Bloody Roar Extreme/Glossary

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This page explains terms and definitions frequently used in the context of the game.

Offense

Guard Break

Attacks that create a specific audio cue and feature a gold burst around the attacking limb. These attacks are typically slower, capable of causing a Launch or Knockback on hit. They will cause the receiving player to suffer a Guard Crush if the attack is blocked with Light Guard.

Backturned Attack

An attack that can only be used by Reverse-facing characters. Every fighter has 6 of these attacks, one for each striking Face Button and one per standing/crouching position. The properties of each Backturned Attack vary depending on the character.

Air Cancel

Air Cancel describes the ability to jump into the air immediately after an opponent is airborne. Air Cancels will cancel the recovery of the move that launched the opponent, and are primarily used to continue a combo while in the air. Characters can only Air Cancel in their Beast or Hyperbeast Forms (except for Uranus, who can Air Cancel in Human Form).

Cancel Point

Cancel Point is a property on certain attacks that allows canceling them into a Command Move; characters in Beast Form have additional Cancel Points. In Training Mode, Cancel Points can be determined if Key Display is enabled, and any of the H/M/L segments are highlighted when using a given move.

Command Moves

Command Moves are moves that require more than one direction alongside a button; this makes them the equivalent to Special Moves in other games. Common joystick motions, such as 236 (quarter-circle forward) and 214 (quarter-circle back), are considered to be Command Moves. Joystick motions such as 46, 64 and 28 are also Command Moves, but not all characters have these motions assigned to them.

Throw

Throws are attacks that cannot be blocked or evaded, but can be broken. Basic Throws are performed by pressing 6G next to the opponent, and can change depending on factors such as the opponent's stance or the user's form.

Command Throw

A term used to describe any throw that is not performed by holding 6 and pressing G. Every character (except for Marvel) has a 236G Command Throw. All Command Throws (except for Marvel's) are High-attribute, which means they can be crouched or ducked under.

Crushing

A built-in dodge system based on attack attributes. Various attacks possess the ability to Crush High and Low attacks, letting them beat those attacks clean; although rarer in comparison, some attacks also possess the ability to Crush Middle attacks. The amount of moves with Crush property, as well as what they can crush, vary depending on the character and their current form.

Defense

Blocking

The act of protecting oneself from an attack. Bloody Roar Extreme uses a multi-layered guarding system: Light Guard and Heavy Guard.

Light Guard

A type of Guard that is activated when a character is left in a neutral state; hold 2 to apply Light Guard while crouching. Guard Attacks and Counter moves have upper-body Light Guard active during their startup. Protecting against a Guard Break with Light Guard active will cause a Guard Crush to occur.

Heavy Guard

Activated by holding 4 (1 when crouching) or G (2G when crouching), this type of Guard will cause the defending player to be capable of blocking incoming Guard Breaks. Heavy Guard can also be used to block moves that can be blocked with Light Guard; however, characters take significantly increased blockstun during Heavy Guard in order to punish improper, excessive blocking or mistimed evasion attempts. Only Unblockable Attacks and Throws can go through Heavy Guard.

Evasion

A maneuver that allows a character to quickly dodge an opponent's attack. Any incoming, non-throw-based attack can be evaded by pressing G right before the attack would connect. A successful evasion can only be performed in a neutral or crouching stance. It's possible to evade while walking forward or backward, but not when the Guard is up, while attacking, being attacked, recovering from an attack, etc.

Air Recovery/Air Tech

When being launched into the air, it is possible to escape by pressing any of the 4 face buttons (P/K/B/G; only G allows for directional teching). It is also possible to use Air Recovery when receiving Knockback. Spinfall Launch does not allow the use of Air Recovery.

Guard Attack

A special attack with upper-body armor, highlighted with a green, electric aura. Each character has one of these moves with either 214P or 214K. Because Guard Attacks only have upper-body armor, they will lose to Low-attribute attacks, as well as Throws and (due to having Light Guard armor) attacks with Guard Break properties. The amount of armor, as well as other properties of the attack, varies depending on the character.

Quick Recovery

Also known Lever Recovery (due to being named such in Bloody Roar 3), the term describes the act of rotating the joystick during ground-based stun. This will allow the user to recover quicker than usual. Quick Recovery cannot be used against all ground-based stun, with Guard Crush being an example.

