Yatagarasu/Glossary: Difference between revisions

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'''Ukemi:'''
'''Ukemi:'''
'''Tech Hit:'''


'''High Jump:'''
'''High Jump:'''
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'''Guard Gauge:'''  
'''Guard Gauge:'''  
The Guard Gauge(displayed below the Health Bar and near the Timer) indicates how long a defender is able to guard attacks successfully before having their defense broken (See: Guard Clash). The rate in which meter depletes is based on attack strength and will replenish over time when either not defending or will be fully restored after being Guard Crushed. A Guard Break (HP+HK) will deplete the Guard Gauge entirely if guarded.
Indicates how long a defender is able to guard attacks successfully before having their defense broken (See: Guard Clash). The rate in which meter depletes is based on attack strength and will replenish over time when not defending or will be fully restored after being Guard Crushed.


'''Red Combo:'''
'''Red Combo:'''


'''Super Move Reinforcement:'''
'''Super Move Reinforcement:'''
Increases the damage of a selected Super Move x1.2. The super that has been Reinforced is indicated aside the SP Gauge. Red Light = Super Move 1 reinforced, Blue Light = Super Move 2 reinforced.


'''Front Step:'''
'''Front Step:'''
A dashing command forward that allows the player to advance faster than walking. Executed by tapping forward, forward (66) quickly.


'''Back Step:'''
'''Back Step:'''
An evasive maneuver that allows the player to retreat quickly. Executed by tapping back, back (44) quickly.


'''Reduce:'''
'''Reduce:'''


'''Guard Break:'''
 
'''Guard Break (Unblockable Attack):'''
 


'''SP Gauge:'''
'''SP Gauge:'''
Special Gauge stock located at bottom of display.


'''EX Special:'''
'''EX Special:'''

Revision as of 18:17, 26 July 2013

Yatagarasu
General

ControlsFAQGlossaryHUDSystem

Characters

AjaAzureChadhaCrowHanzoHinaJetJyuzumaruKotaroKouShimo

Super Armor:

Button Locking (BL):

Red Button Locking (Red Parry):

High Button Locking (HBL):

Low Button Locking (LBL):

Button Locking Counter Hit (BLCH):

Piyori (Stun or Dizzy):

Ukemi:

Tech Hit:

High Jump: A jump command that results in a higher arched jump. A forward high jump tends to produce a shallow, low-angled jump arc while a high jump neutral or back will produce a higher angled, "floaty" jump arc.

High Jump Counter Hit: Performing a high jump will leave a character in a special counter hit state for the entire duration of the high jump. Being hit at any time during the high jump will result in double damage being dealt to the target.

Guard Clash (Guard Crush): Guard Clash (or Crush) results from defending until the Guard Gauge is depleted entirely. Upon Guard Clash, the defender will be forced into a reel-back (stagger) animation in which they will be unable to defend or attack for a brief period of time.

Guard Gauge: Indicates how long a defender is able to guard attacks successfully before having their defense broken (See: Guard Clash). The rate in which meter depletes is based on attack strength and will replenish over time when not defending or will be fully restored after being Guard Crushed.

Red Combo:

Super Move Reinforcement: Increases the damage of a selected Super Move x1.2. The super that has been Reinforced is indicated aside the SP Gauge. Red Light = Super Move 1 reinforced, Blue Light = Super Move 2 reinforced.

Front Step: A dashing command forward that allows the player to advance faster than walking. Executed by tapping forward, forward (66) quickly.

Back Step: An evasive maneuver that allows the player to retreat quickly. Executed by tapping back, back (44) quickly.

Reduce:


Guard Break (Unblockable Attack):


SP Gauge: Special Gauge stock located at bottom of display.

EX Special:

Overhead Attack (Universal Overhead):

Leap Attack:

Heavy Button Locking (Lever Button Locking):