Fight Of Steel/Getting Started

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This page serves as a brief explanation of the game's mechanics and features.

Introduction

The default keyboard controls for Fight of Steel.
The default controller setup for Fight of Steel.

Fight of Steel is a 2D fighting game focused on customizable robot characters. While customizing your character is not required to begin playing right away, the bulk of the game's mechanical depth lies in mixing and matching dozens of moves at your liberty. For a total beginner, the best place to start is to understand the universal actions that every character can perform, and break down how to customize your character based on this.

Universal Actions

In Fight of Steel all characters have the following inputs:

  • The most basic actions are walking, dashing forward or backward by double tapping a direction, jumping and blocking attacks by holding back or down-back.
  • Two basic attack buttons: Light & Heavy are "normals". Each can be performed standing, crouching and in the air (jumping).
    • The Heavy attack button has 2 additional commands: Forward + Heavy (6H) launches the opponent upward and Down-Forward + Heavy is a sweep (3H).
  • The Skill button, which has 4 inputs: Neutral input (no direction) results in a Universal Overhead attack, which must be blocked standing by the opponent. Back, Down and Forward inputs activate special moves (determined by customizable Martial Art Chips, discussed later).
  • The Super button, which activates your super move when you have 3 stocks of EX meter, and you are not blocking or taking damage.
  • The Overdrive button, which has 2 uses:
    • When in a combo, pressing Overdrive places your character in an invincible airborne "burst" state and sends a single blockable hit out to the opponent to try to blow them away from you.
    • Outside of a combo, pressing Overdrive behaves almost the same except the burst hit will cause the opponent to bounce off of the wall and towards you in a combo state for you to follow up with damage.
      • Think of these two uses as Defensive and Offensive "burst" respectively.
  • The Throw button, which either initiates a throw or "techs" against a throw if done while the opponent is attempting to throw you.
  • After being knocked down, the player can tap any button (and optionally, a direction) to quickly rise from the ground. Any of these "tech" options have a window of vulnerability unlike the standard wake-up animation which will be performed if no input is pressed.

Combo Basics

Fight of Steel's combo system allows players to chain together attacks by simply pressing one after the other within certain rules. The chain combo rules can be summarized like this:

Overhead (5S) > Light > Heavy > Skills > EX Skills > Dash or Jump Cancel to extend.

What options you have available to extend your combo depends on what kind of hit starts your combo. These rules are followed from beginning to end but steps can be jumped over, meaning you can chain a Light to a Skill or Heavy to EX Skill for example.

Dash and jump canceling are tools that allow you to extend beyond these rules. Most attacks will cause hitstun, and even launch the opponent into the air. Dashing or jumping will cancel the animation of your current attack after it connects, allowing you to restart the combo cycle.

Custom STEEL

Combat Stance

Martial Art Chips

Appearance

Using Sets

Shop

Earning Credits

Join the community!

Contributing to the wiki

Game Info
Getting Started
FAQ
Glossary
HUD
Customization
News & Updates
Battle System
Controls
Offense
Defense
Movement
Game Data
Stances
Assault Combat Tactics
Art of Ultra Lightning
Attack Mode Alpha
Survival Moves
Chips
Punch
Kick
Fireball
Special
Super