Red Earth/War-Zard/Controls ⁄ System: Difference between revisions

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Every character has at least one grab which is performed by inputting forward and an attack button (some characters have button-specific grabs). Most are generally techable by inputting down or forward at the right time depending on the grab, with some grabs having two points where they are techable, but with the second opportunity still causing some damage. Let’s take Mai Ling. She has two grabs, a kick and a punch grab. The punch grab can be teched almost immediately by inputting forward as you are thrown and you will take no damage. However if you input down just as you land while being grabbed instead, you will still tech but you will lose some health. Mai Ling is also interesting as her Kick grab variant is '''untechable'''.
Every character has at least one grab which is performed by inputting forward and an attack button (some characters have button-specific grabs). Most are generally techable by inputting down or forward at the right time depending on the grab, with some grabs having two points where they are techable, but with the second opportunity still causing some damage. Let’s take Mai Ling. She has two grabs, a kick and a punch grab. The punch grab can be teched almost immediately by inputting forward as you are thrown and you will take no damage. However if you input down just as you land while being grabbed instead, you will still tech but you will lose some health. Mai Ling is also interesting as her Kick grab variant is '''untechable'''.
Every character has a grab loop, some corner specific some not, and if you do not know how to properly tech grabs you will be in trouble.
Every character has a grab loop, some corner specific some not, and if you do not know how to properly tech grabs you will be in trouble.
Here's a video of all the grab tech inputs: <br/>
<!-- Add videos here using this format where xyz is the video ID: {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} -->
{{#ev:youtube|https://youtu.be/QccHgVNGNB8|||'''Red Earth: Throw Break Guide''' by Ghost Shroom|frame}} <br />


== Pursuits ==
== Pursuits ==

Revision as of 07:41, 3 February 2021

Password Screen

You will notice when selecting your character that there is a password option.
That’s right, Red Earth has a password system! This usually only comes to play when going through the story mode as you earn moves and damage resistances when you level up while playing through it. You will need to know your character’s level 32 password in order to obtain all the quirks that come with each character. These can be found on their respective wiki page. You won't need to input the password more than once as long as the continue timer does not go to 0 if you lose.
In order to input the password, you must use the punch and kick buttons.

This is actually useful as it will help you learn the notation!
That’s right Red Earth has its own notation, based on the password screen!
Observe the graphic:
RE Notation.png

Ultimate Guard

When you input one kick and one punch button of the same strength (i.e 1+4, 2+5, 3+6) your character will begin to flash red for about 3 seconds. During this animation, if you are hit by any move (except grabs), you’re character will Ultimate Guard, which is a block that guarantees no chip damage from any incoming move (which is important as you can die from chip damage in Red Earth), which will last as you are continuously getting hit,e.g during a combo or for the duration of a single move. It is important to note that you can perform an ultimate guard even during regular block stun, which is a good way to prevent guard breaking. You cannot perform an Ultimate Guard while airborne.

Ultimate Counter

When you are in the Ultimate Guard state, you can perform an Ultimate Counter. This is done by inputting reverse qcb.1/2/3 or reverse qcb.4/5/6, with the kick variants of the ultimate counter generally causing knockdown with the exception of Tessa, who only has one variant of Ultimate Counter. Use these Ultimate counters wisely, as they can either be the reason for your victory or defeat. It is important to note that you are not invulnerable while performing the ultimate counter, so multiple hit moves that are independent from the opponent such as Lighting Super will still hit you if your Ultimate Counter is mistimed.

Guard Break

When in block stun, if you take too many consecutive hits without ultimate guarding your guard will break and will be temporarily stunned and incapacitated for a couple of seconds or instantly if your guard is broken while airborne. While generally, it’s not too much of an issue when grounded due to how quickly you recover, it can be a problem in the corner or when you are in the air and are caught out by an (elemental super) that attacks airborne opponents. It is recommended that if you are low on health that you do not jump around too often against an opponent with multiple orbs, as it will most likely cost the round.

Air Blocking

Almost every single move in the game can be blocked in the air, meaning that there are no true anti-airs. However as mentioned in ultimate guard, you cannot perform an ultimate guard while airborne so it is easy to either get chipped to death, juggled or get Guard Broken. This ensures that constantly jumping around is not too overpowered.

Dash

Dashing is performed by inputting forward twice. Each character has a unique dash speed and properties, be sure to check your character’s page for more details.

Super Jumps

This is performed by inputting down just before you jump, which results in a super high jump that grants you greater freedom of movement in the air compared to standard jumping. It is also possible to perform two aerials while airborne when super jumping. Some moves can only be performed when super jumping e.g Tessa’s Dive kick.

