Yatagarasu/Glossary: Difference between revisions

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'''Guard Clash (Guard Crush):'''
'''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 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:'''  
'''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.
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 meter will replenish over time when not defending or will be fully restored after being Guard Crushed.


'''Red Combo:'''
'''Red Combo:'''
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'''Back Step:'''
'''Back Step:'''
An evasive maneuver that allows the player to retreat quickly. Executed by tapping back, back (44) quickly.
An evasive maneuver that allows the player to retreat quickly. Executed by tapping back, back (44) quickly. Back Stepping is not invulnerable.


'''Reduce:'''
'''Reduce:'''
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'''Guard Break (Unblockable Attack):'''
'''Guard Break (Unblockable Attack):'''
 
Performed by pressing HP+HK. The attacker will fade to black indicating a Guard Break is starting and then strike, usually with a heavy attack. Guard Break is unblockable and will result in an immediate Guard Crush if attempting defend it. The opening (stagger) created after a Guard Crush via a Guard Break, however, is significantly shorter than a normal Guard Crush.


'''SP Gauge:'''
'''SP Gauge:'''

Revision as of 19:09, 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 (Throw Break): A defensive maneuver allowing the target of a normal throw to "break away" from a hold or throw attempt. Pressing LP+LK while being thrown will result in the attacker being pushed off, creating space between the players. Breaking a throw early or late will result in different throw break animations and distance created.

High Jump: A jump command that results in a higher arced 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. Performed by quickly tapping any down direction then the desired jump direction.

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 meter 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. Back Stepping is not invulnerable.

Reduce:


Guard Break (Unblockable Attack): Performed by pressing HP+HK. The attacker will fade to black indicating a Guard Break is starting and then strike, usually with a heavy attack. Guard Break is unblockable and will result in an immediate Guard Crush if attempting defend it. The opening (stagger) created after a Guard Crush via a Guard Break, however, is significantly shorter than a normal Guard Crush.

SP Gauge: Special Gauge stock located at the bottom corners of the HUD. The number adjacent to the stock (0, 1, 2) indicates the current number stocks stored. The Gauge is also portioned to indicate a half-filled stock for EX Move usage. Super Moves require one bar while EX Moves require half of a bar to execute.

EX Special: An enhanced version of a special move which can be executed by using the desired command plus both punch or both kick attacks (E.g. 214+LP+HP or 236+LK+HK). Requires 1/2 of an SP bar.

Overhead Attack (Universal Overhead): A hopping overhead strike that can only be high guarded or high parried (HBL). Available to all characters using LP+HP. Evades many low attacks and can be performed from crouch position.

Leap Attack: See: "Overhead Attack". Also known as "UOH".

Heavy Button Locking (Lever Button Locking):