AzuFight: Taisen Shiyo/Systems

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General mechanics

Clashing

If two attacks hit eachother at the same time they will both cancel eachother out. This applies to all strikes, including projectiles, but you can not clash throws, making clash into throw a real option. Clashing will let you cancel a move as if you hit it (e.g. clashing 5A and canceling to 2A) and it has a pretty lengthy amount of hitstop to make the buffer easier as well.

Stun

The bar below your health is your stun meter. When it's fully empty your character will be stunned until the meter drains out again, you also can be hit off the ground and lose the ability to air tech as your stun meter is draining.

Throws

Throws in this game are instant but only work in very close proximity to the opponent. They can not be teched by every character other than EX Kagura so the main ways to get around them are by making yourself airborne, whether with a move or just by jumping, or backdashing, in anticipation of one. Most characters can't combo out of their throws but there's a few that can.

Air teching

Air techs are performed by holding a direction and pressing a button when you're in a juggle state. You can tech left, neutral, or right. The invuln you get from it is on a timer so if you mash a button after air teching the invuln will carry over for a short amount of time.

Landing recovery

There's a bit of landing recovery when you land after being in the air, during this recovery you can't do anything, not even block. There's only a few characters that really take advantage of this but it's a very powerful option when they can.

Meter Mechanics

Meter build in Azufight is extremely high and most of the time you probably won't be too worried about not having it
Meter is built by:

  • Landing an attack (hit or block)
  • Getting hit
  • Blocking
  • Doing specials or command normals at all (exclusive to both Osakas)

After gaining a full bar in a combo you'll stop gaining meter until you end it.

Stylish Cancel

Stylish Cancels (commonly abbreviated to SC) are performed by pressing D after certain actions at any point (on whiff, hit, block, etc.). Performing one will cancel one action into another. Cancelling between attacks costs half a gauge, however cancelling into a dash or jump costs a full gauge. If an action puts you in the air and any sort of momentum (e.g. Yomi's 236D) they will keep the momentum. When a cancel is successful a "Let's Rock!!" will appear on screen.

Skylab

Initiate a Skylab by pressing 236D in the air with a full bar of meter. Landing this move on an opponent that's already in the air will display "Show Time!!" at the side of the screen and allow you to follow up with a chain of attacks inputted with AABBC and then an ender inputted with A, B, or C. Landing this move on an opponent on the ground will make it minus on hit, don't do this.

Slash Beat

Initiate a Slash Beat by pressing 5D in a neutral grounded state with a full bar of meter. Landing this move on an opponent that's on the ground will display "Show Time!!" at the side of the screen and allow you to follow up with a chain of attacks inputted with ABAAB and then an ender inputted with C or you could go into Skylab by spending another bar and ending the Slash Beat with D. Unlike Skylab, the only way to combo into this move is by linking into it. Landing the starter on an opponent in the air will start a juggle you can actually combo from.

Outburst

Outburst is the closest thing this game has to a comeback mechanic, performed by pressing 22D with 3 or more gauges and 20% health. Doing so will give certain characters special traits and boost their stats. Being in Outburst also lets you use as much meter as you'd like but it'll take some of the time away from the Outburst depending on how much meter the action would've spent without it.

The amount of time you have in Outburst is depending on how much meter you spent to initiate it.

  • 5 Gauges: 16 seconds
  • 4 Gauges: 13 seconds
  • 3 Gauges: 9 seconds

When the time runs out you will not be able to use meter for the rest of the round.

Guard Push

This game's guard cancel, pressing 6D while blocking with a bar of meter will make you cancel your guard with an attack.This can clash with the opponent's attack and most of the time you will lose that clash, so use this very wisely. Landing a Guard Push will launch the opponent away from you.

Crash Attack

Crash attack is done by inputting 236D on the ground with a bar of meter. This is a typically slow attack that will break the opponent guard if they block it.

AzuFight Navigation

General
Menus
HUD
Chiyo-chichi
EX Characters
EX Kagura
EX Sakaki
EX Yomi
Kamineko
EX Tomo
EX Chiyo-chan
EX Osaka
Normal Characters
Yukari
Osaka
Chiyo-chan
Tomo
Yomi
Sakaki
Kagura
Nyamo