Ougon Musou Kyoku/General Mechanics: Difference between revisions

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==Health==
==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.  
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.  


Ronove - 1650 <br>
Ronove - 1650 <br>
Shannon - 1550 <br>
Shannon - 1550 <br>
Dlanor A. Knox, Virgilia, Rosa Ushiromiya - 1500 <br>
Dlanor, Virgilia, Rosa - 1500 <br>
Eva Beatrice, Chiester 410 - 1450 <br>
EvaBeatrice, Chiester410 - 1450 <br>
Battler, Ange, Beatrice, Willard H. Wright, Jessica Ushiromiya, George Ushiromiya - 1400 <br>
Battler, Ange, Beatrice, Willard, Jessica, George - 1400 <br>
Erika Furudo - 1300  <br>
Erika - 1300  <br>
Kanon, Lucifer, Bernkastel, LambdaDelta - 1200 <br>
Kanon, Lucifer, Bernkastel, LambdaDelta - 1200 <br>
Black Battler - 1000 <br>
B.Battler - 1000 <br>


==Guard meter==
==Guard Meter==


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.
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.


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.  
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.  


Abilities of note -- Chiester410's Break Boost drastically increases the guard break damage done, and Lambdadelta's UltraPER fully removes guard damage on activation.  
Abilities of note:<br>
- Chiester410's ''Break Boost'' doubles Break Limit dealt.<br>
- Lambdadelta's UltraPER fully removes Break Limit on activation.  


==Combo Mechanics==


==Combo mechanics==
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:
*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) 100% - 90% - 70% - 50% - 50% - 50% - ...)
::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%.


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>
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.


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>
 
Flat scaling amount applied by using an A strength normal (90%)<br>
 
Flat scaling amount applied by dash canceling (80%)<br>
 
Flat scaling amount applied by guard break (90%)<br>
 
Flat scaling amount applied by stun (50%)<br>


Flat scaling amount applied by attack touching (80%)<br>
Each individual character has their own stun value. How high/low this value is is ''not related to health''.


Flat scaling amount applied by attacking someone during the stun frames of Strong Guard Touch (70%)<br>
There are four apparent stun "tiers". Two combos were performed on every character to discover this:<br>
- '''5B 2B 2C 6C (dash 5C j.7BC land 236SP xx 6C)xN''' as Willard<br>
- '''j.9CB land 3B 6B c.5C 2C metaDeclare dash 6B 5C 623C (SPCancel)metaSuper)''' as Battler<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.


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.
High stun: LambdaDelta, Dlanor<br>
Low stun: Lucifer, EvaBeatrice, Bernkastel<br>
Very low stun: George<br>
Average stun: Everyone else


==Stun==
==Injury/Recoverable Health==


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).
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>
- 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)


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)
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.


However, it does appear that characters like Shannon with higher health GENERALLY have higher stun, and that characters like Bernkastel have lower stun.
Abilities of note:<br>
 
- Jessica's ''Shave Boost'' makes the opponent not generate recoverable health at all when blocking.
==Injury/Red health==
 
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.


==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.
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.
 
Example (without a Counter Hit):
#:*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 a Counter Hit):<br>
#:*Erika hits the opponent in the air and air combos.  
- Erika hits the opponent in the air and performs an air combo.<br>
#:*Erika lands on the ground and opponent just recovered from the hitstun but is still in the air.  
- 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 but it hits, since the opponent is in a counter hit state.
- Erika attempts to get another juggle combo ''but it whiffs''.


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 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 air combo ''and it hits'', since the opponent is in a counter hit state.


Counter Hit Modifier = 1.096969696969697
Abilities of note:<br>
- Ronove's ''Counter Boost'' greatly increases the effects of initial counter hits and doubles the subsequent damage boost.<br>
- Erika's ''Force Counter'' forces counter hits.


==Air tech==
==Air Tech==


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.
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'''.


Example (without meta world):
Example (without Meta World):<br>
Siesta 410 grabs you, and after being thrown you can do an air tech.
- Chiester410 grabs you.<br>
- After being thrown, you ''can air tech normally''.


Example (while in meta world):
Example (with Meta World):<br>
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.
- Chiester410 grabs you.<br>
- After being thrown, she immediately metaDeclares - you ''cannot 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 several frames, where the opponent can hit you and receive a free counterhit.  
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.


==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 throw being counted as a hit rather than a grab, and for everyone else it will be a free whiff.  
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.  


{{OMK}}
{{OMK}}


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

Revision as of 22:39, 5 July 2013

General Mechanics

This section is mostly for the remainder of Ougon system oddities that don't quite fit into other sections.

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.

Ronove - 1650
Shannon - 1550
Dlanor, Virgilia, Rosa - 1500
EvaBeatrice, Chiester410 - 1450
Battler, Ange, Beatrice, Willard, Jessica, George - 1400
Erika - 1300
Kanon, Lucifer, Bernkastel, LambdaDelta - 1200
B.Battler - 1000

Guard Meter

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.

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.

Abilities of note:
- Chiester410's Break Boost doubles Break Limit dealt.
- Lambdadelta's UltraPER fully removes Break Limit on activation.

Combo Mechanics

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:

  • 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) 100% - 90% - 70% - 50% - 50% - 50% - ...)
Damage values lower with each subsequent repetition, up until the fourth (100% → 90% → 70% → 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.

Stun

Each individual character has their own stun value. How high/low this value is is not related to health.

There are four apparent stun "tiers". Two combos were performed on every character to discover this:
- 5B 2B 2C 6C (dash 5C j.7BC land 236SP xx 6C)xN as Willard
- j.9CB land 3B 6B c.5C 2C metaDeclare dash 6B 5C 623C (SPCancel)metaSuper) as Battler
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.

High stun: LambdaDelta, Dlanor
Low stun: Lucifer, EvaBeatrice, Bernkastel
Very low stun: George
Average stun: Everyone else

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:
- Being hit (25% of the damage sustained is converted into recoverable health)
- Blocking (10% of the blocked attack's damage is dealt to your health bar and converted into recoverable health)

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.

Abilities of note:
- Jessica's Shave Boost makes the opponent not generate recoverable health at all when blocking.

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.

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 air combo and it hits, since the opponent is in a counter hit 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 A/B/C while in air. However, air teching is disabled while the opponent's Meta World is active.

Example (without Meta World):
- Chiester410 grabs you.
- After being thrown, you can air tech normally.

Example (with Meta World):
- Chiester410 grabs you.
- After being thrown, she immediately metaDeclares - you cannot 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.

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.

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