Toy Fighter/Mechanics

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< Toy Fighter
Revision as of 09:17, 25 February 2022 by Asran Ryuto (talk | contribs)
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Life-point System

In Toy Fighter, instead of rounds there are life-points, which function similarly to stocks in platform-fighters. Both players start with five, and the match ends when either player loses them all (or time runs out). When a player's healthbar is depleted normally, they lose one life-point, and are knocked down. The game then resumes from the losing player in the knock-down state and the winning player wherever they last were. Throws take away two life-points upon success. Bomber attacks take away three life-points.

Dodge / Dodge Attacks

Instead of a blocking button in the vein of most Virtua Fighter-influenced games, Toy Fighter has a Dodge button similar to Fighters Destiny or Kensei: Sacred Fist. Holding it avoids most strikes in showy motions without taking any chip damage - the official website compared it to "Hong Kong movies". However, the dodges can't avoid Colored Attacks (listed below). After successfully dodging somes attack, the player can use a counterattack with a strike pressing P or K:

Dodge Attack (High)

DA-H

High Dodge, PP
Input Damage Block Color Startup Active Recovery On Hit On Block
High Dodge, P 13 - Yellow x x x +x -x

Can't be blocked.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
High Dodge, PP 6 - Dodge Attack H x x x +x -x -x

To Be Added

High Dodge, KK
Input Damage Block Color Startup Active Recovery On Hit On Block
High Dodge, K 16 - White x x x +x -x

Can't be blocked.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
High Dodge, KK 9 - High x x x +x -x -x

To Be Added

Dodge Attack (Mid)

DA-M

Mid Dodge, P
Input Damage Block Color Startup Active Recovery On Hit On Block
Mid Dodge, P 13? - White x x x +x -x

Can't be blocked. Seems to be the same as High P, but White. Doesn't seem to work close.

Mid Dodge, K
Input Damage Block Color Startup Active Recovery On Hit On Block
Mid Dodge, K 10? - White x x x +x -x

Can't be blocked. Seems to be the same as Air K. Doesn't seem to work close.

Dodge Attack (Low)

DA-L

Low Dodge, P
Input Damage Block Color Startup Active Recovery On Hit On Block
Low Dodge, P 20 - White x x x +x -x

Can't be blocked.

Low Dodge, K
Input Damage Block Color Startup Active Recovery On Hit On Block
Low Dodge, K 19 - White x x x +x -x

Can't be blocked.

Dodge Attack (Air)

DA-A

Air Dodge, P
Input Damage Block Color Startup Active Recovery On Hit On Block
Air Dodge, P 15 - White x x x +x -x

Can't be blocked.

Air Dodge, K
Input Damage Block Color Startup Active Recovery On Hit On Block
Air Dodge, K 10 - White x x x +x -x

Can't be blocked.

Attack Types

Different attacks have different attack properties, denoted by the colored particle effect they emit.

  • Normal: - no particle effect. Does a regular ammount of damage and can be dodged.
  • White: - similar damage to normal attacks, but cannot be dodged.
  • Yellow: - launches the opponent on a counter-hit. Otherwise, it does normal damage.
  • Orange: - launches the opponent on any kind of hit, but usually has a lengthy startup time.
  • Blue: - sends the opponent flying to the other side of the ring on a special counter-hit (against an active attack, not punishing recovery frames) and deals massive damage. Otherwise, it acts like a white attack.
  • Red: - insta-kills the opponent on hit. Has the longest startup time in any characters kit (except for Mifune's s.236P).

Battle Circle

Toy Fighter features a Battle Circle (which we'll just call "the ring") that keeps the opponents together. This ring isn't just for show, however. It can also be used by the players in a variety of ways. When a character has the back directly against the ring, they can jump onto the ring and access some more moves, which are usually colored moves. Jumping onto the ring can be dangerous, however, as you can't defend yourself while on the ring. Getting hit while on the ring will automatically put you in a launched state.

You can also kick the ring with 214K (sometimes 44k works for some characters. Hero uses 214P). This will bump the opponent from behind and make them stumble, leaving them wide open for an attack.

Grabs/Throws

Grabbing your opponent is done by hitting P+K. On a successful grab, this will initiate a quick minigame in which the defender has a chance to escape. Failing the minigame results in the loss of 2 life-points.

  • Escape - pressing P+K while the cursor is over the blue portion of the bar will let defender escape. The defender usually has frame advantage after escaping most throws, so it's a good idea to hold D or block
  • Reverse - pressing P+K while the cursor is over the much smaller, red portion of the bar will reverse the throw. The one who initiated the grab now becomes the defender and must make their own escape attempt. Throws can be reversed twice, after which the one who got grabbed to start with has to hit a tiny blue window to escape.
  • Punish - if you grab the opponent while they're holding D, or in the start-up, active, or recovery frames of a Bomber, the must hit a much smaller Yellow window to escape, with no opportunity to reverse the throw.

It is also possible to grab you're opponent while being juggled, but if you miss it, you will bounce of the ground and lead yourself open for another juggle combo.

Atemi

By pressing 6P+K when an attack lands you can catch the attack (3P+K for low attacks).



General
FAQ
Controls
Mechanics
HUD
Netplay
Characters
Gushiken
Roux
Cymbals
Peet
Kaeruman
Nejibird
Hero
Mifune
Vitamin
Toy King