Sky Cross Duel/Controls

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< Sky Cross Duel
Revision as of 12:20, 8 May 2024 by RoninDelRay (talk | contribs) (Created page with "===Layout=== Like most arcade fighting games, SXD uses an 8 way direction joystick (or pad), and buttons. There are 4 buttons in total: N (normal), S (Special), J (Jump), and B (Burst). Lastly, as with other 2D fighters, SXD uses Numpad ===Movement=== < or > Walking Left and right. Pretty basic, but moving backwards is slower than moving forwards. Movement speed is character dependent. This movement has no restrictions and can be canceled at any point. << or >> Dashing...")
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Layout

Like most arcade fighting games, SXD uses an 8 way direction joystick (or pad), and buttons. There are 4 buttons in total: N (normal), S (Special), J (Jump), and B (Burst). Lastly, as with other 2D fighters, SXD uses Numpad

Movement

< or > Walking Left and right. Pretty basic, but moving backwards is slower than moving forwards. Movement speed is character dependent. This movement has no restrictions and can be canceled at any point.

<< or >> Dashing left or right. Most characters get an invincibility period. There is no difference between back and forward dashes. Invincibility and recovery periods vary per character. This action cannot be canceled.

(down) Crouching. Lowers your character’s hurtbox and allows you to block low.

J Jump. Makes a character airborne, and can be held to extend the height slightly. Can be canceled at any point, and there is no start up or landing lag associated with being airborne. While airborne, characters are free to move around and take nearly all actions that are done on the ground. Most characters have access to a double jump

J + any direction (must be at the same time) Flux. A universal movement mechanic that grants all characters a burst of speed in any direction. Consumes an air jump on use, and requires an air jump to use.

Burst

B (while in neutral) Gold Burst. Fully invincible start up, but with a slow 15 frames it can be easily thrown. When landing a hit, you are rewarded with full super meter and a character specific buff. On a Punish, or Counter-Hit, the opponent is slammed against the wall and put into a wall stick. Uses up all Burst Gauge

^B, or B when you are unable to tech (while in hitstun) Red Burst. Fully invincible start up, but with a slow 15 frames it can be easily thrown. On a Punish, or Counter-Hit, the opponent is slammed against the wall and put into a wall stick. Uses up all Burst Gauge

B + Left, Right, or Neutral (while in hittsun) Tech. Gives you a very short frame of invincibility (1, 2, or 4 frames) depending on whether you dodge to, from, or do not change your trajectory(done by neutral teaching) your opponent. Only costs ⅖ of the Burst Gauge.

B (while blocking) Pink Burst. Fully invincible, and pushes the opponent away. Only costs ⅖ of the Burst Gauge.

B (while the opponent is in hitstun) Reverb. Pulls the opponent to you, allows for longer combos and extends from what would be considered “combo enders” in other fighting games. Only costs ⅖ of the Burst Gauge.

Attacks

Attack Buttons: N - Normals, large range in their uses, as SXD does not have a “Light to Heavy” system, Normals can range from jabs, to pokes, to low crushes, high crushes, heavy attacks, and everything in between. Can always be canceled into any action that is not itself (Including jumps, dashes and other movement options).

S - Specials, also a large range in their uses, but tend to have more unique effects suited to a character’s main gimmick, mechanic, and gameplan. All Specials have an EX version, done by doing a universal motion input. Can be canceled into EX moves or Zenith Finishers

(26N) Zenith Finishers - Supers, Always cost 50% Meter, have a zoom into the character and are very reactable due to long super freezes, however, they tend to be EXTREMELY fast and excellent at breaking guard.

Defense

< Block. Most attacks in this game deal chip damage, which can kill you. Additionally, there are 3 tiers of Guard Gauge, and each tier broken results in a guard break, forcing you into a state where you can be counter-hit. Each tier also gives you better defensive options, with tier 3 even allowing you to air block.

<^ Launching Block. After blocking, your character will be thrown into the air, pushing you slightly farther, however, this is mostly used if the opponent is plus and ranged will get them to whiff their next attack in the string. Terrible idea if you are on Tier 2 or less, as the opponent will be able to hit you for free

<(down) Crouching Block. Will not move you after blocking. Other than this it is very similar to regular block. Only really good to use if you can react to a move that is very minus on hit and punish it.

J + B Parry. First active on frame 2, stopping the opponent, giving you some meter, recovering Teal HP, and Guard Gauge (which is important, because it only fills between rounds). This allows you to counter your opponent’s attack, and can be useful to wedge between frame traps