Sonic The Fighters Blitz Hyper Edition/System

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Here are all the system mechanics of Sonic the Fighters Blitz and how you can use them.

Movement

Besides the basic walking and jumping, there are a few unique movement options at your disposal.

Run

By doing 6[6], you can run towards your opponent. It is a fairly easy way of approaching. If you are playing as Bark, you instead have a dash, where tapping 66 does a quick dash forwards, with no option to hold 6 for running, however by rapidly tapping 66 in quick succession, Bark can cancel his dash into another dash, which essentially simulates running.

Backdash

Tapping 44 has the player do a hop backwards. Though it is okay by itself on evading attacks, you can cancel your backdash into any aerial move, allowing for some good protection vs. oncoming approaches. Doing 44P is a common strategy to safely create distance from you and your opponent.

Airdash

Limited to only Metal Sonic and Eggman, by tapping 66 or 44 in the air, a quick dash is performed in the air. You can cancel this airdash into any aerial attack after 12 frames. In order to perform an IAD (Instant Air Dash), you must quickly input 9,6 (for forward), or 7,4 (for backwards).

Wall Jump

If you're cornered, you can wall jump to create an opportunity to escape. By jumping towards a wall and then tapping 9 (or 7 if you are jumping forwards rather than backwards), you will be able to wall jump. there are 2 phases of a wall jump, the prejump phase and the jumping phase. The prejump phase is the period of time where the character holds onto the wall, and the jump phase is where they actually jump off of the wall. The prejump phase lasts 10 frames. There are 4 types of wall jumps.

  • Standard - Done by inputting nothing during the prejump phase.
  • Long - Done by holding 6 during the prejump phase. It adds more horizontal velocity to the jump.
  • Short - Done by holding 4 during the prejump phase. It adds less horizontal velocity to the jump.
  • High - Done by holding 8 during the prejump phase. It adds more vertical velocity to the jump.

You can also perform any aerial attack after jumping off of a wall, so if you see the opponent wide open trying to catch your wall jump, you can counterattack.

It is important to note that during the prejump phase of the wall jump, you are still vulnerable to any attack.

Short Hops

By tapping 7/8/9, you perform a jump that is much lower to the ground. Like KOF, this movement option adds a second layer of mix that you must have to deal with, as you now have to worry about low attacks on the ground, and short hop attacks that hit overhead. Generally, 5Ps and dodges are well-equipped to deal with short hops up close, but they are still important to note.

Run Jumps

Performed after a run or a forward dash on the ground, simply hold 9 and you will perform a slightly modified jump where you travel farther than a standard jump/hop. Generally used for approaching in the air from larger distances.

Grab

Pressing 5G will have the character attempt a grab. If they land it, it is just a traditional throw. Grabs will always cause hard knockdowns. Normal grabs universally have 3 frames of startup, and 3 frames of active, and 23 frames of recovery, but the range varies.

Avoiding Grabs

You can avoid all grabs by crouching, including command grabs. Generally holding 1 is a preferred defensive strategy as you are immune to lows and grabs, and can still dodge incoming moves that can break barrier.

Counter Throw

Grabbing an opponent while they are dodging or rolling will modify the throw to do more damage and cause an automatic wall splat. Counter Throws are powerful, as they allow you to potentially go from being cornered to cornering the opponent.

Dodge

Pressing 5D will have the character do a spot dodge. This dodge is fully immune to all strikes until the last 10 frames of it's duration.

Dodge Cancels

For 32 frames (Starting on frame 1), there is a period of time where any attack that comes into contact can allow the player to cancel their dodge into any attack. A little ring jingle will play should an attack pass through the player's dodge attack range, which lets the player know they are able to cancel into an attack.

Chain Dodging

There is a period during the recovery of dodges where you can cancel a dodge into another dodge, however you are only allowed to chain one dodge.

Roll

Pressing 4D or 6D will have the character perform a roll. Like dodges, rolls are immune to strikes, but instead of 32 frames it lasts for 22 frames. The recovery is also longer, 13 frames instead of 10. The distance that characters roll also vary. Like dodges, you can cancel your roll into any attack if an attack makes contact with the character during the first 22 frames, and you can pass through the opponent with them.

Rolling is a good strategy of getting in vs. a strike happy opponent, but if they are able to react fast enough, they can throw you and immediately put you into a very unfavorable position. Use it wisely.

Recovery

There are 3 types of recovery when you get hit by a move that causes a soft knockdown. Should you get hit by a hard knockdown, you will not have access to these recovery options.

Ground Recovery

By pressing two attack buttons (PK, PS, KS) near the ground, you can tech on the ground. You can hold 4 or 6 to determine which direction you go when you ground recover. This is also known as a ground tech or safe fall.

Air Recovery

By pressing two attack buttons in the air, you can perform an air recovery. Like ground recovery, you can hold 4 or 6 to determine the trajectory of your jump. You can perform air attacks out of air recovery after a certain amount of time, but your i-frames also run out at a similar time, so be prepared to protect yourself.

Tactical Recovery

By holding either 4 or 6 during your wake-up, you will recover in a given direction. This makes okizeme very difficult for the offensive player, as they will have to guess which direction you will go. However, if they make the right read, then you will be in for a rough time, as there is a period of time where you can get hit after you recover. Should you choose to not use tactical recovery, you are safe from getting punished for using it, however the opponent can still set up whatever they want as you are stuck in place.

This is the only recovery option to ignore the soft knockdown rule. Whether it is a soft or hard knockdown, you will be able to use this method of recovery.

