Dengeki Bunko: Fighting Climax/Controls: Difference between revisions
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The burst mechanic of the game. The lower your health is the faster your Blast Gauge recharges. There are three types of blasts which can be used:<br/> | The burst mechanic of the game. The lower your health is the faster your Blast Gauge recharges. There are three types of blasts which can be used:<br/> | ||
'''Power Up Blast''' - Used in neutral. Temporarily increases attack and defensive power, refills health slowly, increases fill rate of the Climax Gauge, gives you one bar of the Climax Gauge and an additional bar if it hits the opponent, and has full invincibility during activation. The Blast Gauge recharges fastest after using this type.<br/> | '''Power Up Blast''' - Used in neutral. Temporarily increases attack and defensive power, refills health slowly, increases fill rate of the Climax Gauge, gives you one bar of the Climax Gauge and an additional bar if it hits the opponent, and has full invincibility during activation. The Blast Gauge recharges fastest after using this type.<br/> | ||
'''Combo Blast''' - Used during your attack, launches the opponent to allow for more diverse combos<br/> | '''Combo Blast''' - Used during your attack, launches the opponent to allow for more diverse combos. Holding forward will send the opponent forwards, if close enough to the wall it will cause a wall bounce.<br/> | ||
'''Escape Blast''' - Used while blocking or being hit. Blasts your opponent away, halting their offense. The Blast Gauge recharges slowest after using this type.<br/> | '''Escape Blast''' - Used while blocking or being hit. Blasts your opponent away, halting their offense. The Blast Gauge recharges slowest after using this type.<br/> | ||
Revision as of 08:19, 17 November 2014
Universal Controls
Movement
Standard dash/backdash. Dash type varies per character though all backdashes have frame 1 invulnerability.
Inputting 7, 8, or 9 on the ground will allow you to jump in that direction
Inputting 1, 2, or 3 on the ground then quickly up to 8 or 9 will allow you to super jump. You jump at a much higher and wider arc. You can only super jump forward, and not neutral or backwards. Any super jump input will always move you forward.
Attacks
File:DFC-D.png - Support Action
Full invuln until you hit the ground, unless you hit any button or jump/airdash
Every character can perform chain combinations going from Weak to Strong attacks but you cannot use two attacks of the same strength in one string except 5A/2A
Like UNIEL, an auto combo that goes from weak attacks into supers
Standard throw, whiffing causes your C normal to come out instead
An attack with frame 1 guard point that is punishable when not cancelled into another move. This is the closest attack to a reversal aside Climax Arts or Trump Cards
Impact Break - (follow up on hit with //)
Overhead attack with guard point during startup (not frame 1) that can be followed up for combos. The follow up is very punishable on block when not confirmed properly
Trump Card - + (consumes one Trump Card icon)
After it is activated, the icon will turn into a meter that slowly drains. During this time, all normals are jump cancellable and the normal restriction of Combinations no longer applies. Support Cancels require no meter and you no longer have an animation when calling assists, which means you can call assists in the air. A red Trump Card indicates that it is an attack and a blue icon indicates a buff to the character. All Trump Card are air unblockable (excluding Taiga and Kirino) and overheads (excluding Kirino, who has an unblockable attack). All Trump Cards also have frame 1 invincibility except to throws and are usually safe on block. If you use a Power Up Blast while a Trump Card is active it will increase the length of the Trump Card. You regain one icon when you lose a round
Changes the property of an attack by holding the button, or pressing it again in some cases (specific to characters and buttons)
EX Special Move - Special Move++
Stronger versions of your character’s special moves which cost 1 bar of meter
Climax Arts - Specific inputs++
Powerful super moves that cost 2 bars of meter. You can input A+C once or twice during the super flash for increasingly stronger versions, which will also cost 1 Trump Card icon per extra input in addition to the 2 bars.
Support - File:DFC-D.png or File:DFC-D.png
Calls your support character and assists you with various abilities. Each command performs a different attack. You can also cancel an attack into your Support which costs 1 meter
Reflection Action - (any two while guarding)
A push block to gain space from your opponent that costs half a bar of meter per push block
Blast - ++ (consumes Blast icon)
The burst mechanic of the game. The lower your health is the faster your Blast Gauge recharges. There are three types of blasts which can be used:
Power Up Blast - Used in neutral. Temporarily increases attack and defensive power, refills health slowly, increases fill rate of the Climax Gauge, gives you one bar of the Climax Gauge and an additional bar if it hits the opponent, and has full invincibility during activation. The Blast Gauge recharges fastest after using this type.
Combo Blast - Used during your attack, launches the opponent to allow for more diverse combos. Holding forward will send the opponent forwards, if close enough to the wall it will cause a wall bounce.
Escape Blast - Used while blocking or being hit. Blasts your opponent away, halting their offense. The Blast Gauge recharges slowest after using this type.