at the right moment.
Special Attacks:
Special Attacks are all designated to the same button. The function, power, input and number of Special Attacks will vary from character to character. All Special Attacks are unique and resonate with each character's playstyle, strategy and passive ability as well as their personality. Characters can sometimes have 1 or 2 very versatile Special Attacks, or many (10 or more) Special Attacks that are useful in different more specific situations. Some specials can be performed both in air and land, or just in either one. Others will vary on location and such, and other will only be able to be performed under certain conditions.
As for inputs, they vary from a simple press of Y to Y+ a direction on the Dpad/Stick, to Smash inputs, to hold+release inputs, etc... It all depends on the character and their playstyle. No super complex or difficult inputs like in IN Street Fighter though, no DP inputs, no Full Circle inputs, or Double Full Circle inputs, etc...
Note: Special Attacks do not build Brave Meter.
Brave Meter:
This is your "Super Gauge". You build it by landing Brave Attacks. It is used for many things such as performing Super Attacks, entering Hyper Mode, and making counters for Hyper Breakers.
Getting your Brave Meter to 50% gives you a Brave Counter which can be used for Hyper Breakers. The number of counters you can have at all times is 2. You need at least 50% of your Brave Meter to perform a Super Attack. And a Full Meter to enter Hyper Mode.
Super Attacks:
L2
Super Attacks are very powerful moves that do a set amount of damage. Each character has 2 inputs for Supers, They are 8+L2 and 4/6+L2. The super attacks consume 50% of your Brave Meter, and must be picked out before a fight.
Each character will have at least 2 Supers to choose from, 2-3 support summons which may be used instead of a super, and a more powerful Team combo which can only be used after a support summon, obviously this will require a full meter to pull off but can be very satisfting.
Support Summons:
These are NPCs that can be called to aid you in battle at the cost of 50% of your Brave Meter, the funcion and action of these helpers will vary from helper to helper. Also some helpers, when combined with certain fighters they will have the option of performing very powerful Team Combo Super Attacks. If pulled off these can be very powerful and rewarding.
Hyper Mode:
L2+A+B
Holding down L2 and pressing A+B while at full Brave Meter will engage Hyper Mode. While in Hyper Mode all of the recovery lag in techniques is removed meaning all moves will cancel into each other seamlessly allowing for insane combos. However, Hyper Mode will gradually consume health and quickly build fatigue. To disengage Hyper Mode simply hold L2 and press A+B again. If you manage to build your Brave Meter to 50% while in Hyper mode then you might be able to use a Finishing Move.
Finishing Move:
L1+L2 while in Hyper Mode
The conditions for a finishing move are very strict but they will earn you an instant win. In order to use a finishing move you must be in Hyper Mode and have 50% or more of your Brave Meter.
The meet these conditions:
-Opponent must be on their final stock
-Have full Brave Meter
-Opponent's HP must be below 45%
If these conditions are met then you will be able to use a Finishing Move by pressing L1+L2, if you land this hit then you will engage in a flashy cinematic that will win you the match.
If you miss however, you will disengage Hyper Mode, and remain dizzy and open to an attack for 5 seconds while at 100% fatigue. Not only that, but you will have consumed all of your Brave Counters, your entire Brave Meter, and be left with whatever HP you had left after Hyper Mode. A risky move, but can be very rewarding for those bold enough to try.
Reversal Supers:
L1+L2
A unique variation of the standard super that can turn the tide of the Battle. At the cost of two Brave Counters, you can use these if you are at full fatigue. These are special Super Moves that can only be used under these conditions and may help you in a dire situaion. However, be ware of a miss as it will leave you wise open.
It should be noted that you can only enter Hyper Mode once per fight, once you use it up, it is gone as it is a very powerful technique.
Additional Mechanics:
Gatling Combo:
More of a general attack pattern rather than a mechanic. It simply means that Swift attacks follow fluidly into Brave attacks and then into Smash attacks. Some attacks will also cancel into each other, thus creating certain combo patterns for characters.
