Virtual-On Oratorio Tangram/Controls: Difference between revisions

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==Movement Control==
==Movement Control==
===Wakeup options===
''Actions you can perform after being knocked down.''
After getting knocked down the player has a few ways of varying wakeup timing to get back into the fight. Despite these options the neutral (safe) wakeup option is almost always used.<br>
Inputs for wakeup options start counting once your VR stops completely in place after the knockdown.
====Safe wakeup speedup - general option====
Input: mash movement and rotation inputs<br>
Effect: knockdown duration decreases drastically<br>
Player is invincible after wakeup, and nothing cancels this invincibility. Basically you get a free move after waking up and the enemy needs to respect this ability.
Gamepad input method: mash directional and rotation inputs.<br>
Twinstick: Jump input must be avoided, so for example spin the other stick and move the other one up and down, or rotate on the inner side.
====Unsafe fast wakeup====
Input: attack or jump<br>
Effect: interrupt knockdown in a single input
This should basically never be used as it is only a couple frames faster than safe wakeup. If the enemy is trying to set up delayed attacks & traps without pressuring your wakeup at all then it can sometimes catch them off guard. (ie. they’re probably Bal-Bados or Angelan)<br>
Otherwise you lose the abilities granted by momentary invincibilty. If the opponent notices that you use this you will start taking massive damage on wakeup.


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[[Category:Virtual-On Oratorio Tangram]]
[[Category:Virtual-On Oratorio Tangram]]

Revision as of 17:32, 3 September 2020

See Notation / Player inputs if you're uncertain about how controls are written here.

Control Layouts

Gamepad control layouts

Layout A: Rotation on right stick - Default button mapping

This is the default pad control layout. You can map another turbo button to R3 to turbo rotate easily. However, rotation on right stick is not ideal. For some advanced techniques you want constant access to rotation while having access to everything else. As L1 and R1 are unmapped it’s recommended to map something on them, like turbo buttons or macros.

D-Pad / Left Stick

X


L2
R2
L1
R1
Touchpad
Right Stick
R3

Directional movement
Jump
Crouch
Left Turbo
Right Turbo
Left Weapon
Right Weapon
None
None
Special
Rotation
Turbo (for RS rotate)

Layout B: Rotation on L1/R1 - Recommended layout (variation on default)

Default layout but the shoulder buttons are mapped to left & right rotation. One of the ideal mappings as all actions are available without switching finger positions. Map L3 or Back/Share button to Left Turbo to enable Both Turbo inputs (only used with one character).

D-Pad / Left Stick

X


L2
R2
L1
R1
Touchpad
Right Stick
L3
R3

Directional movement
Jump
Crouch
Left Turbo
Right Turbo
Left Weapon
Right Weapon
Left Rotation
Right Rotation
Special
Rotation (optional)
Left Turbo (for Specineff BTCW)
Right Turbo (for RS rotate)

Layout B2: Rotation on L2/R2 - ‘Armored Core’ style

Same as above but swap Rotation and Weapon mappings. Possible improvement by having weapon inputs on buttons instead of triggers (more sensitive).

Option C: Turbo on L1/R1, Rotation on Right Stick and/or Square & Circle

More easy to push both turbo buttons at the same time if needed. Closer to Twinstick setting. For Specineff specific advanced techniques if layout B isn’t working for you.

Twin-Stick control layout

The default layout from arcades. No room to switch around when using a Twin-Stick apart from swapping Turbo and Weapon buttons. In console ports of the game the twinstick control layout can used on a gamepad with stick movement corresponding to the left and right analog sticks. But it’s difficult to use the analog sticks similar to the original 8-way arcade control, so most players stick to the pad configuration.

Movement Control

Wakeup options

Actions you can perform after being knocked down. After getting knocked down the player has a few ways of varying wakeup timing to get back into the fight. Despite these options the neutral (safe) wakeup option is almost always used.
Inputs for wakeup options start counting once your VR stops completely in place after the knockdown.

Safe wakeup speedup - general option

Input: mash movement and rotation inputs
Effect: knockdown duration decreases drastically
Player is invincible after wakeup, and nothing cancels this invincibility. Basically you get a free move after waking up and the enemy needs to respect this ability.

Gamepad input method: mash directional and rotation inputs.
Twinstick: Jump input must be avoided, so for example spin the other stick and move the other one up and down, or rotate on the inner side.

Unsafe fast wakeup

Input: attack or jump
Effect: interrupt knockdown in a single input

This should basically never be used as it is only a couple frames faster than safe wakeup. If the enemy is trying to set up delayed attacks & traps without pressuring your wakeup at all then it can sometimes catch them off guard. (ie. they’re probably Bal-Bados or Angelan)
Otherwise you lose the abilities granted by momentary invincibilty. If the opponent notices that you use this you will start taking massive damage on wakeup.


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