Template:YuYuControls: Difference between revisions
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* If the player is facing {{TRight}} and inputs either {{YYX}}, {{TLeft}}{{TLeft}}, or {{YYC}}+{{YYB}}, it will result in a '''Back Dash'''. The Inverse is also true if facing {{TLeft}}, resulting in a {{TRight}} '''Back Dash'''; just as the '''Forward Dash''' works. | * If the player is facing {{TRight}} and inputs either {{YYX}}, {{TLeft}}{{TLeft}}, or {{YYC}}+{{YYB}}, it will result in a '''Back Dash'''. The Inverse is also true if facing {{TLeft}}, resulting in a {{TRight}} '''Back Dash'''; just as the '''Forward Dash''' works. | ||
** '''Note!:''' Both {{YYX}} and {{YYZ}} are mapped as dedicated commands to the '''X''' and '''Z''' buttons respectively when using a '''6-Button''' Controller, '''but they do not have the same canceling properties that Forward Dash has when using Double Tap ({{TRight}}{{TRight}} or {{TLeft}}{{TLeft}}) to Dash!''' For this reason, this wiki will almost always assume the player is '''Double Tapping ({{TRight}}{{TRight}} or {{TLeft}}{{TLeft}}) to Forward Dash''' when using {{YYX}} or {{YYZ}} for explanations. | ** '''Note!:''' Both {{YYX}} and {{YYZ}} are mapped as dedicated commands to the '''X''' and '''Z''' buttons respectively when using a '''6-Button''' Controller, '''but they do not have the same canceling properties that Forward Dash has when using Double Tap ({{TRight}}{{TRight}} or {{TLeft}}{{TLeft}}) to Dash!''' For this reason, this wiki will almost always assume the player is '''Double Tapping ({{TRight}}{{TRight}} or {{TLeft}}{{TLeft}}) to Forward Dash''' when using {{YYX}} or {{YYZ}} for explanations. | ||
** Almost all dashes have varying degrees of {{ | ** Almost all dashes have varying degrees of {{YYClash}} Clash properties. This, the above and more are covered more thoroughly in [[Yu Yu Hakusho: How to Play|How to Play]]. | ||
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3. Jumping | 3. Jumping | ||
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* {{YYA}} Has an additional '''Command Normal''' when ''Airborne'' by inputting {{TUp}}{{YYA}}. | * {{YYA}} Has an additional '''Command Normal''' when ''Airborne'' by inputting {{TUp}}{{YYA}}. | ||
* {{TDown}}{{YYA}} is a classic '''Sweep'''. | * {{TDown}}{{YYA}} is a classic '''Sweep'''. | ||
* Every attack in '''YuYuMD''' has varying degrees of {{ | * Every attack in '''YuYuMD''' has varying degrees of {{YYClash}} '''Clash''' properties. Check out [[Yu Yu Hakusho: System Mechanics|System Mechanics]] and [[Yu Yu Hakusho: How to Play|How to Play]] for more. | ||
* As with any fighting game, there are plenty of '''Special Moves''' and '''Supers''' (though technically called "'''Desperation Attacks'''" in YuYuMD) using various combinations of inputs with {{YYA}} and {{YYB}}. Check out the [[Yu Yu Hakusho: Makyou Toitsusen#Characters|Characters]] page to take a look at the cast and see what your favorite fighter can do! | * As with any fighting game, there are plenty of '''Special Moves''' and '''Supers''' (though technically called "'''Desperation Attacks'''" in YuYuMD) using various combinations of inputs with {{YYA}} and {{YYB}}. Check out the [[Yu Yu Hakusho: Makyou Toitsusen#Characters|Characters]] page to take a look at the cast and see what your favorite fighter can do! | ||
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leaving all of these here for easy reference | leaving all of these here for easy reference | ||
{{YYA}} {{YYB}} {{YYC}} {{YYX}} {{YYY}} {{YYZ}} {{ | {{YYA}} {{YYB}} {{YYC}} {{YYX}} {{YYY}} {{YYZ}} {{YYClash}} {{YYABC}} {{TUp}} {{TUpLeft}} {{TLeft}} {{TDownLeft}} {{TDown}} {{TDownRight}} {{TRight}} {{TUpRight}} |
Latest revision as of 15:50, 19 May 2023
Important note about controllers: Regarding what kind of controller you intend to use to play YuYuMD, please note that the game will function exactly as described with a 3-Button Genesis or Mega Drive controller just as it would with a 6-Button controller. However, there are certain techniques and important movement options (covered in more detail over at How to Play) that will either be unavailable to you or extremely difficult to do without the shortcuts offered by the 6-Button controller; most notably the exclusion of having a dedicated command for Lane Change.
Directional Pad
The D-pad is fairly straightforward in terms of movement, but does come with some notable exceptions that are unique compared to other fighting games:
1. Basic Movement
- Pressing and will move the player Left and Right across their individual lanes.
