Fighters Destiny/Mechanics: Difference between revisions

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===Point System===
==Point System==
Fighter’s Destiny eschews the conventional rounds of fighting games in favour of scoring points. Whoever gets 7 first (default rules) wins.  
Fighter’s Destiny eschews the conventional rounds of fighting games in favour of scoring points. Whoever gets 7 first (default rules) wins.  


'''Ring Out: 1 point.''' Depending on choice of ring size, this can be very easy or very hard. Players don’t fall off the ledge, they grab it instead. Attacking them (or making them wait too long) knocks them off for a Ring Out. The ledge can be considered this game’s version of oki (or advantage state, for Smash Bros fans). Your options are as follows:
===Ring Out: 1 Point===
'''B/A''' is akin to a wakeup kick, but very slow. Great frames on contact, but it’s reacted to and dodged, where you'll get hit... and  
Depending on choice of ring size, this can be very easy or very hard. Players don’t fall off the ledge, they grab it instead. Attacking them (or making them wait too long) knocks them off for a Ring Out. The ledge can be considered this game’s version of oki (or advantage state, for Smash Bros fans). Your options are as follows:
wind up back on the ledge.
'''B/A''' is akin to a wakeup kick, but very slow. Great frames on contact, but it’s reacted to and dodged, where you'll get hit... and  
'''6''' climbs up the old fashioned way. It’s only marginally faster than kicking, but the climbing animation may mislead the opponent into  
wind up back on the ledge.
hesitating and giving you some breathing room.
'''6''' climbs up the old fashioned way. It’s only marginally faster than kicking, but the climbing animation may mislead the opponent into  
'''2/8''' lets you shimmy along the edge for as long as you hold the direction. Once you release, you’ll initiate the basic  
hesitating and giving you some breathing room.
climb. Good for stalling on the ledge, but naturally slow and vulnerable.
'''2/8''' lets you shimmy along the edge for as long as you hold the direction. Once you release, you’ll initiate the basic  
'''9''' climbs up and starts a strange, floaty leap to the ring. It’s extremely slow and you have no attack options from  
climb. Good for stalling on the ledge, but naturally slow and vulnerable.
this, but may avoid attacks.
'''9''' climbs up and starts a strange, floaty leap to the ring. It’s extremely slow and you have no attack options from  
'''4/3''' is a roll. Probably the riskiest option, since you can tumble under offense but are a sitting duck as you rise to your feet.  
this, but may avoid attacks.
'''A+B''' can potentially snare your opponent’s foot and get a Throwdown! But if they escape, you’re at neutral and still on the ledge.
'''4/3''' is a roll. Probably the riskiest option, since you can tumble under offense but are a sitting duck as you rise to your feet.  
'''A+B''' can potentially snare your opponent’s foot and get a Throwdown! But if they escape, you’re at neutral and still on the ledge.
Overall, it can be quite a feat to return safely to the stage—but it’s only one point if you fail.
Overall, it can be quite a feat to return safely to the stage—but it’s only one point if you fail.


'''Judge: 1 point.''' Essentially a Time Over. Depending on hit accuracy, attacks thrown, damage dealt, and so on, points are tallied. The stronger combatant wins the round. Default round time is 30 seconds.
===Judge: 1 Point===
Essentially a Time Over. Depending on hit accuracy, attacks thrown, damage dealt, and so on, points are tallied. The stronger combatant wins the round. Default round time is 30 seconds.


'''Throwdown: 2 points.''' If a Throw is not escaped, or a Lock KO’s the opponent, or you land a successful parry, or you pull the enemy from the ledge, it’s a Throwdown.
===Throwdown: 2 Points===
If a Throw is not escaped, or a Lock KO’s the opponent, or you land a successful parry, or you pull the enemy from the ledge, it’s a Throwdown.


'''Knockdown: 3 points.''' Some attacks are dedicated Knockdown moves (typified by a blue glow) and work regardless of health, while other attacks only knock down when the victim is in Piyori.  
===Knockdown: 3 points===
Some attacks are dedicated Knockdown moves (typified by a blue glow) and work regardless of health, while other attacks only knock down when the victim is in Piyori.  


