Ougon Musou Kyoku/General Mechanics: Difference between revisions

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==General Mechanics==
{{TOClimit|2}}


This section is mostly for the remainder of Ougon system oddities that don't quite fit into other sections.
==Health Data==
The total health of a team is calculated by this formula: (Attacker + Reserve) x 3<br>
- This assumes that the game's settings are set to three bars; if they're set to two, which is not usually recommended, multiply by 2 instead.<br>
- Ex: [Attacker] -> Battler's 1400 + [Reserve] -> Beatrice's 1400 = 2800 x 3 = 8400 total health (or 5600 if set to two lifebars).
{|
|- style="vertical-align: top;" |
|
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | v2.31 (Steam)
|-
! Character
! Health
|-
| Ronove
| 1650
|-
| Shannon
| 1550
|-
| Dlanor, Rosa<br>Virgilia
| 1500
|-
| Eva, Chiester
| 1450
|-
| Battler, Ange<br>Beatrice, Willard<br>Jessica, George
| 1400
|-
| Erika
| 1300
|-
| Kanon, Lucifer<br>Bernkastel, LambdaDelta
| 1200
|-
| B.Battler*
| 1000
|}


==Health==
|


Health in this game is determined by combining both of your character's health values (from 800 to 1650) and multiplying that number by the amount of bars used (Either 2/yellow, or 3/blue) to get your total health. For example, if you pick Beatrice and Battler, you get 1400+1400, 2800 per bar, 8400 health on 3 bar mode. While the default in Ougon Musou Kyouku Cross is 2 bars, 3 bars is recommended due to the absurd amount of damages certain characters can put out at higher levels.  
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | v2.50 (PS4/Switch)
|-
! Character
! Health  
|-
| Ronove
| 1650  
|-
| Dlanor, Rosa<br>Virgilia
| 1500
|-
| Eva, Shannon<br>Chiester
| 1450
|-
| Battler, Ange,<br>Beatrice, Willard,<br>Jessica, George
| 1400  
|-
| Erika
| 1300
|-
| Kanon, Lucifer<br>Bernkastel, LambdaDelta<br>B.Battler*
| 1200
|}
|}


Ronove - 1650 <br>
''* 1400 in Princess Mode''
Shannon - 1550 <br>
Dlanor A. Knox, Virgilia - 1500 <br>
Eva Beatrice, Chiester 410 - 1450 <br>
Battler, Rosa, Ange, Beatrice, Willard H. Wright, Jessica Ushiromiya, George Ushiromiya - 1400 <br>
Lambdadelta - 1350 <br>
Erika Furudo - 1300  <br>
Kanon, Lucifer - 1200 <br>
Bernkastel - 1000 <br>
Black Battler - 800 <br>


==Break Limit==


==Guard meter==
Break Limit/Guard Meter does ''not'' recover over time. It can only be recovered through use of the Touch mechanic.


Guard meter in this game is significantly easier to build than in most games, with many characters having moves that can easily build 90% guard break in just a few moments.
{| class="wikitable"
|-
! Touch
! Break Limit Reduction
|-
| Normal Touch
| 50%
|-
| Attack Touch
| 25%
|-
| Guard Touch
| 50%
|-
| Damage Touch
| 50%
|-
| Assault Touch
| 50%
|-
| Guard Break
| 100% + 50% Guard damage reduction
|-
|}


This is another mechanic built in to encourage constant tagging--both to have access to the meter you build for your partner, and to lower your guard break gauge as the fight goes on, as tagging always removes at least 25% of your guard meter.  
Other factors that influence the Break Limit:<br>
- LambdaDelta's ability, ''UltraPER'', empties the Break Limit gauge.<br>
- Chiester410's ability, ''Break Boost'', doubles Break Limit damage.<br>


Abilities of note -- Chiester410's Break Boost drastically increases the guard break damage done, and Lambdadelta's UltraPER fully removes guard damage on activation.  
==Proration==
There are a number of actions in this game that apply damage proration to attacks.


