Fighters Destiny/Mechanics

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< Fighters Destiny
Revision as of 20:38, 20 April 2022 by TDR Zunga (talk | contribs) (Created page with "===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:...")
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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!