Fighters Destiny/Controls

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Input Notation

7   8   9  The numeric directional input assumes the player  
  \ | /    is facing right and corresponds to the layout
4 - 5 - 6  on a keyboard's numpad. Thus, 5 is "neutral," 
  / | \    4 acts as "back," 6 is "forward," and so on. 
1   2   3  All following notation uses this template.

  • 6, 4 - Move forward/backward. All characters move the same speed.
  • 66 or 44 - Forward/back dash. They can be cancelled into anything. By holding 6, you can automatically dash up to two more times.
  • 7, 8, 9 - Jump. 7 is backward, 8 is upward, 9 is forward.
  • 1, 2, 3 - Duck. Behave like "downward jumps," in that they are brief. 1/3 are essentially crouch dashes.
  • X_ - Means button/direction "X" must be held down.
  • BT - Back Turned (performed when your back faces the opponent).

Basic Controls

Buttons

Fighters Destiny is a four-button fighter. It uses a scheme much like Virtua Fighter 3:

A: Low Attack (A by default)
B: High Attack (B by default)
G: Guard (R by default)
H: Hirari (L by default)
A+B: Throws/Locks (usually)

Guarding

G guards high (loses to Low attacks), 2G guards low (loses to High attacks).

Unlike other games, 2G doesn't make you crouch. Your character guards low while standing. Mids don’t hit any Guarding opponent. Guards lose to Throws/Locks. 2G produces more pushback from blocked attacks (you also scooch backwards doing it rapidly, but that's not so useful).

Hirari

The unique dodge button, Japanese for “fluttering.” By holding it, all High or Low attacks will be automatically avoided, allowing overcommitted strings and big attacks to be amply punished. Hirari loses to Mid attacks, and cannot escape Throws!

By pressing 6/4 while holding H, characters do a Step, a non-actionable hop/skip. It's not particularly useful compared to dashes. By pressing 1/2/3/7/8/9 holding H, characters Sidestep. Attacks have tracking, so Sidesteps are strictly for ring positioning.

Throws/Locks

Throws/Locks ignore Guard and Hirari. They are 0-frame moves, and unlike Virtua Fighter or Tekken cannot be ducked under.

Holding A+B escapes Throws. Different Throws have different escape windows, represented by an onscreen gauge. Some throws have reversal opportunities using a 2A+B input.

Mashing A/B escapes Locks. Different Locks have different length gauges requiring more/less mashing to escape. The aggressor can also mash A/B to extend the duration.

If holding G, escape input is ignored until G is released. If H was held, Throws cannot be escaped.

Universal Moves

Though exceptions exist, these are moves most characters can do:


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