Sky Cross Duel/System

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< Sky Cross Duel
Revision as of 12:24, 8 May 2024 by RoninDelRay (talk | contribs) (Created page with "===Teal HP=== Teal HP is not reduced when blocking, and several actions will allow your HP to recover as long as it does not exceed the Teal HP limit ===Zenith Meter=== This game’s Super meter. Changes color to alert a player if they have less than 50% (Blue), more than 50% (Green), or 100% (Purple) meter. There are also slightly brightened when going above 25% and 75% as some EX moves cost 25% Zenith meter ===EX Moves=== EX moves are powered up versions of specials...")
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Teal HP

Teal HP is not reduced when blocking, and several actions will allow your HP to recover as long as it does not exceed the Teal HP limit

Zenith Meter

This game’s Super meter. Changes color to alert a player if they have less than 50% (Blue), more than 50% (Green), or 100% (Purple) meter. There are also slightly brightened when going above 25% and 75% as some EX moves cost 25% Zenith meter

EX Moves

EX moves are powered up versions of specials and have universal inputs tied to them, for example, 2S will always have a 62S input to release an EX 2S. EX moves cost between 25% and 50% Zenith meter

Round Start

Both players are allowed to move around during round start and jockey for positional advantage on the stage. Attacks are not allowed to be used (With a few exceptions) during round start, and projectiles are destroyed

Round End

At the end of a round, There is no restart to neutral for the next round, and players start the next round from exactly where they ended the last round. Additionally, some resources are given to players depending on if they won or lost. If you win, you are given HP based on your collected meter and a portion of your Teal HP. If you lose, all of your HP is recovered, and your remaining meter is spent on Burst (at a very low conversion rate), providing both characters with resources they need (as long as they aren't Zenith Meter)