Avengers in Galactic Storm/System

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Throw Lockout

If a character is hit by or blocks any move that isn't a projectile or assist, they are locked out of throwing or being thrown for a set amount of time (Roughly 60 Frames). A (likely) unintended consequence of this is that if a defender blocks a projectile or assist point blank in a situation in which they will still be in hitstun when the attacker recovers, they can be thrown without any way to escape. This situation may also occur as a result of Spinout.

Spinout

If a character is hit by certain moves in the air (Usually Light attacks, either normals or projectiles), they will do a small backflip in the air before landing on their feet. This puts the character being hit in a state in which they can be grabbed immediately upon landing, while being unable to grab the opponent. This is incredibly powerful for certain characters such as Supremor, who can force you into a dizzy state before launching you into a projectile for a free grab, or Thunderstrike, who can outright loop this due to his ability to combo from his grab. This allows a character to break the rules of Juggles to a certain degree, as the character doesn't fall down normally, and the throw is an inescapable extension of the combo (Though it will reset the combo counter to zero).

Juggles

If a character is hit by a launching move, it's possible to juggle them. Assists, most specials, some normals, and some supers (Korath, Supremor, Shatterax, T.Strike) will hit. You can do 2 hits in a juggle, afterwards the juggle will forcibly end and the character will fall to the ground.

Assist/Super Shortcut

If the player inputs 16/13/26/23/236 while holding A+B/C+D (Whether they hold A+B or C+D depends on if they want Assist or Super) it will still result in using the Assist/Super despite not releasing the buttons, allowing the player to hold down the buttons and simply mash the directional inputs for easy reversals out of blockstun. Outside of one specific circumstance (Supremor's Body Attack), this does not work when canceling into Super/Assist from another move.

Bugs

Using Shatterax, if the final hit of a juggle is the projectile of 214A/B, the opponent will be trapped in the balloon but cannot be hit due to the juggle counter depleting.

If Att-Lass hits a character while they're in hitstun from a launcher, the character will simultaneously be in a juggle state and a stun state. You can't hit them with moves that don't work in juggles, though you can still throw them for some reason. All moves will launch the opponent (even if they're not supposed to) and like a juggle, you can only do a 2-hit combo. Doing another Att-Lass will not affect the juggle counter.

Stun and Walkspeed

Note: These are based purely on the character's stun values, certain moves or combos might make a character easier or harder to stun.

Stuh Tiers
S (Highest) Supremor, Galen Kor
A Shatterax
B T.Strike, Korath
C (Lowest) Black Knight, Crystal, Dr. Minerva, Captain America
Walkspeed Tiers
S (Highest) Korath, Dr. Minerva
A Captain America, Black Knight, Galen Kor
B Crystal
C Supremor, Thunderstrike
D (Lowest) Shatterax

In Shatterax's case, his walkspeed is the same as T.Strike's and Supremor's, but he has an odd limp that happens while walking that temporarily stops him in his tracks. That's why he's ranked lower than C.


General
Controls
HUD
System
Assist Strategy
FAQ
Characters
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor
Galen Kor