{| class="wikitable"
|-
! Situation
! Damage Modifier
|-
| A-button starter
| 90%
|-
| After a stun
| 50%
|-
| Dash Cancel
| 80%
|-
| Attack Touch
| 80%
|-
| Parry Touch
| 70%
|-
| 16+ Hit Count
| Reduced by 2.14% per hit<br>Maxes out at 25% on the 50th hit
|-
| Repeating Moves
| 100% -> 90% -> 70% -> 50%
|-
| OTG hits
| 50%
|-
|}


==Combo mechanics==
Guard Break is a unique case, in that it applies the proration value of the move that caused the Guard Break state.


Combo scaling is pretty friendly in Ougon Musou Kyouku compared to other games, and the options for extending combos are plentiful. Unfortunately, most of the modifiers are not public knowledge, but the general rundown is:<br>
Note that proration modifiers are stackable.<br>
- Ex: Parry Touch (70%) + Dash Cancel (80%) =  0.7 * 0.8 = 0.56, or 56% damage.


Scaling based off number of hits (kicks in at the 16th hit)<br>
==Stun==


Repeat scaling (based off number of times a certain move is used in the combo already, 100% - 90% - 70% - 50% - 50% - 50% - ...)<br>
Hitting a character increases a hidden stun value. When this value reaches a certain threshold, the next time that character is launched they will be put in a special pre-stun state, easily identified by a unique sound cue and visual effects around them.<br>
When in this state, hitting them again with any move that doesn't force a juggle launch (e.g. George 6C, Lucifer 3C) will make the character fully invulnerable until they hit the ground, where they can be hit OTG.<br>
When the character gets up, they will finally be stunned for 3 seconds. This duration is fixed, and can not be reduced in any way.<br>
- Stunning is a big part of Ougon's gameplay and as such, it is easier to inflict stuns in Ougon than in other games.<br>
- All damage done on a stunned character is halved.<br>


Flat scaling amount applied by using an A strength normal (90%)<br>
The exact values of each character's stun gauge are currently not known but this is the general rundown that was collected through testing:


Flat scaling amount applied by dash canceling (80%)<br>
{| class="wikitable"
|-
! Stun
! Character
|-
| High Stun
| Lambda Delta, Dlanor A. Knox
|-
| Average Stun
| Everyone not mentioned
|-
| Low Stun
| Lucifer, Eva Beatrice, Bernkastel
|-
| Very Low Stun
| George
|-
|}


Flat scaling amount applied by guard break (90%)<br>
==Injury/Recoverable Health==


Flat scaling amount applied by stun (50%)<br>
The flashing portion of the health bar is ''recoverable health'', much like red life in other fighting games. Recoverable health is generated in one of two ways:<br>
- Being hit (25% of the damage sustained is converted into recoverable health)<br>
- Blocking (10% of the blocked attack's damage is dealt to the health bar and converted into recoverable health)<br>
Recoverable health decays slowly over time.


Flat scaling amount applied by attack touching (80%)<br>
Executing a Normal Touch instantly restores all recoverable health. All other types of Touch deplete all recoverable health instead.<br>
Generally speaking, if an attack causes enough damage to fully deplete a health bar, all recoverable health on that health bar is lost (some moves, e.g. command grabs, seem to not make this happen).


Flat scaling amount applied by attacking someone during the stun frames of Strong Guard Touch (70%)<br>
Abilities of note:<br>
- Jessica's ''Shave Boost'' prevents the opponent from converting chip damage into recoverable health.


Since a typical dash cancel combo uses the same normals before and after the dash cancel, repeat scaling will kick in, making the scaling worse. As such, it is often preferable to avoid putting dash cancels in your combos until as late as possible.
==Counter Hits==
 
==Stun==


Each individual character seems to have their own stun values, unfortunately they do not seem to follow a sensical pattern. Amount of stun is not related to health, as Ronove seems to have less than average stun (tested by doing a battler 3b6b5c meta 3b6b5c attack touch rosa 2b 5b 5c 3c sp reload 623, ronove is stunned between the first and second hit of 623, dropping the combo, average stun being 'battler and beato' as a middlepoint).  
Counter hits occur by attacking the opponent and hitting them during a move's startup. Counter hits increase the damage of the move itself and all subsequent hits by 10%.<br>
Landing a counter hit on an airborne opponent allows an extra juggle, as opposed to only one under normal circumstances.


