Dual Souls: The Last Bearer/Controls

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Basics

Dual Souls is played with four buttons and standard fighting game directions (up, down, left, right and diagonals).

The inputs are made of three attacks (SL, BS and K) and one button for throws, escaping throws, universal overhead, air actions and Power activations (PW).

NotationIcon-DSTLB-SL.webp Slash NotationIcon-DSTLB-BS.webp Big Slash
NotationIcon-DSTLB-K.webp Kick NotationIcon-DSTLB-PW.webp Power

Directions are notated using numpad notation, which uses numbers to describe directions in accordance to their location on a numpad.

7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Universal Moves

Command Normals: Most characters can perform different specials by holding a direction (usually forward) and pressing an attack button. They are usually faster, but some characters have slower, forward moving normals (like Alperen and Jaman's 6SL) or don't have them at all (Ex: Nagashapa can't do 6K).

Universal Overhead: Pressing 2.gif + NotationIcon-DSTLB-PW.webp executes an overhead attack. This puts the opponent into a crouching state, which may create new combo routes.

Taunt: Pressing NotationIcon-DSTLB-K.webp + NotationIcon-DSTLB-PW.webp executes a long taunt animation. If you don't get hit before it ends, the opponent will lose 15% of their meter. You can cancel the startup with a dash.

Meditate: Holding NotationIcon-DSTLB-BS.webp + NotationIcon-DSTLB-PW.webp will make your character slowly gain meter. This speed is different for every character.

Parry: Inputting 6.gif NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-K.webp will initiate a Parry. To Parry low attacks, you must hold down while Parrying.

Guard Clash: Inputting 4.gif NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-K.webp will initiate a Guard Clash. Guard Clash works on all moves except unguardables.

Recovery: Pressing NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-BS.webp performs a Recovery. Similar to Roman Cancels, a Recovery briefly freezes the screen and lets you cancel out of your recovery frames. Each recovery costs a Recovery Point. There's three types of Recovery.

  • Yellow Recovery: Cancels the end frames of a move when it connects with the opponent. Inflicts heavy damage scaling on combos.
  • Power Recovery (aka Red Recovery): Only works during specific portions of certain moves. Each character has at least one. Inflicts no damage scaling on combos.
  • Purple Recovery: Cancels the end frames of a move when it whiffs.

Snap Out: Pressing NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-BS.webp allows you to escape during specific times of some moves.

Quick Rise: To rise faster from the ground, hold any button while down. Your character will flash light blue when this happens.

Chaos Drive: Pressing NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-BS.webp + NotationIcon-DSTLB-K.webp, or 2.gif2.gif + NotationIcon-DSTLB-PW.webp activates each character's unique Chaos Drive. Spends your Chaos Point.

Power Burst(aka Burst, Escape): Pressing 4.gif + NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-BS.webp + NotationIcon-DSTLB-K.webp lets you escape of an opponent's combo once per match, except while being comboed with a Chaos Drive or Power. Using a Power Escape creates a hitbox around you that pushes the opponent away and gives you 35% meter. Spends your Chaos Point.


General
FAQ
Controls
Glossary
HUD
Mechanics
Links
Characters
Alperen
Efe
Kanae
Brandon
Andre
Shin
Nagashapa
Rungard
Mirei (Warrior)
Mirei (Assassin)
Jaman