Inuyasha: A Feudal Fairy Tale/Systems

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NOTE: Please refer to the Controls page for information on the basic controls, as they won't be listed here.

'Auto-Combo' System

Every character in the game has both Weak and Strong normals (notated as W and S respectively, along with Numpad Notation). By pressing either button multiple times, you can cancel them rapidly for a quick and simple 'Auto-Combo', and you can also chain between the two types of attacks, standing or crouching, freely for up to 8 hits, with the final attack being an attack based on one of the character's special moves that can have varying properties depending on if you ended the combo with W or S.

You can cancel any attack in an 'Auto-Combo' into a special move instead of going to a W or S ender, and each 3rd hit (i.e: 5W>W>W) will be a unique move that usually advances forward.

InuFFTcombo chart.png

Keep in mind, though, that the longer you continue an 'Auto-combo' with more button presses, the more opportunities the enemy has to time a parry to break out. It's safer and more rewarding to try to keep the 'Auto-Combo' portion of a combo short and chain into a launcher to avoid the parrying issue and usually net more damage in the process.


Shards

Shards are an odd collectable that certain characters have at the start of a match, with the amount that they hold depending on the character. Every character in the roster has a dedicated move that can knock these shards out of the opponent, dropping the shards on the ground.


Being able to pick up the shards depends on the "morality" of your character, as strange as it sounds; there's 3 different colors of shards:

Blue: Good, can be picked up by other 'Good' characters, but 'Evil' characters have to step on them to convert them first.

Pink: Neutral, can be picked up by 'Good' or 'Evil' characters.

Purple: Evil, can be picked up by other 'Evil' characters, but 'Good' characters have to step on them to convert them first.


By stepping on a shard or having a shard flung at you that isn't neutral, you go into a very brief flinch/hitstun animation and get pushed back slightly but take no damage, which "converts" the shard, and you can pick up the shard the next time you step over it. Neutral shards are picked up without having to convert.

By picking up 5 shards (possibly the max amount possible in VS.), they combine into one large shard. The large shard is the same as if you were holding 5 individual shards, and only de-clutters the UI.

What does a shard do, anyway?

Shards are a mechanic for influencing your meter gain. Depending on how many shards you have, you gain a percentage amount of extra meter on top of the meter you normally gain by doing things like attacking and blocking.

This mechanic is mostly used in the game's Story Mode, and while these mechanics are still active for 1v1 battles, they generally do not make a very big difference most of the time.

Character-Specific Throws

Most characters in the game have a unique throw animation that only triggers when facing against a certain opponent. The effects of these special types of throws can be as small as a cute animation nod to the Inuyasha series or as large as being able to land a gigantic damage combo. These special types of throws are still done by inputting 6+S while close to an opponent.

click the image to view the full-sized version

Throwchart.png

NOTE: Koga can, technically, combo off of his 'generic' throw on some characters, but it is an incredibly specific route that requires TAS levels of precision and isn't really ever plausible to hit, so it's not recognized on the chart.

NOTE 2: There are Air-throws, but there are no special or matchup-specific Air-throws.


Parries, and Parry Breaking

Inuyasha: AFFT has a universal Parry system, which is done by pressing the dedicated parry button (X/Cross on the PS1 Controller by default). There are Low Parries and High Parries, with High parrying Mid and High attacks while Low is used exclusively for... well, Lows. Parries can only be used on the ground, and do not work against special moves, where you'll just get hit out of it instead.

'Parry Breaking' is done by tapping the parry button before an attack visually connects with your character during a combo.

Raw Parry works for 11 frames (on the 12th, you're punishable). Parries during hitstun work for 4 frames (on the 5th frame, you're punishable). If a successful parry is performed raw, the attacker enters 31 frames where they cannot act OUTSIDE of another successful parry from the attacker. A raw parry will not take you out of parry stun, and the parry animation is not triggered unless the parry is successful.

"Dream-Match Mode"

Wait, what?

Dream-Match Mode is a bonus versus mode that takes yet another element from the game's Story Mode. In this gamemode, you and your opponent can pick two characters, with one being the Leader character (the one that starts rounds) and one being the "Striker/Assist" character (is used for the Assist attack and can be switched into).

There's a resource that is used exclusively for this mode called the Tag Gauge, which is split into 3 chunks. Using the Assist Attack consumes no chunks unless if it hits, then it consumes 1, and switching to your assist character consumes 3. The gauge builds as you deal and take damage, and you build significantly more if you're being hit by a long combo (indicated by your assist's portrait flashing red).

InuFFT TagThing.png

The Assist Attack itself is probably the most interesting thing about the mode, as it allows you to use the 3rd Auto-Combo hit attack of your character as it's own normal, which can heavily change how that character is played (i.e: Sesshomaru's 3rd Auto-Combo hit is a big upwards sword slice, which is a fantastic anti-air in this mode but he cannot use it in the normal versus mode). As for what the assist themselves do, they just come in and hit the opponent with a normal after the initial attack lands, which allows you to extend your combo.

As mentioned above, you can also swap into your assist character with 3 Tag Gauge chunks, which initiates a long and awkward loading screen. Some things to note about this switch:

  • Your leader and assist characters have separated health-bars (indicated by the green bar under the Tag Gauge).
  • If one of the two characters gets KO'd, you lose the round, similar to games like Kizuna Encounter (except you lose just one round, and not the whole game).
  • Both characters have separate meters, and separate shards, so you can't switch into your assist to do a quick powerful super.
  • Seriously, why is the loading screen for this so long?

This mode isn't actively played, but does have some novelty and is fun to mess around with.


General
FAQ
Controls
Systems
Netplay
HUD
Characters
Inuyasha
Kagome
Shippo
Kikyo
Sango
Miroku
Totosai
Naraku
Kagura
Koga
Sesshomaru
Demon Inuyasha