As a result, how stun works is a bit ambiguous right now, but it is known that stun scales in combos similar to how damage does (Tested by doing the above combo on certain characters stuns between the first and second hit of 623, but if the 5B is omitted on some it will stun on the 3C, one hit earlier)
Example (without a Counter Hit):<br>
- Erika hits the opponent in the air and performs an air combo.<br>
- Erika lands on the ground, her opponent is out of hitstun but is still in the air.<br>
- Erika attempts to get another juggle combo ''but it whiffs''.


However, it does appear that characters like Shannon with higher health GENERALLY have higher stun, and that characters like Bernkastel have lower stun.  
Example (with a Counter Hit):<br>
- Erika hits the opponent in the air and air combos.<br>
- Erika lands on the ground, her opponent is out of hitstun but is still in the air.<br>
- Erika attempts to get another juggle combo ''and it hits'', since the opponent is in a free juggle state.


==Injury/Red health==
Abilities of note:<br>
 
- Ronove's ''Counter Boost'' greatly increases the effects of initial counter hits and doubles the subsequent damage boost.<br>
The flashing grey health portion of your health bar is your red health, ala Capcom fighters. To recover it, you must normal touch into your opponent, as all other touches remove all red health. The recoverable health slowly decreases over time. Recoverable health disappears as soon as the opponent knocks you into a new colored health bar. Jessica's ability, Shave Boost, reduces the amount of red health gained from chip damage.
- Erika's ''Force Counter'' forces counter hits.
 
==Counter Hits==


You can get a counter hit by attacking the opponent and hitting them while they are in their attacking or recovering animations. Counter hits give you extra hitstun or extra damage. If you counter hit the opponent in the air, you are able to juggle them in the air twice where otherwise you would only be able to do it once.
==Air Tech==


Example (without a Counter Hit):
Some moves and a lot of grabs can be air teched by pressing any attack button while in hitstun. However, while a player's Meta World is active, their opponent can not air tech.
#:*Erika hits the opponent in the air and air combos.  
#:*Erika lands on the ground and opponent just recovered from the hitstun but is still in the air.
#:*Erika attempts to get another juggle combo but it whiffs.


Example (with a Counter Hit):  
Example (without Meta World):<br>
#:*Erika hits the opponent in the air and air combos.  
- Chiester410 successfully grabs her opponent.<br>
#:*Erika lands on the ground and opponent just recovered from the hitstun but is still in the air.
- After being thrown, the opponent ''can air tech normally''.
#:*Erika attempts to get another air combo but it hits, since the opponent is in a counter hit state.


Two abilities that affect counter hits exist: Ronove's Counter Boost, which greatly increases the effect of counter hits, and Erika's Force Counter, which forces counter hits.  
Example (with Meta World):<br>
- Chiester410 successfully grabs her opponent.<br>
- After being thrown, she immediately declares Meta World - her opponent ''can not air tech'', allowing her to safely set up her Meta Super.


==Air tech==
Air teching makes a character completely invulnerable until they land whilst retaining some air options (normals and specials). Performing an air action ends the invulnerability window.<br>
Landing without executing any air actions has one frame of recovery, during which they can not block. Being hit during this frame counts as a counter hit.


Some moves and a lot of grabs can be teched by pressing A/B/C while in air. However there's a mechanic that does not permit any tech while your opponent is in meta world.
==Wake-up==


Example (without meta world):
The number in bold is the total duration of the wake-up animation starting as soon as you knock them down, while the number in brackets shows the amount of frames where you can still hit them, be it a juggle or an OTG. Thus, the last 24 frames are invulnerable for every character
Siesta 410 grabs you, and after being thrown you can do an air tech.


Example (while in meta world):
{| class="wikitable"
Siesta 410 grabs you, and after being thrown she immediately declare meta world. Due to this you cannot tech and she can easily land a meta super.
|-
! Character
! Face Up
! Face Down
|-
| Beatrice
| '''105'''(81)
| '''75'''(51)
|-
| Everyone else
| '''97'''(73)
| '''75'''(51)
|-
|}


After air teching, you are completely invulnerable as you fall to the ground, and retain air options--You can press a normal as you fall to hit the opponent, for example. If you press a button however, your invulnerability is lost. If you DON'T press a button, you will be vulnerable as you land for several frames, where the opponent can hit you and receive a free counterhit.  
It is worth noting that on wake-up, every character has a period of throw invincibility. For Dlanor, this will result in her command grab being counted as a hit rather than a grab, and for everyone else it will be a free whiff.