'''Counter: 3 points.''' Distinct from a 'counter-hit,' as these are a unique move class. Counters, if they connect with the active frames of another attack, cause a bright flash indicating a successful connect. Counters work on any non-throw attack (including parries, hitboxes pending). Counter attacks tend to be extremely unsafe on normal hit or block; use caution. You can tech High/Low Counters by holding A+B, but depending on the Counter you can be put into pretty severe disadvantage.  
===Counter: 3 points===
Distinct from a 'counter-hit,' as these are a unique move class. Counters, if they connect with the active frames of another attack, cause a bright flash indicating a successful connect. Counters work on any non-throw attack (including parries, hitboxes pending). Counter attacks tend to be extremely unsafe on normal hit or block; use caution. You can tech High/Low Counters by holding A+B, but depending on the Counter you can be put into pretty severe disadvantage.  


'''Special: 4 points.''' When the opponent is in Piyori condition, characters can use unique moves to score an especially effective knockdown (consider it a fatality, if you like). These Special attacks are usually only usable when the opponent reaches Piyori, but some characters can access Special attacks as normal parts of their movelist. Be aware that some Specials can be avoided by the enemy, even while in Piyori!
===Special: 4 points===
When the opponent is in Piyori condition, characters can use unique moves to score an especially effective knockdown (consider it a fatality, if you like). These Special attacks are usually only usable when the opponent reaches Piyori, but some characters can access Special attacks as normal parts of their movelist. Be aware that some Specials can be avoided by the enemy, even while in Piyori!
 
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[[Category:Fighters Destiny]]

Revision as of 20:42, 20 April 2022

Point System

Fighter’s Destiny eschews the conventional rounds of fighting games in favour of scoring points. Whoever gets 7 first (default rules) wins.

Ring Out: 1 Point

Depending on choice of ring size, this can be very easy or very hard. Players don’t fall off the ledge, they grab it instead. Attacking them (or making them wait too long) knocks them off for a Ring Out. The ledge can be considered this game’s version of oki (or advantage state, for Smash Bros fans). Your options are as follows: B/A is akin to a wakeup kick, but very slow. Great frames on contact, but it’s reacted to and dodged, where you'll get hit... and wind up back on the ledge. 6 climbs up the old fashioned way. It’s only marginally faster than kicking, but the climbing animation may mislead the opponent into hesitating and giving you some breathing room. 2/8 lets you shimmy along the edge for as long as you hold the direction. Once you release, you’ll initiate the basic climb. Good for stalling on the ledge, but naturally slow and vulnerable. 9 climbs up and starts a strange, floaty leap to the ring. It’s extremely slow and you have no attack options from this, but may avoid attacks. 4/3 is a roll. Probably the riskiest option, since you can tumble under offense but are a sitting duck as you rise to your feet. A+B can potentially snare your opponent’s foot and get a Throwdown! But if they escape, you’re at neutral and still on the ledge. Overall, it can be quite a feat to return safely to the stage—but it’s only one point if you fail.

Judge: 1 Point

Essentially a Time Over. Depending on hit accuracy, attacks thrown, damage dealt, and so on, points are tallied. The stronger combatant wins the round. Default round time is 30 seconds.

Throwdown: 2 Points

If a Throw is not escaped, or a Lock KO’s the opponent, or you land a successful parry, or you pull the enemy from the ledge, it’s a Throwdown.

Knockdown: 3 points

Some attacks are dedicated Knockdown moves (typified by a blue glow) and work regardless of health, while other attacks only knock down when the victim is in Piyori.

Counter: 3 points

Distinct from a 'counter-hit,' as these are a unique move class. Counters, if they connect with the active frames of another attack, cause a bright flash indicating a successful connect. Counters work on any non-throw attack (including parries, hitboxes pending). Counter attacks tend to be extremely unsafe on normal hit or block; use caution. You can tech High/Low Counters by holding A+B, but depending on the Counter you can be put into pretty severe disadvantage.

Special: 4 points

When the opponent is in Piyori condition, characters can use unique moves to score an especially effective knockdown (consider it a fatality, if you like). These Special attacks are usually only usable when the opponent reaches Piyori, but some characters can access Special attacks as normal parts of their movelist. Be aware that some Specials can be avoided by the enemy, even while in Piyori!


General
FAQ
Controls
Mechanics
HUD
Netplay
Characters
Ryuji
Abdul
Tomahawk
Meiling
Ninja
Pierre
Leon
Valerie
Bob
Boro
Ushi
Robert
Joker
Master