Ougon Musou Kyoku/General Mechanics: Difference between revisions

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(Tested it a bit, it's quite weird.)
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As such, it is preferable to avoid putting dash cancels in your combos until as late as possible.
As such, it is preferable to avoid putting dash cancels in your combos until as late as possible.
Not only damage itself scales, but damage to stun does as well.


==Injury/Red health==
==Injury/Red health==

Revision as of 20:02, 11 May 2012

General Mechanics

This section is mostly for the remainder of Ougon system oddities that don't quite fit into other sections.

Health

Health in this game is determined by combining both of your character's health values (from 800 to 1650) and multiplying that number by the amount of bars used (Either 2/yellow, or 3/blue) to get your total health. For example, if you pick Beatrice and Battler, you get 1400+1400, 2800 per bar, 8400 health on 3 bar mode. While the default in Ougon Musou Kyouku Cross is 2 bars, 3 bars is recommended due to the absurd amount of damages certain characters can put out at higher levels.

Ronove - 1650
Shannon - 1550
Dlanor A Knoxx, Virgilia - 1500
Eva Beatrice, Chiester 410 - 1450
Battler, Rosa, Ange, Beatrice, Willard H Wright, Jessica Ushiromiya, George Ushiromiya - 1400
Lambdadelta - 1350
Erika Furudo - 1300
Kanon, Lucifer - 1200
Bernkastel - 1000
Black Battler - 800


Guard meter

Guard meter in this game is significantly easier to build than in most games, with many characters having moves that can easily build 90% guard break in just a few moments.

This is another mechanic built in to encourage constant tagging--both to have access to the meter you build for your partner, and to lower your guard break gauge as the fight goes on, as tagging always removes at least 25% of your guard meter.

Abilities of note -- Siesta's Break Boost drastically increases the guard break damage done, and Lambdadelta's UltraPER fully removes guard damage on activation.


Combo mechanics

Combo scaling is pretty friendly in Ougon Musou Kyouku compared to other games, and the options for extending combos are plentiful. Unfortunately, most of the modifiers are not public knowledge, but the general rundown is:

Scaling based off amount of hits

Flat scaling amount applied by dash canceling (60%? Worse than attack touch)

Flat scaling amount applied by guard break (80%?)

Flat scaling amount applied by stun (50%?)

Flat scaling amount applied by attack touching (80%)

Flat scaling amount applied by using a Meta Super? (80%?)

Flat scaling amount applied by attacking someone during the stun frames of Strong Guard Touch - (70%)

As such, it is preferable to avoid putting dash cancels in your combos until as late as possible.

Not only damage itself scales, but damage to stun does as well.

Injury/Red health

The flashing grey health portion of your health bar is your red health, ala Capcom fighters. To recover it, you must normal touch into your opponent, as all other touches remove all red health. The recoverable health slowly decreases over time. Recoverable health disappears as soon as the opponent knocks you into a new colored health bar. Jessica's ability, Shave Boost, reduces the amount of red health gained from chip damage.

Counter Hits

You can get a counter hit by attacking the opponent and hitting them while they are in their attacking or recovering animations. Counter hits give you extra hitstun or extra damage. If you counter hit the opponent in the air, you are able to juggle them in the air twice where otherwise you would only be able to do it once.

Example (without a Counter Hit):

    • Erika hits the opponent in the air and air combos.
    • Erika lands on the ground and opponent just recovered from the hitstun but is still in the air.
    • Erika attempts to get another juggle combo but it whiffs.

Example (with a Counter Hit):

    • Erika hits the opponent in the air and air combos.
    • Erika lands on the ground and opponent just recovered from the hitstun but is still in the air.
    • Erika attempts to get another air combo but it hits, since the opponent is in a counter hit state.

Two abilities that affect counter hits exist: Ronove's Counter Boost, which greatly increases the effect of counter hits, and Erika's Force Counter, which forces counter hits.

Air tech

Some moves and a lot of grabs can be teched by pressing A/B/C while in air. However there's a mechanic that does not permit any tech while your opponent is in meta world.

Example (without meta world): Siesta 410 grabs you, and after being thrown you can do an air tech.

Example (while in meta world): Siesta 410 grabs you, and after being thrown she immediately declare meta world. Due to this you cannot tech and she can easily land a meta super.

After air teching, you are completely invulnerable as you fall to the ground, and retain air options--You can press a normal as you fall to hit the opponent, for example. If you press a button however, your invulnerability is lost. If you DON'T press a button, you will be vulnerable as you land for several frames, where the opponent can hit you and receive a free counterhit.

Wake up

It is worth noting that on wake up, every character has a period of throw invincibility. For Dlanor, this will result in her throw being counted as a hit rather than a grab, and for everyone else it will be a free whiff.

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