==Wake up==
==Resources==
===Western===
*[https://www.youtube.com/watch?v=9r_pUbbkBwA Umineko: Golden Fantasia (Ougon) - Basic System Features] by [https://twitter.com/m1kr0s Mik]
*[https://www.youtube.com/watch?v=yCnd6gHls-U Ougon Musou Kyoku Cross: Tutorial Básico cómo Jugar] by [https://twitter.com/ArxulNGX Arxul] (in Spanish)
*[https://wiki.hardedge.org/wiki/Umineko_no_Naku_Koro_ni:_Ougon_Musou_Kyoku German Wiki at HardEdge]
*[https://www.youtube.com/playlist?list=PL6D0261430730250C Matches playlist] by Andy


It is worth noting that on wake up, every character has a period of throw invincibility. For Dlanor, this will result in her throw being counted as a hit rather than a grab, and for everyone else it will be a free whiff.  
===Japanese===
*[http://www.nicovideo.jp/watch/sm22428341 【新規歓迎】黄金夢想曲講座1【初中級者向け】] - Ougon Musou Kyoku Tutorial Part 1 (Japanese)
*[http://www.nicovideo.jp/watch/sm22428868 【新規歓迎】黄金夢想曲講座2【初中級者向け】] - Ougon Musou Kyoku Tutorial Part 2 (Japanese)
*[http://www.nicovideo.jp/watch/sm18222657?ref=search_key_video【黄金夢想曲†CROSS】新・黄金郷を目指して その21 【バースト対策】] - Tutorial on countering Damage Touches
*[http://www.nicovideo.jp/watch/sm22807216?ref=search_key_video 【新規向け】黄金夢想曲†CROSS全キャラコンボ集] - All character combo tutorial


{{OMK}}
{{OMK}}


[[Category:Ougon Musou Kyoku]]
[[Category:Ougon Musou Kyoku]]

Latest revision as of 10:06, 1 January 2022

Health Data

The total health of a team is calculated by this formula: (Attacker + Reserve) x 3
- This assumes that the game's settings are set to three bars; if they're set to two, which is not usually recommended, multiply by 2 instead.
- Ex: [Attacker] -> Battler's 1400 + [Reserve] -> Beatrice's 1400 = 2800 x 3 = 8400 total health (or 5600 if set to two lifebars).

v2.31 (Steam)
Character Health
Ronove 1650
Shannon 1550
Dlanor, Rosa
Virgilia
1500
Eva, Chiester 1450
Battler, Ange
Beatrice, Willard
Jessica, George
1400
Erika 1300
Kanon, Lucifer
Bernkastel, LambdaDelta
1200
B.Battler* 1000
v2.50 (PS4/Switch)
Character Health
Ronove 1650
Dlanor, Rosa
Virgilia
1500
Eva, Shannon
Chiester
1450
Battler, Ange,
Beatrice, Willard,
Jessica, George
1400
Erika 1300
Kanon, Lucifer
Bernkastel, LambdaDelta
B.Battler*
1200

* 1400 in Princess Mode

Break Limit

Break Limit/Guard Meter does not recover over time. It can only be recovered through use of the Touch mechanic.

Touch Break Limit Reduction
Normal Touch 50%
Attack Touch 25%
Guard Touch 50%
Damage Touch 50%
Assault Touch 50%
Guard Break 100% + 50% Guard damage reduction

Other factors that influence the Break Limit:
- LambdaDelta's ability, UltraPER, empties the Break Limit gauge.
- Chiester410's ability, Break Boost, doubles Break Limit damage.

Proration

There are a number of actions in this game that apply damage proration to attacks.

Situation Damage Modifier
A-button starter 90%
After a stun 50%
Dash Cancel 80%
Attack Touch 80%
Parry Touch 70%
16+ Hit Count Reduced by 2.14% per hit
Maxes out at 25% on the 50th hit
Repeating Moves 100% -> 90% -> 70% -> 50%
OTG hits 50%

Guard Break is a unique case, in that it applies the proration value of the move that caused the Guard Break state.

