Ougon Musou Kyoku/General Mechanics

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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 1000 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 damage certain characters can put out at higher levels.

Ronove - 1650
Shannon - 1550
Dlanor, Virgilia, Rosa - 1500
EvaBeatrice, Chiester410 - 1450
Battler, Ange, Beatrice, Willard, Jessica, George - 1400
Erika - 1300
Kanon, Lucifer, Bernkastel, LambdaDelta - 1200
B.Battler - 1000

Guard Meter

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

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

Abilities of note:
- Chiester410's Break Boost doubles Break Limit dealt.
- Lambdadelta's UltraPER fully removes Break Limit on activation.

Combo Mechanics

Combo scaling is pretty friendly in Ougon Musou Kyouku Cross 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:

  • Number of hits in the combo
This only kicks in at the 16th hit, with every subsequent hit having its damage reduced by ~2.14% (15% for every 7 hits).
This scaling caps at 25%, which is when the combo counter reaches 50.
  • Repeat scaling (using the same move more than once in one combo) 100% - 90% - 70% - 50% - 50% - 50% - ...)
Damage values lower with each subsequent repetition, up until the fourth (100% → 90% → 70% → 50%), after which is remains constant).
This reduction only applies to the repeated move itself and works off of its own damage value.
  • Starting a combo with a 5A/2A normal
This applies a flat 90% scaling to the entire combo.
  • Performing a Dash Cancel
This reduces all damage dealt on any attacks performed during a Dash Cancel (and subsequent hits) to 80%.
This will kick in even if the Dash Cancel was performed off of a blocked attack.
  • Guard Break
Hitting an opponent whilst they're in a Guard Break state reduces all damage dealt to 90%.
  • Stun
Hitting an opponent whilst they're in a Stunned state reduces all damage dealt to 50%.
  • Attack Touch
Attack Touching reduces the damage dealt by the character that enters to 80%.
  • Strong Guard Touch
Hitting someone during the knockback of this Touch reduces all damage dealt to 70%.

It is important to note that different types of damage reduction stack. Since a typical Dash Cancel combo uses the same normals before and after the dash cancel, both it and repeat scaling will kick in, making the damage reduction even worse. As such, it is often preferable to avoid putting dash cancels in your combos until as late as possible.

Stun

Each individual character has their own stun value. How high/low this value is is not related to health.

There are four apparent stun "tiers". Two combos were performed on every character to discover this:
- 5B 2B 2C 6C (dash 5C j.7BC land 236SP xx 6C)xN as Willard
- j.9CB land 3B 6B c.5C 2C metaDeclare dash 6B 5C 623C (SPCancel)metaSuper as Battler

Almost all characters enter a Stunned state on the same combo hit count (considered to be the average stun value), but there are a few exceptions.

High stun: LambdaDelta, Dlanor
Low stun: Lucifer, EvaBeatrice, Bernkastel
Average stun: Everyone not mentioned
Very low stun: George

Injury/Recoverable Health

The flashing portion of your health bar is your recoverable health, much like traditional Capcom fighters. Recoverable health is generated in one of two ways:
- Being hit (25% of the damage sustained is converted into recoverable health)
- Blocking (10% of the blocked attack's damage is dealt to your health bar and converted into recoverable health)

To recover it, you must perform a Neutral Touch. It is the only Touch that will do this - all other Touches will make you lose that health for good. The amount of recoverable health you have slowly decreases over time. Recoverable health disappears as soon as the opponent knocks you into a new colored health bar.

Abilities of note:
- Jessica's Shave Boost makes the opponent not generate recoverable health at all when blocking.

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 increase the damage of the move itself and all subsequent hits by 10%. Landing a counter hit on an airborne opponent allows you to to juggle them in the air twice, as opposed to only once under normal circumstances.

Example (without a Counter Hit):
- Erika hits the opponent in the air and performs an air combo.
- Erika lands on the ground, her opponent is out of 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, her opponent is out of hitstun but is still in the air.
- Erika attempts to get another air combo and it hits, since the opponent is in a counter hit state.

Abilities of note:
- Ronove's Counter Boost greatly increases the effects of initial counter hits and doubles the subsequent damage boost.
- Erika's Force Counter forces counter hits.

Air Tech

Some moves and a lot of grabs can be air teched by pressing A/B/C while in air. However, air teching is disabled while the opponent's Meta World is active.

Example (without Meta World):
- Chiester410 grabs you.
- After being thrown, you can air tech normally.

Example (with Meta World):
- Chiester410 grabs you.
- After being thrown, she immediately metaDeclares - you cannot air tech, allowing her to safely set up her 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 a few frames, during which you will be in a counter hit state.

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 command grab being counted as a hit rather than a grab, and for everyone else it will be a free whiff.

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