- If the player is facing and presses , their character will first go through a turnaround animation before beginning to move.
- This applies to anywhere on the screen!
2. Dashing
- Double tapping while facing will result in a Forward Dash.
- Likewise, Facing and double tapping will result in a Forward Dash.
- If the player is facing and inputs either , , or +, it will result in a Back Dash. The Inverse is also true if facing , resulting in a Back Dash; just as the Forward Dash works.
- Note!: Both and are mapped as dedicated commands to the X and Z buttons respectively when using a 6-Button Controller, but they do not have the same canceling properties that Forward Dash has when using Double Tap ( or ) to Dash! For this reason, this wiki will almost always assume the player is Double Tapping ( or ) to Forward Dash when using or for explanations.
- Almost all dashes have varying degrees of Clash properties. This, the above and more are covered more thoroughly in How to Play.
3. Jumping
- Pressing once will Jump, and pressing again in Midair will Double Jump. Pressing or will Jump Diagonally in either direction. You can also Double Jump Diagonally, or use your second jump to change directions; i.e for the first Jump, then in mid-air to Jump Backwards.
- Quickly Double Tapping , , or will result in a Short Hop in the chosen direction; similar to Hops in the KOF series. Short Hops can be done Forwards and Backwards, so once again, mind your orientation!
- Holding enters a Crouching state.
- Just like with , be careful of your orientation! If the player is facing and inputs , this may result in a Backwards Jump, since the Jump will occur before a turnaround animation is performed. This should not be taken as inherently negative, however, since sometimes it is better to approach with a Backwards Jump. More on this in How to Play.
Face Buttons
By default, the (Heavy Attack) and (Block) buttons are mapped to A and C respectively. These two inputs can be swapped for each individual player in either the Options menu or by holding Start while selecting a stage. In an effort to provide a more universal notation throughout this Wiki, we will almost always refer to these inputs as either or instead of the default button assignments.
1. Attacks
- The Heavy Attack and Light Attack buttons have additional Command Normals depending on if the player is holding or .
- Throws can be performed by Holding or and Tapping while close to the opponent, similar to other classic fighting games.
- Has an additional Command Normal when Airborne by inputting .
- is a classic Sweep.
- Every attack in YuYuMD has varying degrees of Clash properties. Check out System Mechanics and How to Play for more.
- As with any fighting game, there are plenty of Special Moves and Supers (though technically called "Desperation Attacks" in YuYuMD) using various combinations of inputs with and . Check out the Characters page to take a look at the cast and see what your favorite fighter can do!
2. Blocking
- Holding the button will Block both Mid and Overhead Attacks in whatever direction the player was last facing.
- Holding will Block Low Attacks.
- The direction of your Block is based on your current orientation. Be careful not to input an opposite direction while Blocking oncoming attacks! You can still turn around while blocking, so you may get hit from behind if you face the wrong way!
- While Holding , tap to quickly perform a Back Dash out of Block.
- While Holding , tap to Lane Change. For many reasons, this input is vastly inferior to using the Y Button for the Lane Change Command.
- These both have many uses outside of their intended purposes. Read more in How to Play.
Shortcuts and Holds
1. Shortcuts
- As mentioned in the D-Pad information above, the X and Z buttons act as shortcuts for both Forwards and Backwards Dashing. Peculiarly, they do not however share the same Canceling properties as Double Tapping ( or ) to Dash.
- As mentioned in the Blocking information, The Y Button is a dedicated command for Lane Changing- normally input with .
- While using + to Back Dash does have its important use cases, the shortcut buttons are rather polarizing. The lack of utility offered by X and Z Dashing compared to Double Tapping ( or ) makes them rather useless, while having the Y Button available for Lane Changing is a practically invaluable tool; making the shortcut row a major necessity. Read more in How to Play.
- Taunting is performed by Pressing A, B and C () all at once. Aside from playing a unique animation, preforming a Taunt lowers the opponents special meter for every taunt activation! Each Characters Taunt is unique, and lasts different amounts of time. This means that some characters taunts can drain the opponents special meter faster than others! See the System Mechanics page for a full breakdown of Taunt drain speeds.
- Soft Resets can be performed by Holding and pressing Start at any point; stopping the game and resetting at the SEGA startup screen. This is particularly useful for quickly ending Button Checks or correcting misclicks on the menus. Please reffer to the Rulesets section regarding Soft Reseting in a Tournament.
2. Holds
- Charging can be performed by holding down either or alone, or with any two button combination while Blocking using the buttons , , and .
- Performing any special move will use a small percentage of your special meter, making Charging an invaluable shortcut that must be worked into your gameplan.
- Charging can be activated immedietely following many actions, so long as either or continues to be held. In particular, if you are in a Blocking state, combining the with any two button combination of the buttons , or will cancel the block and begin charging. Releasing either , or while continuing to hold Block, will immedietely revert back to the blocking state.
- The player is vulnerable while Charging. Choose wisely when to Charge!
leaving all of these here for easy reference