Throw Break

The act of escaping from an opponent's Throw, also known as Throw Tech. Basic Throws can always be broken by pressing G (without holding a direction) within a certain timing window. Command Throws, on the other hand, must be broken with an attack button + the last directional input of the Command Throw itself (a 236G Command Throw would be teched with 6G, for example). Throw-based Beast Drives (such as Stun's Boosting Burst and Gado's G-Bomber), as well as throws performed against a Reverse-facing character, can never be broken.

Throw Reject Miss

If a Throw Break is attempted but the incorrect input is received, a secondary yet correct input will be ignored by the game even if the throw tech window would have still been available upon pressing.

Hyper Burst

A costly defensive maneuver, used to escape situations that would not normally be escapable, such as combos. It is activated by going into Hyperbeast Form during hitstun or blockstun. Hyper Burst deals a small amount of damage and blasts the opponent away. It is also possible to Hyper Burst out of a knockdown, causing the character to be put into the air briefly; in return, it has increased recovery time compared to Hyperbeast activation, making it susceptible to bait-and-punish attempts. Hyper Burst cannot be used against throws.

Beast

Beast Gauge

The small gauge at the bottom of the screen, which fills gradually as time passes and by other interactions (with varying amounts based on the interaction); the Beast Gauge will also fill dramatically faster when low on health. The Beast Gauge can enter 4 different states: Blue (when the fighter is in Human Form and the gauge is filling up), Yellow (when a character is capable of transforming; has "Beast Change" text on top of it), Yellow/White (when the character has transformed) and Red/White (when the character has entered their Hyperbeast Form). Any damage taken in Beast Form also deals damage to the Beast Gauge (doesn't apply in Hyperbeast Form).

Beast Change

A term that will appear at the bottom of the screen when the fighters are capable of entering their Beast Form.

Human Form

The character's default form, and typically the weakest form to be in. Human Form only has access to P and K attacks and special moves; pressing B without a Beast Gauge at least 50% filled will only increase the Gauge. Characters in Human Form cannot Air Cancel (except for Uranus) nor regenerate blue health. Almost all characters take the most damage while in Human Form, with the exceptions of Cronos (in Beast Form) and Uranus (in Hyperbeast Form).

Beast Form

When the Beast Gauge at the bottom of the screen is 50% full (signified by the Beast Gauge changing into a yellow color and the term "Beast Change" being visible), fighters become capable of entering their Beast Form. While in Beast Form, characters gain access to new abilities and other advantages; it is also possible to perform a single Beast Drive, after which they will return to Human Form.

Hyperbeast Form

Also known simply as Hyper, this is the strongest form to be in. Hyperbeast Form has all of the benefits Beast Form carries and then some. In Hyperbeast Form, the Beast Gauge drains based on a timer, meaning being attacked will no longer reduce it. Beast Drives can be performed continuously as long as Hyperbeast Form is active (though at the cost of reduced damage). The timer will also completely stop while active, which is beneficial for a last-second comeback. Each character's Ability Plus become active in Hyperbeast Form.

Ability Plus

Traits that characters receive when entering Hyperbeast Form; these traits can range from Super Armor and Life Drain to other effects. Each character gains 2 traits, some being exclusive to a given character. A list of Ability Plus can be seen here.

Beast Drive

The most powerful Beast moves available and the equivalent to Super Moves in other games. Most characters are limited to only having 2 of these attacks at their disposal. These are generally performed as either 236236B (double quarter-circle forward + the Beast button) or 214214B (double quarter-circle backward + the Beast button), but some characters have a third Beast Drive with specific motions or requirements that need to be met to execute them. Using them, however, comes at the cost of depleting all remaining Beast Gauge and reverting fighters to their Human Form (unless they're in Hyperbeast Form).

States

Counter Hit

A reward the attacking player receives for throwing out a move to interrupt the beginning of the opponent's attack. Counter Hits deal extra damage and have increased hitstun. The character receiving the Counter Hit may also enter a more vulnerable state than if they were to be hit by the same exact attack normally (such as a Spinfall or a Knockdown instead of a standard Launch or Stagger).

Ducking

Pressing and holding 22 will cause the character to go into a Ducking stance (internally referred to as FUSE, short for the japanese word 伏せる). There are 3 moves that can be performed from this stance, one for each attack button, and they vary depending on character. The stance has a limited duration, eventually returning to a crouching position. It's possible to cancel out of this position with a Dash or Command Move.

Guard Crush

When an incoming attack has the Guard Break property and the Guard being applied is Light, the receiving player will go into a vulnerable stagger. This stagger has a finite time and cannot be shortened by applying Quick Recovery.

