As promised, here is the full text document of everything discussed in the video. If there is anything I forgot, please alert me and I will amend it. I think it is pretty thorough, however. It even contains things that are missing from the Wiki.
Grid
Grid
- Hold D to charge it up. Usually, the more full the gauge, the harder it is to fill. This applies to most methods of charging. Things that reduce the gauge are fixed in how much they remove*.
- Fills and depletes based on a variety of effects. I will go through them as they pop up.
- Breaks during the following events: Being hit while shielding. Being thrown while shielding(also air). Being hit by Veil Off. Guard Canceling without Vorpal State. Using Infinite Worth EXS without Vorpal State.
- While broken the player cannot use any form of Shielding, Assault or Guard Cancel.
Movement
- 6A+B=Dashing, as well as any other forward movement, fills Grid gauge. At the same time, can reduce your opponent's.
- 4A+B=Backdash. Consumes about half a block of Grid. Backdashing can also fill your opponent's gauge. Walking backwards has no effect.
- 6D/j.6D/j.66=Assault. Gives a bit of Grid.
- No double jumps(for the most part).
Attacking
- Reduces opponents Grid by 1 block.
- Reverse Beating
- Attacks can be used in reverse order.
- This can typically only happen once per string but Smart Steer allows for exceptions.
- Weak Attack(A) Repeatedly=Smart Steer
- Simple auto-combo that anyone can use.
Force Function
- B+C=Force Function.
- This is a special ability that is unique to each character. It requires Grid to activate, but the amount varies.
- Effects vary from attacks to counters and even additional movement options.
Guarding
- Most ground attacks can be blocked on the ground.
- Most ground attacks cannot be blocked in the air. Not even with Shielding. The only exception is projectiles.
- Aerial attacks can ONLY be blocked with Shielding.
- You cannot be mixed up if you are already guarding. Example: Opponent has you in blockstun and does something to change which side of the screen they are on. This does not require you to alter the direction you are using to block until after a gap in the pressure presents itself.
- You also cannot be crossed up in the corner making pressure a tad bit more predictable.
Shield
- 4D=A powerful defensive tool.
- Each attack shielded adds recovery frames to the attacker. The attacker can still follow these attacks up on the ground.
- Shielding a jumping attack while you are on the ground, or both players are in the air, locks the opponent into that attack. It cannot be followed-up. This is a very reliable punish. It does not work the same way against projectiles. Note*: There are some exceptions to this.
- Consumes meter slowly if held.
- Shielded attacks are a great way to fill the Grid gauge.
- Shielding during block-stun creates a bubble and allows the following guarded-attack to be shielded.
- The bubble uses a little bit or meter each time and gives no Grid by itself. The bubble pushes the opponent back a little bit.
Recovery
- A/B/C=Can recover neutral or roll away from the opponent on the ground. Rolling away on the ground Consumes 1 block of grid.
- Can recover neutral, backward, or forward in the air. You are totally invincible until you land. However, no actions can be taken.
- You cannot be hit on the ground outside of small windows during combos.*This was not mentioned in the video but it's pretty easy to figure out.
- Emergency Recovery works on the ground as well as the wall.
Throws
- A+D=Can be broken unless the throw was a counter.
- Not all can be followed-up.
- Reduces opponents Grid a bit.
- Grants a lot of Grid and a few positive frames of advantage on a successful throw-break.
- Can be performed while opponent is in blockstun only under the following conditions: Immediately following a Weak Attack(A), and immediately recovering from a jump-in attack.
Vorpal State
- An effect granted to whomever controls the most Grid at each point the circle fills up.
- Flat 10% damage bonus.
- Allows the use of Chain Shift.
- Chain Shift consumes Vorpal State and acts as a cancel to most attacks. Will not recover most blocked Reversals and Supers*
- Can cancel some whiffed attacks, but not all. You will have to test this out yourself.
- Reclaims spent meter at a fixed amount per block of Grid consumed.
- Damage bonus still applies until ALL Grid is consumed and converted into meter(note the little bar).
- Consumed during the following events: Chain Shift, Guard Cancel, Grid Breaking, Infinite Worth EXS.
Guard Cancel
- 214D=A defensive technique to get the opponent off of you.
- Requires at least=100 meter OR Vorpal State to execute.
- If in Vorpal State, consumes it.
- If not in Vorpal State, your Grid is smashed and all your meter is taken.
Meter
- Fills up to 200%
- EX attacks use 100%
- Infinite Worth attacks use 200%
- A+B+C+D=Veil Off unlocks at 100% or greater
- Veil Off wall slams opponents and breaks their grid. It acts as a defensive burst.
- It continually drains meter but allows for more than 200% usage.
- Gives a flat 20% damage bonus that stacks WITH Vorpal State.
- A+B+C+D(under 20% life)=Infinite Worth EXS
- Spends meter bar for a devastating attack.
- Consumes Vorpal State if you have it.
- Smashes Grid if you don't have Vorpal State.
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