Barriers

Blocking is the best defense mechanism to avoid damage in fighting games, however in STFBHE, there is a caveat to blocking. You start out with 5 barriers each round (or if you are an Overcharge character, 1 barrier), and you can lose barriers over time by blocking certain attacks like standing Smackbacks or the ends of certain combo strings.

If you lose all of your barriers, then you are no longer able to block for the rest of the match. And if you are not an Overcharge character, then you cannot refill your barriers. It is crucial that you manage your barriers and find the right time to know when to spend it on Hyper/Overcharge mode when you find the right opportunity to do so. You can still have a chance at winning when your barriers deplete, but it will be a very difficult endeavor.

Juggling

Juggle Points are what stops you from performing infinite juggles. You start with 31, but the launcher of your juggle will always consume only 1 point, leaving the rest of the juggle with 30 points.

Each attack has its own JP value, which determines how many points it uses when it connects in a juggle. For example, if you hit a launcher and you have 30 juggle points, and connect 2 moves which both have a JP value of 2, you will have 26 juggle points left.

As long as you have more than 0 JP, you can juggle any attack you want. Once you hit 0 JP, only moves with a JP value of 0 will connect.

Hyper Mode makes every attack's JP value 0. You can use this to extend combos where it would otherwise be impossible.

Scaling

Damage scaling has two variables: A scale factor and damage scale. The damage scale variable starts at 100% but then for each consecutive attack decreases by 5%. In Hyper Mode, the damage is scaled by 60% on top of the previous scaling that it reaches.

For the scale factor, each attack has a unique scale factor. These vary by character (refer to your character's page for specifics), however there are some universal scaling factors, for example all 5S attacks in the game inflict a 1.0x scale factor, and all 2Ps inflict a 0.6x scale factor. Scale factor is applied only on the first hit of a combo, which will dictate the scaling for the rest of the combo i.e. starting a combo with a 5S will do more damage than the same combo but started by a 2P.

The final damage scaling % value is calculated by multiplying the scale factor and the damage scale.

The absolute minimum damage scaling can go is 10%. In Hyper Mode, the absolute minimum is raised to 20%.

Combo Bounces

Certain attacks will put the opponent in a special bounce state, but only a certain amount of times per combo.

Every character has at least one Wall Bounce attack. Most Wall Bounces can only happen once per combo. Afterwards, these attacks will simply knock the opponent away.

Some characters have attacks that cause Hard Ground Bounce. These can only happen once per combo. They inflict an extra 40 damage to the opponent when they hit the ground, and have a distinct thud sound effect.

Some characters have attacks that cause Soft Ground Bounce. These can happen twice per combo, but do not inflict extra damage to the opponent.

Additionally, all characters have access to a Wall Splat attack; their basic Counter Throw.

Wall Splatted opponents, after hitting the wall, slide down to the ground. Then, they enter Wall Slump, which leads to the usual knockdown state, where they can recover if the last Wall Hit was a soft knockdown.

Once splatted on the wall, you have 4 more Wall Hits to spare until the opponent is forced off the wall into a normal corner juggle. Each Wall Hit deals 5 additional damage to the opponent, and reduces the amount of time you have to follow up with the next Wall Hit.

You can pull the opponent off the wall early using attacks that knock them towards you. You cannot re-splat the opponent once this happens.

Hyper

By pressing 5H, depending on who you picked you will enter one of two modes.

Hyper Mode

Hyper Mode can be activated if you have at least one barrier. The startup is a 7f universal attack that deals low damage, applies 2 points of scaling and uses 7 JP. However, it is jump cancellable and enters Hyper Mode. It will take away one barrier upon activation

Hyper Mode allows you to cancel any attack into another attack. It also makes all of your attacks have a JP value of 0. Command Grabs also juggle during Hyper Mode.

You cannot break barriers during Hyper Mode, so doing any attack that normally would break barrier like a standard Smackback will not do so.

It also gives some of your attacks special properties, usually ground bounces. Refer to your character's page for specifics.

Overcharge

Specific to Eggman and Metal Sonic (for now) Overcharge Mode can only be activated if you have all 5 barriers. This grants you the ability to cancel specials into other specials.

The caveat is that these characters will start the round with 1 barrier instead of 5, however they can use Recharge to refill their barriers.

By holding 5H when you're below 5 barriers, you slowly charge your barrier energy, and if it fills, then you gain 1 barrier. Overcharge will completely drain all of your barriers, and during Overcharge you cannot block. When Overcharge runs out and the character is not in an attacking state, they will collapse on the ground and are vulnerable for a short period of time.

Tag Mechanics

STFBHE has a tag mode, where a team of two can duke it out. There's not many mechanics to know.

Assist

This is the only real mechanic that Tag mode has. At the start of the round, you can choose between 3 special moves that can be used as assists for both characters.

By pressing the assist button, the tagged out teammate jumps in and performs the chosen assist, but is still vulnerable to getting hit. If the character gets hit before they can perform the assist, they will simply not do the assist, so a well-placed attack can potentially shoo off what would be a hard block string.

This can allow for some interesting combos that otherwise would not be possible, and with the right pairing of characters and assists, a deadly combination can be created with enough experimentation.

Switch

Simple enough, you switch between teammates. It is important to note that if you are cornered, there is a period of time where you can get hit during your "tagging in" phase of runnning into frame, if the opponent is close enough to the edge of the screen they can intercept you.


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Characters
Sonic
Tails
Fang
Bean
Bark
Espio
Amy
Knuckles
Metal Sonic
Dr Eggman
Crusty