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 1000 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 damage 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, Virgilia, Rosa - 1500 <br>
EvaBeatrice, Chiester410 - 1450 <br>
Battler, Ange, Beatrice, Willard, Jessica, George - 1400 <br>
Erika - 1300  <br>
Kanon, Lucifer, Bernkastel, LambdaDelta - 1200 <br>
B.Battler - 1000 <br>


==Guard Meter==
==Break Limit==


Guard Meter (called ''Break Limit'' in this game) is significantly easier to build than in most games, with many characters having moves that can easily build 90% guard meter in just a few moments.
Break Limit/Guard Meter does ''not'' recover over time. It can only be recovered through use of the Touch mechanic.  


This is another mechanic built in to encourage constant Touching - both to have access to the SP you build for your partner, and to lower your guard meter as the fight goes on, as Touching ''always removes at least 25%'' of your current guard meter.
{| 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
|-
|}


Abilities of note:<br>
Other factors that influence the Break Limit:<br>
- Chiester410's ''Break Boost'' doubles Break Limit dealt.<br>
- LambdaDelta's ability, ''UltraPER'', empties the Break Limit gauge.<br>
- Lambdadelta's UltraPER fully removes Break Limit on activation.  
- Chiester410's ability, ''Break Boost'', doubles Break Limit damage.<br>
 
==Proration==
There are a number of actions in this game that apply damage proration to attacks.


==Combo Mechanics==
{| 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 scaling is pretty friendly in Ougon Musou Kyouku Cross 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:
Guard Break is a unique case, in that it applies the proration value of the move that caused the Guard Break state.
*Number of hits in the combo
::This only kicks in at the 16th hit, with every subsequent hit having its damage reduced by ~2.14% (15% for every 7 hits).
::This scaling caps at 25%, which is when the combo counter reaches 50.
*Repeat scaling (using the same move more than once in one combo)
::Damage values lower with each subsequent repetition, up until the fourth (100% &rarr; 90% &rarr; 70% &rarr; 50%), after which is remains constant).
::This reduction only applies to the repeated move itself and works off of its own damage value.
*Starting a combo with a 5A/2A normal
::This applies a flat 90% scaling to the entire combo.
*Performing a Dash Cancel
::This reduces all damage dealt on any attacks performed during a Dash Cancel (and subsequent hits) to 80%.
::This will kick in even if the Dash Cancel was performed off of a blocked attack.
*Guard Break
::Hitting an opponent whilst they're in a Guard Break state reduces all damage dealt to 90%.
*Stun
::Hitting an opponent whilst they're in a Stunned state reduces all damage dealt to 50%.
*Attack Touch
::Attack Touching reduces the damage dealt by the character that enters to 80%.
*Strong Guard Touch
::Hitting someone during the knockback of this Touch reduces all damage dealt to 70%.


It is important to note that ''different types of damage reduction stack''. Since a typical Dash Cancel combo uses the same normals before and after the dash cancel, both it ''and repeat scaling'' will kick in, making the damage reduction even worse. As such, it is often preferable to avoid putting dash cancels in your combos until as late as possible.
Note that proration modifiers are stackable.<br>
- Ex: Parry Touch (70%) + Dash Cancel (80%) =  0.7 * 0.8 = 0.56, or 56% damage.


==Stun==
==Stun==


Each individual character has their own stun value. How high/low this value is is ''not related to health''.
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>
There are four apparent stun "tiers". Two combos were performed on every character to discover this:<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>
- '''5B 2B 2C 6C (dash 5C j.7BC land 236SP xx 6C)xN''' as Willard<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>
- '''j.9CB land 3B 6B c.5C 2C metaDeclare dash 6B 5C 623C (SPCancel)metaSuper''' as Battler
- All damage done on a stunned character is halved.<br>


Almost all characters enter a Stunned state on the same combo hit count (considered to be the average stun value), but there are a few exceptions.
The exact values of each character's stun gauge are currently not known but this is the general rundown that was collected through testing:


High stun: LambdaDelta, Dlanor<br>
{| class="wikitable"
Low stun: Lucifer, EvaBeatrice, Bernkastel<br>
|-
Average stun: Everyone not mentioned<br>
! Stun
Very low stun: George
! 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==
==Injury/Recoverable Health==


The flashing portion of your health bar is your recoverable health, much like traditional Capcom fighters. Recoverable health is generated in one of two ways:<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>
- Being hit (25% of the damage sustained is converted into recoverable health)<br>
- Blocking (10% of the blocked attack's damage is dealt to your health bar and converted into recoverable health)
- 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.


To recover it, you must perform a Neutral Touch. It is the only Touch that will do this - all other Touches will make you lose that health for good. The amount of recoverable health you have slowly decreases over time. Recoverable health disappears as soon as the opponent knocks you into a new colored health bar.
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).


Abilities of note:<br>
Abilities of note:<br>
- Jessica's ''Shave Boost'' makes the opponent not generate recoverable health at all when blocking.
- Jessica's ''Shave Boost'' prevents the opponent from converting chip damage into recoverable health.


==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 increase the damage of the move itself and all subsequent hits by 10%. Landing a counter hit on an airborne opponent allows you to to juggle them in the air twice, as opposed to only once under normal circumstances.
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.


Example (without a Counter Hit):<br>
Example (without a Counter Hit):<br>
Line 89: Line 196:
- Erika hits the opponent in the air and air combos.<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 lands on the ground, her opponent is out of hitstun but is still in the air.<br>
- Erika attempts to get another air combo ''and it hits'', since the opponent is in a counter hit state.
- Erika attempts to get another juggle combo ''and it hits'', since the opponent is in a free juggle state.


Abilities of note:<br>
Abilities of note:<br>
Line 97: Line 204:
==Air Tech==
==Air Tech==


Some moves and a lot of grabs can be air teched by pressing A/B/C while in air. However, '''air teching is disabled while the opponent's Meta World is active'''.
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):<br>
Example (without Meta World):<br>
- Chiester410 grabs you.<br>
- Chiester410 successfully grabs her opponent.<br>
- After being thrown, you ''can air tech normally''.
- After being thrown, the opponent ''can air tech normally''.


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


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 a few frames, during which you will be in a counter hit state.
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.


==Wake-up==
==Wake-up==


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.  
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
 
{| class="wikitable"
|-
! 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===
*[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
 
===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

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