Special Cancel:
Using a special attack after certain Brave Attacks will remove recovery frames from that attack and follow into a special.
Dash Cancel:
Similar to a Special Cancel, certain attacks can be cancelled by a Dash motion to allow for swifter follow ups.
Jump Cancel:
Like that Dash cancel, but with a jump.
Attack Strings:
These are all character specific, but certain attacks, when followed by different inputs will allow for unique string moves that follow up very fluidly.
Dizzy:
Getting your shield broken or getting hit by certain moves at high fatigue will cause your character to get dizzy for two seconds.
Staggering:
Getting instant blocked or getting hit by certain attacks will cause your character to stagger back a bit which will open you up to an attack. Brave Burst causes this too.
Shield Durability:
This is also character specific, but the durability of shields will vary from character to character. All shields slowly recover over time, and instantly recover after a K.O. If a shield is hit when at its weakest it will break. Leading to a longer recovery time and dizziness.
Fatigue and Directional Influence:
Fatigue is built when you are hit, but slowly decreases when you are not getting hit and not attacking. It has an inverse relation with your HP. The lower your HP, the faster fatigue builds when you are hit and the more slowly it recovers. When you are hit by powerful moves, you always have a degree of Directional Influence after getting hit, thus reducing the distance you travel and giving you more control. The higher your fatigue, not only the less DI you have, but also the further you will travel when getting hit. There is an upper limit however at 100% fatigue. Also the distance traveled will vary based on the character's weight.
Clashing:
When two characters hit each other with powerful moves, the two characters will Clash causing sparks and a thundering sound, which will cause both characters to stagger backward.
Sliding, Tripping and Knockdowns:
Some moves and slams will cause your foes to be knocked down. In addition some sweeping attacks will cause them to lose their balance allowing you to follow up. Lastly, attacks that send opponents flying while grazing the ground will cause them to slide on the ground creating friction and reducing momentum, but causing a little damage. However, sliding offers a large window for a tech.
Wallsticking:
getting hit by a powerful move and slamming into a wall or the ground without a tether causes a wallsitck where you will slam onto the surface and take damage. After about two seconds you will fall from the wall/roof. All aerial options such as blocks and bursts are available during a wallstick.
Ledge Grabbing:
If you jump toward a ledge you will grab it, thus giving you a few more recovery options or allowing you to reach higher ground.
-Tethering:
Some characters will allow them to reach for ledges from a distance, this is called tethering.
Adjusted Damage & Guts:
A defense mechanic to balance the game. In order to calculate the "true" damage a move does, a number of things have to be taken into consideration. First of all, it is a character's defense rating. The higher their defense rating is, the less damage they will take from moves when compared to other characters. So someone with a defense mod of 1.0 will take damage at face value (100%), however someone with a defense mod of .75, will take 75% of the damage and a lighter character with a defense mod of 1.5 will take 150% of the damage.
In addition the defense mod is variable based on the character's guts rating. The Guts Rating is standard for all characters, it basically refers to the change of the defense variable the less HP each character has. The less HP each character has, the higher the Guts Rating and the less damage they will recieve from from attacks. So, for example, a character with a defense mod of 1 will find themselves having a defense mod of .75 at lower HP. Also the Guts System affects Super attacks as well, thus cutting their damage in half.
Coward's Penalty:
Run away from your opponent too much without attacking and you get a warning, continue to do so and you enter a state called "Coward's Penalty" where you will take double damage from your opponent and your fatigue rises quickly.
Stale Moves:
Performing the same move continiously diminishes the power and damage of themove by 50% each time after the 2nd time. The counter resets when you break the combo.
Style Counter/Rating and Points:
Doing certain actions, maintaining a combo meter going, etc... earns you a style rating and points to go with it, as well as gets the crowd pumped and cheering for you. These style points may then be used to unlock stuff. Howeverm certain Ratings may earn you bonuses in combat, this can of course be turned off.