Knockback

A status that causes the receiving player to be pushed away and towards the ground. This commonly occurs when an attacking player is interrupted by a Beast Change, but many other moves can also inflict this condition. Air Recovery can be used if a wall is not directly behind the victim.

Launch

A status that causes the receiving player to be sent high up into the air. It's possible to escape most airborne launches with Air Recovery.

Spinfall

A form of Launch that launches the opponent higher than a standard Launch; additionally, the opponent is incapable of escaping from it with Air Recovery. As the terminology implies, the receiving player violently spins in the air for the duration of the launch. Spinfall can only be escaped by performing a Hyper Burst activation.

Tripping

Some Low-attribute attacks are capable of lowering a character to the ground without causing a Knockdown. Tripped opponents are treated the same as crouching opponents. The duration of the tripping animation can be shortened with Quick Recovery.

Unblockable

Some non-throw-based moves cannot be blocked at all; however, they can still be evaded with correct timing. One such example of an Unblockable attack is Stun's VTOL Buster Beast Drive.

Other

Counter

Moves that require the user to receive an incoming attack in order for the move to execute. Not to be confused with the "Counter Hit" term. Yugo's Counterblow and Uranus's 09A Command Moves are a few examples of Counter-based moves.

Face Button

A term used to describe any of the 4 primary inputs (Punch, Kick, Beast, Guard) that are required to be able to play the game.

Input Strings

Also known as Attack Chains, these are performed with multiple button (and stick) combinations. A lot of moves in Bloody Roar Extreme are based on Input Strings instead of single-hit attacks; however, just because these moves string together, does not mean they also combo. Input Strings are great for adding grounded pressure, but often do not hit hard enough to combo efficiently. Ganesha is notable for being the only character not to have Input Strings at all.

Six-Level Combo Ring

Also known as Combo Ring, 6-Ring or Rokugo (from the japanese 六合鴻), it consists of a string of six striking moves that allows several possible variations between a starter and a finisher. It can be performed after certain moves initiated by the character; when initiated, any move in the Combo Ring can be used to start, though certain moves can only lead to specific Combo Ring attacks. Long, Shenlong and Uriko are the only characters that have access to it.

Life Gauge

The green gauge at the top of the screen is the character's current health. About 30% of damage taken is left as "blue health", which regenerates over time while in Beast Form. Using a Beast Drive recovers a portion of blue health equal to the amount of Beast Gauge available when the Beast Drive was used.

Reverse-facing/Backturned

Characters will not automatically fixate onto an opponent's exact position and can end up with their back facing the opponent. Characters are given access to Backturned Attacks in this instance, but the damage and hitstun received when being attacked from behind are increased. Holding G while being hit from behind will automatically turn the character around.

Rising Attack

One of the few invincible moves in the game that every character is capable of performing, Rising Attacks are performed by pressing K while lying prone on the ground (button can be mashed for consistency, but holding it will not have effect); upon use, the player to perform a flip kick off the ground. These attacks can be compared to "wake-up Shoryukens" because they act as reversals, have invincible startup and massive recovery. Rising Attacks sharply cut down the amount of time spent on the ground at the cost of leaving the user in a very vulnerable position due to their recovery.

Sidestep

A basic function of the game that allows players to move inwards or away from the screen. This mechanic dramatically affects the gameplay depending on which regional version of the game is being played.

Un-Jump

The term describes a method to stay grounded after performing an Air Cancel with a jump. It is performed by quickly rolling the direction from 8 to either 6 or 4 right after an Air Cancel; it can be used in conjunction with attacks that require these directions to extend combos that would not normally be possible.

Zoanthropes

Humans that possess the ability to transform into Beasts. There are three types of Zoanthropes: ones who were born with active genes granting them the ability to transform, ones who had latent genes with which their abilities were artificially activated, and ones who were originally human but were genetically modified to become Zoanthropes. Every playable character in the Bloody Roar series is considered to be a Zoanthrope.

Navigation

General
FAQ
Controls
Stages
HUD
System
Glossary
Debug Menu
Characters
Alice the Rabbit
Bakuryu the Mole
Busuzima the Chameleon
Cronos the Phoenix
Fang the Wolf
Gado the Lion
Ganesha the Elephant
Jenny the Bat
Kohryu the Iron Mole
Long the Tiger
Marvel the Leopard
Shenlong the Tiger
Stun the Insect
Uranus the Chimera
Uriko the Half-Beast
Xion the Unborn
Yugo the Wolf