Touki Denshou Angel Eyes/System: Difference between revisions

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Like the "Magic System" in Capcom fighters and "Gatlings" in Guilty Gear, normal attacks will cancel into each other in ascending order. The order is Light Punch (A), Light Kick (C), Heavy Punch (B), Heavy Kick(D). All normals can be cancelled into command normals, and command normals can cancel into specials.
Like the "Magic System" in Capcom fighters and "Gatlings" in Guilty Gear, normal attacks will cancel into each other in ascending order. The order is Light Punch (A), Light Kick (C), Heavy Punch (B), Heavy Kick(D). All normals can be cancelled into command normals, and command normals can cancel into specials.
Combos in this game gradually increase in damage as opposed to the fighting game standard of scaling damage down per hit. This leads to combos that deal significant amounts of damage and can even KO from full health.


==== ATTACK CHANCE ====
==== ATTACK CHANCE ====

Revision as of 19:25, 15 October 2022

Basics

Button Controls

A: Light Punch

B: Heavy Punch

C: Light Kick

D: Heavy Kick

Movement

66: Forward Dash. Four of the Eight Characters (Raiya, Reika, Highway Star, M. Power) go airborne during their grounded forward dash.

44: Back Dash. Five of the Eight Characters (Raiya, Reika, Highway Star, M. Power, Marie & King) go airborne during their grounded back dash.

22: Fast Fall. Can only be done in midair. Sends you directly to the ground.

7, 8, 9: Jump. Every character has one grounded jump and can do three midair jumps. Inputting a forward or back dash will let you air dash after any jump.

Press 2 before jumping: Superjump. Must be precise or else a normal jump will come out instead.

A+B: Air Stop. A green circle appears behind the characters, and they will freeze in the air for half a second before falling back to the ground. Can be jumped, air dashed, fast fallen, or homing dashed out of at any time.

C+D: Homing Dash. Characters will do a dash at an angle towards the opponent. The game considers this a jump, and it cannot be used if you have used up all your prior jumps.

Offense

Combos

Like the "Magic System" in Capcom fighters and "Gatlings" in Guilty Gear, normal attacks will cancel into each other in ascending order. The order is Light Punch (A), Light Kick (C), Heavy Punch (B), Heavy Kick(D). All normals can be cancelled into command normals, and command normals can cancel into specials.

Combos in this game gradually increase in damage as opposed to the fighting game standard of scaling damage down per hit. This leads to combos that deal significant amounts of damage and can even KO from full health.

ATTACK CHANCE

After doing a move with a launch/knockdown property, an ATTACK CHANCE prompt will appear on the side of the screen. Pressing 8D during this will do a homing pursuit attack that causes a wall bounce. You cannot follow this up, but you are given an extended knockdown period.

Damage States

Certain moves with fire or electric properties will put characters in a "burning" or "shocked" damage state. Unlike most fighting games, this can be partially detrimental, as characters in these damage states gain hitboxes that deal damage and can impede follow ups. With good spacing and timing, however, this functions as a juggle state and can be used for easy infinites.

Defense

Guard Cancel

Guard Cancels can be done by inputting a special move while in block stun. Doing so will cancel out the block stun and immediately activate the inputted special move.

Projectile Reflecting

Most projectiles in this game can be destroyed or reflected. Properly timing a light punch or kick over the projectile will destroy it, while timing a heavy punch or kick button will reflect it back to the opponent. This is generally difficult to do and usually not worth doing, but it exists and can be used to catch the opponent off guard. Does not seem to work on Marie & King's Change Breath or M. Power's Mysterious Nova.


General
Controls
HUD
System
Characters
Raiya Mikazuchi
Reika
Kiriko
Highway Star
Mysterious Power
Lina
Chibiko
Marie & King