Grabs

Every character has at least one grab which is performed by inputting forward and an attack button (some characters have button-specific grabs). Most are generally techable by inputting down or forward at the right time depending on the grab, with some grabs having two points where they are techable, but with the second opportunity still causing some damage. Let’s take Mai Ling. She has two grabs, a kick and a punch grab. The punch grab can be teched almost immediately by inputting forward as you are thrown and you will take no damage. However if you input down just as you land while being grabbed instead, you will still tech but you will lose some health. Mai Ling is also interesting as her Kick grab variant is untechable. Every character has a grab loop, some corner specific some not, and if you do not know how to properly tech grabs you will be in trouble. Here's a video of all the grab tech inputs:

Red Earth: Throw Break Guide by Ghost Shroom


Pursuits

Every character has a pursuit attack that can be performed by inputting up and any kick button while the opponent is on the ground or launched in the air. Each character's pursuits have different speeds and qualities, with Kenji’s being the slowest and Tessa’s being the safest. If you time your pursuit too slowly your opponent will wake up and it is possible to punish.

Rolls

Each character can perform a roll in any direction on wakeup. This is important as if you are not careful your roll can be read and subsequently be meatied. Sometimes it is best to not roll at all in these situations. It is interesting to note that only Mai Ling can alter the duration of her roll out of all the playable characters, making her difficult to oki.

Stun ⁄ Dizzy

If you take too many consecutive hits, you’ll be at risk of getting Dizzy. While you are dizzy, you’re completely vulnerable to your opponent’s attacks. You can’t move, block, attack, or ultimate guard. Each hit increases the stun meter by a random amount, and the size of each character’s stun meter is different. Mai Ling has the lowest stun meter followed by Kenji, then Tessa, then Leo. There are three types of stun: duck stun, star stun, and fake star stun. Duck stun lasts the longest giving the other player plenty of time to set up their follow-up combo. The regular star stun lasts shorter than duck stun, and the fake star stun is just that: fake. When a character undergoes fake star stun, they will immediately shake out of it and be able to perform actions. The type of stun will be random.

Orbs

Performing supers in this game require spending “orbs” which will randomly appear in chests after a character gets knocked down. To open a chest, either hit it with an attack or press down while over it. An orb of a random element will pop out that you can collect. You can hold up to 3 of these. The supers can be character-specific supers or universal elemental supers done by inputting qcb.PP. Each orb will be one of six elements: fire, ice, wind, lightning, poison or meteor. You can change the element of the first orb by pressing Start. Each elemental super has different utility, although lightning and ice are commonly regarded as the best. Each super has a startup hitbox that covers the area in front of you making for good reversals, and supers can be mashed for extra hits or faster activation.

  • Lightning: Bolts of lightning will appear instantaneously all around the screen, save for the very top of the screen. Excellent for punishes, combos, chip, and guard break. Each bolt’s position is random, so while this is usually regarded as the best elemental super, it can be inconsistent.


  • Ice: Several icicles appear that will home in on your opponent wherever they are. Mashing buttons will make them shoot out faster. Very good for catching an opponent in the air for guard breaks.


  • Wind: A flurry of tornadoes slowly fly out in front of you. Would be great for chip and guard break if UG didn’t exist. However, if blocked they still cause a lot of pushback which makes it difficult to punish if not UC’d immediately. If timed correctly can be used to catch out airborne opponents. Can also delete most projectiles with the exception of moves such as Tessa’s bird. Unfortunately, the hitbox of the individual tornados do not have a hitbox until they have gone past you, so if an opponent manages to get behind you as you activate the wind super, you will be horribly exposed to any punish combo or super.


  • Fire: Flames shoot out along the ground from your feet, going about ¾ screen. Very unsafe even on hit but can be useful in the Tessa matchup.


  • Meteor: Meteors rain down from the sky at your opponent. Very very slow unless mashed, but has some utility against super jumps by characters with low guard gauge.


  • Poison: Mists of poison shoot out in front of and behind you along the ground. Basically useless.


Having an orb advantage over your opponent is important, you’ll be able to threaten them with guard break if they choose to jump at the wrong time. Denying your opponent orbs is a critical part of high-level play. There will come moments where you’ll have to make the decision to continue your offense or to hang back and collect the orb either for your own supply or to keep your opponent starving.


General
FAQ
Controls ⁄ System
HUD
Characters
Tessa
Leo
Mai Ling
Kenji