Capoeira Fighter 3: Ultimate World Tournament/System: Difference between revisions

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===Juggles===
===Juggles===
Juggles in CF3 are where things start getting kinda crazy. This game has many pseudo infinites and a lot of TOD combos that rely on each character's launcher moves. A launcher could either be a normal or a special. For example, Aleron's 1FP and 623FP are both moves that allow the opponent to go into a juggle state. A juggle can be immediately ended by any non-light attack that hits downwards, signaled by a bass drum, ending the combo (with a few exceptions depending on character [especially Helicopter] and the set gravity [yes, you can lower the gravity in this game]).
Juggles in CF3 are where things start getting kinda crazy. This game has many pseudo infinites and a lot of TOD combos that rely on each character's launcher moves. A launcher could either be a normal or a special. For example, Aleron's 1FP and 623FP are both moves that allow the opponent to go into a juggle state. A juggle can be immediately ended by any non-light attack that hits downwards (not necessarily overheads, as some attacks hit downwards but don't count as such), signaled by a bass drum, ending the combo (with a few exceptions depending on character [especially Helicopter] and the set gravity [yes, you can lower the gravity in this game]).
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What's important is to follow what has been said in the "Links" section: always use hyper combos to reset specials and normals, especially if those normals are moves that keep the opponent in a juggle state. Abilities are also important for juggle, like the speed magic ability where it lets you do faster combos and do juggles that usually are not possible.
What's important is to follow what has been said in the "Links" section: always use hyper combos to reset specials and normals, especially if those normals are moves that keep the opponent in a juggle state. Abilities are also important for juggle, like the speed magic ability where it lets you do faster combos and do juggles that usually are not possible.

Revision as of 06:43, 7 January 2023


Special Dodge

Every character has access to a special dodge similar to rolls in KOF. Other than avoiding attacks, the dodge also serves as a combo breaker or burst.
Every character's dodge has a different range of movement and consumes a different amount of stamina depending on maximum amount that each character has.
The command for the special dodge is: 41236BP or if you have the simple dodge option enabled: 46BP
The universal dodge must be used carefully as it consumes a large amount of stamina, especially if you are breaking out of a combo.

Magic Abilities

Magic abilities are magical effects that provide buffs or debuffs upon your yourself or your opponent when you execute and land a hyper combo, there are 8 magic abilities in total:
CF3 Venom.png

The Venom magic ability makes your opponent's lifebar decrease after the effect is applied.


CF3 Speed.png

The Speed magic ability allows you to execute faster combos for a short amount of time right after you land a hyper combo.
It is one of the best magic abilities in the game, if not the best.


CF3 Damage.png

The Damage magic ability increases the damage dealt by the hyper combo and applies a damage buff for a short amount of time.
It is also one of the best magic abilities in the game since combos without the damage buff already do a good chunk of damage on their own.


CF3 Ghost.png

The Ghost magic ability turns your character immune to attacks for a short time.
It isn't the most useful magic ability in the game, especially when using level 1 hyper combos.


CF3 Shield.png

The Shield magic ability applies a defense buff to your character.
It reduces the amount of damage and chip damage dealt by your opponent. It lasts the longest out of any magic ability.


CF3 Healing.png

The Healing magic ability allows your character to heal after executing a hyper combo regardless of the fact that your getting hit afterwards.
This particular ability is very useful due to the fact that every character has a level 1 hyper combo that can be executed multiple times in one combo.
If done multiple times in one combo then it could be possible to regain more than half of your character's health.


CF3 Vampire.png

The Vampire magic ability applies a effect that allows you to steal your opponents health for a certain amount of time.
This ability is very similar to the healing ability except for the fact that the healing ability doesn't rely on hitting your opponent in order to keep healing.


CF3 Poison.png

The Poison magic ability applies an effect that allows you to drain your opponents hyper gauge.
If you use a level 1 hyper combo it drains one bar of the hyper gauge, if you use a level 2 hyper combo it drains two bars of the hyper gauge and if you use a level 3 hyper combo it drains all three bars of the hyper gauge.
This way you make your opponent have less or the same amount of meter your character has, destroying the possibility of them using their hyper combos to awaken their magic abilities and gaining the advantage.

Tag System

Capoeira Fighter 3 is primarily a 2v2 tag-team fighting game and because of this it has its own unique tag system.
When you are playing as a team both your characters have less stamina and less health in comparison to playing 1v1.
Because of this when you tag on of your your characters out, that character will gain back a little bit of health & stamina when you tag them back in.
Before you can use the tag command you must first land a hit upon your opponent. A dot next to the character portrait shows whether or not you can tag out (green if yes, orange if no).
The tag command is: 22

Combo System

Links

The majority of combos in CF3 are links. The combo system in this game is pretty free so there aren't too many rules with how a combo should be structured. The only real rules to follow are that specials are linked using normals and hyper combos reset specials. This means that specials can be done once before a hyper combo and once after a hyper combo. Normals in this game are divided between weak attacks, medium attacks and heavy attacks.
5FP/BP/FK/BK = weak attack
6FP/BP/FK/BK = medium attack
4FP/BP/FK/BK = strong attack
Weak attacks can be used more than once in a row.
Medium attacks cannot be done more than once in a row but they can be done once before a special and once after a special.
Strong attacks follow the same rules as the medium attacks.
Even though this is all true, there are a lot of exceptions to this and its best to just experiment with your character and see what works and what doesn't. Not all specials allow for the same medium/heavy attacks before and after and many other differences. Similarly to specials there are also medium and strong attacks that will work twice only if there are weak attacks and special in between their uses. This incongruence makes each character function a little bit different from one another.

Juggles

Juggles in CF3 are where things start getting kinda crazy. This game has many pseudo infinites and a lot of TOD combos that rely on each character's launcher moves. A launcher could either be a normal or a special. For example, Aleron's 1FP and 623FP are both moves that allow the opponent to go into a juggle state. A juggle can be immediately ended by any non-light attack that hits downwards (not necessarily overheads, as some attacks hit downwards but don't count as such), signaled by a bass drum, ending the combo (with a few exceptions depending on character [especially Helicopter] and the set gravity [yes, you can lower the gravity in this game]).
What's important is to follow what has been said in the "Links" section: always use hyper combos to reset specials and normals, especially if those normals are moves that keep the opponent in a juggle state. Abilities are also important for juggle, like the speed magic ability where it lets you do faster combos and do juggles that usually are not possible.

Here is an example of a corner juggle TOD combo using Cobra and the speed magic ability:

2FPx2 > 214FP > 3FK > 3BK > 3BP > 46BK > 4FK > FP + BP > j.4BK > 1FK > 1FP > 1BP > 4FK > 236236FK > FP + BP > j.4BKx3




General
Controls
HUD
System
FAQ
Characters
Rochedo
Coelha
Saturno
Buldogue
Cobra
Furacao
Maionese
Perereca
Jamaika
Ramba
Loka
Santo
Maestro
Zumbi
Lei Long
Chompoo
Gator
Kuan Yin Shen
Aleron
Helicopter
Panda
Zumbi Azul
Jimmy Zappa
Angus
Saryn
Pantera
Angoleiro
Macaco
Arubim