Note that proration modifiers are stackable.
- Ex: Parry Touch (70%) + Dash Cancel (80%) = 0.7 * 0.8 = 0.56, or 56% damage.

Stun

Hitting a character increases a hidden stun value. When this value reaches a certain threshold, the next time that character is launched they will be put in a special pre-stun state, easily identified by a unique sound cue and visual effects around them.
When in this state, hitting them again with any move that doesn't force a juggle launch (e.g. George 6C, Lucifer 3C) will make the character fully invulnerable until they hit the ground, where they can be hit OTG.
When the character gets up, they will finally be stunned for 3 seconds. This duration is fixed, and can not be reduced in any way.
- Stunning is a big part of Ougon's gameplay and as such, it is easier to inflict stuns in Ougon than in other games.
- All damage done on a stunned character is halved.

The exact values of each character's stun gauge are currently not known but this is the general rundown that was collected through testing:

Stun Character
High Stun Lambda Delta, Dlanor A. Knox
Average Stun Everyone not mentioned
Low Stun Lucifer, Eva Beatrice, Bernkastel
Very Low Stun George

Injury/Recoverable Health

The flashing portion of the health bar is recoverable health, much like red life in other fighting games. Recoverable health is generated in one of two ways:
- Being hit (25% of the damage sustained is converted into recoverable health)
- Blocking (10% of the blocked attack's damage is dealt to the health bar and converted into recoverable health)
Recoverable health decays slowly over time.

Executing a Normal Touch instantly restores all recoverable health. All other types of Touch deplete all recoverable health instead.
Generally speaking, if an attack causes enough damage to fully deplete a health bar, all recoverable health on that health bar is lost (some moves, e.g. command grabs, seem to not make this happen).

Abilities of note:
- Jessica's Shave Boost prevents the opponent from converting chip damage into recoverable health.

Counter Hits

Counter hits occur by attacking the opponent and hitting them during a move's startup. Counter hits increase the damage of the move itself and all subsequent hits by 10%.
Landing a counter hit on an airborne opponent allows an extra juggle, as opposed to only one under normal circumstances.

Example (without a Counter Hit):
- Erika hits the opponent in the air and performs an air combo.
- Erika lands on the ground, her opponent is out of hitstun but is still in the air.
- Erika attempts to get another juggle combo but it whiffs.

Example (with a Counter Hit):
- Erika hits the opponent in the air and air combos.
- Erika lands on the ground, her opponent is out of hitstun but is still in the air.
- Erika attempts to get another juggle combo and it hits, since the opponent is in a free juggle state.

Abilities of note:
- Ronove's Counter Boost greatly increases the effects of initial counter hits and doubles the subsequent damage boost.
- Erika's Force Counter forces counter hits.

Air Tech

Some moves and a lot of grabs can be air teched by pressing any attack button while in hitstun. However, while a player's Meta World is active, their opponent can not air tech.

Example (without Meta World):
- Chiester410 successfully grabs her opponent.
- After being thrown, the opponent can air tech normally.

Example (with Meta World):
- Chiester410 successfully grabs her opponent.
- After being thrown, she immediately declares Meta World - her opponent can not air tech, allowing her to safely set up her Meta Super.

Air teching makes a character completely invulnerable until they land whilst retaining some air options (normals and specials). Performing an air action ends the invulnerability window.
Landing without executing any air actions has one frame of recovery, during which they can not block. Being hit during this frame counts as a counter hit.

Wake-up

The number in bold is the total duration of the wake-up animation starting as soon as you knock them down, while the number in brackets shows the amount of frames where you can still hit them, be it a juggle or an OTG. Thus, the last 24 frames are invulnerable for every character

Character Face Up Face Down
Beatrice 105(81) 75(51)
Everyone else 97(73) 75(51)

It is worth noting that on wake-up, every character has a period of throw invincibility. For Dlanor, this will result in her command grab being counted as a hit rather than a grab, and for everyone else it will be a free whiff.

Resources

Western

Japanese

General
FAQ
Menus
HUD
Links
Mods
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