RoFighters/Controls
Default Keybinds
Modern Controls:
- M1: Light
- M2: Medium
- Q: Heavy
- E: Special / Grab
- F/Walk back: Block
- R: Max Mode (Toggleable; any special moves the player performed will be automatically be the EX variant if possible)
- G: Ultimate
Classic Controls:
- U: Light
- I: Medium
- O: Heavy
- P: Special / Grab
- Space/Walk back: Block
(This control scheme uses motion inputs)
Movement
The main notations for movement
- 4/6 - Walk
- 44/66 - Dash
- 7/8/9 - Jump
- 7/8/9 in mid-air - Air Dash
- 27/28/29 - High Jump
- 1/2/3 - Crouching
These numbers can also represent motion inputs; Ex. Gaunt's Pile Driver is 214L (Down, down-back, back, light)
Attacks
There are four primary tools for attacking;
- L - Light Attack: Weak but fast attacks
- M - Medium Attack: Intermediate/In-between strength and speed
- H - Heavy Attack: Strong but slow attacks
- S - Secondary Attack Has unique actiosn in Down+S and Air Down+S, and the universal Grab/Airgrab in Stand+S
Every attack buttons have 3 variations that can be performed;
- Standing - Pressing L, M, or H whilst standing will results in a standing attack.
- Crouching - Pressing L, M or H whilst holding down will result in a crouching attack.
- Jumping - Pressing L, M, or H whilst airborne will result in a jumping attack.
Special attacks are universal options that are shared among the roster and vary in functionality to every characters. Standing and jumping special acts as this game's universal grabs. Performing crouching special will results in the character's unique action (usually in the form of activating their character-specific mechanic or a low attack)
On the other hand, special moves are powerful attacks that can only be performed usually through pressing a combination of directional keys + a specific attack button. (Ex. 236L would mean Down-Forward + L in succession) (Only apply to Classic Controls; Special moves are instead performed by pressing 1/2/3/4 in Modern Controls)
Defense
Holding down the block button (or holding back) will result in reducing incoming damages. However, most attacks must be blocked in a certain way; Standing block against high (or overhead) attacks, and crouching attack against low attacks. Mid attacks can be blocked either way and certain attacks are defined as "unblockable".
Universal Mechanics
- S + L/M/H - Burst
Burst is a universal action that is readily available to each player at the start of the match however does not refill between rounds. Burst recharges slowly through damaging an opponent or taking damage, it is a strong option mainly because of how versatile it can be, as it can be used both offensively and defensively. There are 4 types of burst, each with their own benefits:
- Normal Burst (Gold) - Only usable when in neutral state; provide the player full meter if successfully landed on their opponent. Is punishable on block
- Combo Breaker (Blue) - Can only occurs when in hit stun, knocking the opponent back allowing for some breathing space. Is punishable on block
- Combo Extend (Red) - Can only occurs when your opponent is in hit stun, knocking the opponent upward allowing for combo extension. Increase the player's combo damage multiplier
- Infinite Prevention (Green) - A precautionary measure implemented to prevent infinite combos, this type of burst can only occurs when the game detect a player doing such things (Indicated by a character glowing green, green burst icon, and green combo). Is unblockable