Dual Souls: The Last Bearer/Mechanics

From Mizuumi Wiki
Jump to navigation Jump to search

Block (aka Parry)

Pressing NotationIcon-DSTLB-SL.webp + NotationIcon-DSTLB-K.webp will initiate a Block. To Block low attacks, you must hold down while Blocking. Both Blocks work on mids. Although you can attempt a Block without meter, every attempt will take 10% meter.

There's three levels of Block, depending on how late an attack connects with it. Power Blocks are only activated when you hold forward while performing a Block.

  • Perfect Block (aka White Block): The character will shine white and you'll receive back the meter spent. This has the shortest amount of screen freeze and stops the opponent for 7 frames. It is active for 4 frames.
  • Blue Power Block: The character will shine blue and you'll lose the meter spent. This stops the opponent for 3 frames, resulting in less frame advantage.
  • Green Power Block: The character will shine green and you'll lose the meter spent + an additional 9% (total loss of 19%). You recover at the same time as the opponent, resulting in no frame advantage.

When you Block a projectile, it is always considered a Perfect Block, and it will work for the same amount of frames as a Green Power Block would, meaning that it's less risky to Block projectile and essentially free meter unless you're pressured.

After the active period of the Block, your Block will fail and any attack that connects will be a Counter Hit, making you take more damage.

On the air, Blocks work mostly the same way, save for a few features:

  • You don't need to worry about high and low attacks
  • When you successfully Block an attack while airborne, your momentum is stopped and you'll fall to the ground
  • Blocking very close to the ground will immediately make you do another Block on the ground for no extra meter

Fatal Blow

Every character has at least three normal attacks that cause a Fatal Blow, usually on the NotationIcon-DSTLB-BS.webp button. Hitting a Fatal Blow causes the opponent to spin and increases the combo damage by 15%. A Fatal Blow against an airborne opponent makes them spin straight up and fall down, then lets you hit them on the ground. Since the attacks that cause it are slow, it requires a good read and can also easily be Counter Blocked.

Counter Block

When your attack is Blocked, you may spend 30% of your meter to perform a Counter Block. It works like a normal Block, but with a very long active period. A successful Counter Block refunds the 30% spent meter + whatever that attack normally gives when Blocked. After that, your opponent may also spend 30% meter to do their own Counter Block and initiate a chain. Every successful Counter Block will increase the next Fatal Blow damage by 5%, until the chain ends when one of the Blocks fail.

How to use How to counter
If your opponent is often Blocking your attacks, you can deliberately use a slow attack to bait out a counter attack. If they aren't ready with their own Counter Block, you may nail them with a Fatal Blow, and even if they are, this forces them to spend resources and open themselves up to respond to you or risk taking a counter hit.

Make the Block fail by not doing anything, grabbing the opponent or hitting them with a high if they're Blocking low (and vice versa). This will make them waste the 30% meter, while you keep yours and get pressure.

Chaos Point

This can be spent to perform Chaos Drive or Power Escape. While Chaos Drive is generally more offensive, Power Escape is more defensive, and is the only mechanic in the game that lets you escape combos at any time. You can activate it in two situations:

  • Early: You haven't lost a round and are below %50 health, the icon becomes blue
  • Normal: You lost a round, the icon becomes red and orange

Your Chaos Point can only be used more than once per match by having it refilled. Suffering "Low Impact" combos gradually refills the Chaos Point and is the only way to refill it.
Due to the fact that you're very likely to only use a Chaos Point once in a whole match, it's very important to look for the most valuable place to use it.

Chaos Drive

Pressing NotationIcon-DSTLB-SL.webp+NotationIcon-DSTLB-BS.webp+NotationIcon-DSTLB-K.webp or 2.gif2.gifNotationIcon-DSTLB-PW.webp activates this by spending your Chaos Point and work similarly to install supers in other games. While it's active, your opponent cannot Power Escape, and some also don't allow your attacks to be Blocked. Every character gains different properties during this.
Holding PW lets you spend all your meter to "boost" the Chaos Drive, increasing its duration.

Early Chaos Drive

These generally have lesser effects when compared to a normal Chaos Drive, such as shorter duration and lower damage. It's generally not recommended to use these unless you're certain it lets you win a crucial round.

Power Escape

These are activated by spending your Chaos Point and work similarly to bursts in other games. You can perform this at any point while being hit. When activated, you summon a hitbox around you that pushes back opponents and grants you 35% meter.
If your opponent isn't hit by the hitbox or somehow manages to defend before it comes out, you'll be vulnerable to attacks and won't gain the extra meter.

Early Power Escape

You'll instead gain %4 meter when successfully pushing away opponents. It's generally not recommended to use these unless you're certain it lets you win a crucial round.

Force Break

Similar to amplified specials in Mortal Kombat, these are usually done with NotationIcon-DSTLB-K.webp during a special move and spend a Recovery Point. Their effects are different for each character and may perform a specific move, enhance the special's properties, bypass cooldowns, etc.

Performing a Force Break doesn't stop you from getting meter or gaining a Recovery Point in a combo.

Guard

Not to be confused with Block, which is the name for parries in Dual Souls.
Just like Street Fighter and most 2D fighting games, you have to hold back to "Guard" certain attacks like overheads and hold downback to crouch block/guard against low attacks.

Last Chance

Traditionally, after your health bar is depleted you'd be considered knocked out/dead. In Dual Souls you get a second chance after your life bar has been wiped out. Last Chance is a comeback mechanic that allows you to come at your opponent once again after being defeated. If you are hit within Last Chance you will get Chance Over which kills you. Power Moves automatically power crash on Last Chance. Keep in mind that you can also be chipped out when in Last Chance (mainly by red power moves).

Path(s)

Another similarity to Mortal Kombat X & 11 is a feature that references to the so called "variations" being named as "paths" in Dual Souls. Paths are alternative versions of a character with an entire new design and moveset (with some old moves but modified) every character on the roster will eventually get their *Path 2* slot on the roster.

Power Moves

In Dual Souls there is a total of 3 power moves, they have color indicators and different benefits in gameplay. Blue Power Moves are the weaker version of Red Power Moves, they all benefit in combos and sometimes a reversal. In match, when you select your character you will be given an option to choose between 2 Blue Powers. Red Power is a default.

Recovery

In Dual Souls, there's not a lot of plus frames on moves so recovery is a defensive and strategic mechanic that keeps you at a advantage when you're minus.

Power Recovery

Just like Recovery there is a stronger version of it that helps extend combos (optimally) or guardstrings. They usually show up as the color red in a flash and will have a "Power Recovery" indicator on the screen.

Stun

Another mechanic inspired by Street Fighter's stun feature, in this game every character has a specific amount of stamina and if it gets depleted they'll be stunned which allows you to extend combos to the maximum.

Throw Escape

Traditionally and universally every throw mechanic in an fighting game has a escape mechanic. To tech/escape a throw in Dual Souls you have to press the button that is used to throw somebody (PW).

Ultimate(s)

A similar version of Critical Arts from Street Fighter, you can perform a powerful move that finishes your opponent off with a series of attacks.


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