Fight of Animals/System

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Movement

Fight of Animals adopts a traditional fighting game movement system with jumping, walking and dashing. Dashing in particular is important because it is the most important tool in combo extensions:

  • Forward dash lasts 20 frames and can be canceled into any grounded attack after 15 frames.
  • Back dash lasts 33 frames and can be canceled into any grounded attack after 20 frames.

Recognize that dashing leaves you open to being hit for a significant amount of time. There is no invincibility period on dashing so space your dashes carefully in neutral.

Offense

See Controls for the basic button explanation. Every character has the following attacks:

  • Standing and crouching attacks for Light and Medium buttons (5L/M and 2L/M)
  • Jumping Light and Medium buttons (direction does not matter). Crowrilla has a unique jumping button in 6S.
  • 5S is universal overhead. Frame data is identical across the roster but hitbox widely varies.
  • Skills are performed with 4S, 2S or 6S.
  • Super Skill is a powerful attack that consumes the entire gauge. Press Super while not in hit or block stun to perform. They can be buffered as a reversal attack during your wake up animation. Most Super Skills do not continue past the initial hit if they are blocked (Crowrilla) while others always play out (Mighty Fox).

Combo system

FOA DashCancel.png

Fight of Animals follows a few simple rules to dictate combos. "Normal" attacks (Light, Heavy) combo into each other easily ("chain") while Skills can be interrupted or "cancel".

  • Light attacks can chain into each other.
  • Light attacks can chain into heavy attacks.
  • Heavy attacks can chain into Skills except for Overhead (5S).
  • Skills can be canceled with a forward dash. Dash canceling is your primary combo extension tool as many heavy attacks and skills will launch the opponent into a mid-air juggle state.
  • Overhead can chain into heavy attacks.

There are exceptions to these rules and your options may vary depending on hit or block so check your cancel options on each move for the specifics.

In terms of combo theory, the ideal high-damage combo takes advantage of heavy or skill attacks that cause the opponent to be launched into the air. By dash canceling these attacks you may have the opportunity to pick up extra hits by "juggling" with more hits. Many attacks with the launch property also cause the opponent to be bounced on the ground when they land, giving you extra time to attack even if the actual height of the juggle is shorter. There are no known infinites in the game as of 1.0.8, but many high-damage combos exist.

Defense

Fight of Animals' defensive game revolves around blocking high or low and left or right. Hold back on your controller to block standing, hold down back to block crouching. As always, blocking standing does not block crouching attacks and blocking crouching does not block overhead attacks. You cannot block in the air. When you are blocking and have your gauge full you can press Super to use your burst.

Chip damage

Chip damage and chip kills exist. Light attacks cannot cause chip damage but Heavy, Skills and Super Skill will cause chip damage on block.

Burst

Burst
Super during hit or block stun
FOA Burst.png
Damage Guard Chip Invincible Hit
0 M 0 0 - 20 30
Startup Active Recovery Advantage Block
13 3 34 -21 15

Press the Super button when you're in block/hit stun or juggle to burst. Bursts are a single hit of 0 damage that forces the opponent back on block or hit. After bursting, your character is airborne in a unique animation and cannot block for a short time. After bursting, your character is airborne in a unique animation and cannot block for a short time. If your opponent blocks the burst they are not forced very far away and you can be punished.

Since the burst's hitbox counts as an attack, it can be countered with a burst! In that situation, the counter-burst always wins the trade and causes a ground bounce that can lead to a combo in the corner. Walking Cat is able to parry bursts with his 4S granting advantage and combo opportunity.

Fast Recovery

FOA FastRecovery.png

When your character hits the ground (after the initial bounce effect) press Light, Heavy or Skill to quick recover. You have 3 ways to use Fast Recovery:

  • Button with no directions is the fastest recovery option at 20 frames of animation, invincible on frames 0-14.
  • Button with left or right will perform a roll that can pass through the opponent. 26 frames of animation, invincible on frames 0-20. Don't forget about your forward roll when in the corner.


General
FAQ
Controls
Glossary
HUD
Strategy
System
Links
Characters
Bad Dog
Crowrilla
Egg Dog
Fluffy Sheep
Kungfu Dachshund
Magic Squirrel
Mighty Fox
Muscle Beluga
Power Hook Dog
Slender Cat
Tricky Fox
Walking Cat