Angels of Battle/System

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Mechanics

Movement

Walk: Press 6 or 4 to walk in either direction. Simple.

Forward Dash: Tapping 6 twice allows you to move forward quickly. There are two types of forward dashes:

  • Run: Runs can be extended by holding 6. They can also be cancelled into a high jump by inputting 9.
  • Step: Steps have a preset distance, they cannot be extended. Inputting any downward direction allows you to roll. Rolls can cover additional ground and pass through the opponent.

The type of dash used depends on the character.

Jump: Input any upward direction to jump. Just press 8 to jump straight up or 7 or 9 to jump backwards or forwards.

Air Options: When in the air, you have two additional actions you can take if you wish: Double Jumping or Air Dashing. You can only use one, not both.

  • Double Jump: Exactly what it says on the tin. Input any upward direction to jump a second time.
  • Air Dash: Double tap 6 or 4 to quickly move forward or backward during a jump. Air dashing also keeps you from falling for a bit.

Crouching: While on the ground, hold any downward direction to crouch. This makes your hitbox smaller, so it can be used to avoid some attacks.

Attacking

Normal Attacks: Normal attacks are performed with a single button press. There are three types of normal attacks: A, B, and C. A attacks are faster but do less damage and have shorter range, while C attacks are slower but do more damage and have more range. B attacks are in the middle.

Command Normals: Pressing a button while holding a direction can result in different attacks depending on the combination.

D Specials: The D button functions as more of a "unique" attack button. D attacks vary wildly from character to character and usually have special properties of some sort. See the character pages for more details, or just experiment yourself!

Grapple: Input either 6C or 4C when close to the opponent to throw them forwards or backwards. This also works in the air. Grapples cannot be blocked, so they're an easy way to break open someone who's playing too defensively.

  • Breaking grapples: When a character is grappled, a "!!" icon will appear above them. While this icon is visible the player can also input 6C/4C to escape the grapple and push the opponent away.

Special Attacks: Attacks that are performed with a series of directional input followed by a button. These are also very unique and do all sorts of things. Most specials have three different versions, the one used depends on the button pushed.

  • Air Specials: Specials denoted with "Air" in the in-game move list can only be used in the air. Specials denoted with "Air Land" can be used in the air or on the ground. Specials without either of these are ground-only.
  • EX Specials: Specials denoted with an orange "EX" have a more powerful fourth version. These are performed with the D button and cost 0.5 meter.

Border Violation Attacks: BV Attacks are more powerful specials that cost meter to perform. There are two types of these:

  • Level 1: Level 1 BV attacks cost 1 meter to perform. Some have three versions like regular specials, while some only have one (in which case the button pressed makes no difference).
  • Level 2: Level 2 BV attacks are written in orange. Level 2 attacks cost 2 meter and are performed with the D button. Level 2 attacks usually do an INSANE amount of damage.

Finale BV: Inputting 222D with 3 meter allows you to enter Finale BV, a temporary state that gives you infinite meter and some kind of offensive buff unique to each character. Performing any action that costs meter will reduce the duration, and using a Level 2 BV attack will end Finale immediately. Other actions may also reduce the duration depending on the character. (for example all of Eve's specials will reduce her Finale's duration)

  • Overload: Once Finale BV ends, you enter Overload state for a little while. In Overload, you meter is effectively frozen, you cannot gain or use any.

Defense

Blocking: If you've played almost any other fighting game you know how this works already. Hold 4 to block high, hold 1 to block low. You can block some attacks in the air.

Guard Counter: When blocking an attack input 6D to spend 1 meter to perform a counterattack. If it hits the opponent it will knock them back, or launch them if it's a counter hit. In the latter case it's possible to start a combo off of a GC.

Recovery: If you're knocked into the ground or left hanging in the air after getting hit for too long you'll automatically recover. You can hold 4 or 6 to control the direction you recover in.

System

Health

Health in this game works on a high/low tier system.

High tier characters have 500 health, while low tier characters have 480 health.

High Tier (500 HP): Eve, Zeiko, Kay
Low Tier (480 HP): Elvi, Erus, R-Voltes, Yinan

Danger State: Damage taken is reduced when a character's health is under a certain amount. (150 for high tier characters, 140 for low tier characters)

Meter

You can have up to 3 bars of meter stored at a time. At the end of a round any meter you have carries over to the next.

You gain meter by connecting attacks. Blocked attacks give reduced meter.

Attempting to perform a BV attack without enough meter will stun you, but doing this also gives you a lot of meter, so this can be abused if you have a moment to spare. Do note that you can be counter hit while doing this.

Hit Effects

Counter: Hitting an opponent during a certain window while they're attacking (usually either startup or active but can vary) will result in a Counter. Counter hits do extra damage and stun the opponent for longer than usual.

Break: Some unblockable attacks will cause a Break if the opponent attempts to block them. Break hits stun the opponent in place.


General
FAQ
Controls
HUD
System
Characters
Eve
Zeiko
Elvi
Erus
Kay
R-Voltes
Yinan