Jingi Storm: The Arcade/Controls/System

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Basics

Jingi Storm is a 3 button game, with a punch, kick, and guard button. Like all fighting games, using the buttons in combination with different directions/motions of the joystick will produce different attacks.

  • Step Forward/Run: Press forward, hold forward to initiate a run.
  • Step Back: Press back
  • Low step forward/back: Hit downforward, or downback.
  • Sidestep (Down and up): Tap down or up
  • Crouch: Hold down
  • Jumps: Hold up, up forward, or up back.

Gameplay Mechanics

Projectiles and Supers

Unlike most 3D fighters, every character has atleast one unique projectile, super move, or both.
The motions for projectiles and supers vary, but supers are performed by doing the character specified motion, and pressing G+P+K together.
In the future, projectiles will be indicated by purple text, and super attacks will be marked in blue text in character movelists.

Guard Mechanics/Guard Breaks

The game has three different guards, with varying levels of blockstun and pushback. Each guard can be broken by certain colored moves.
Some moves in a character's movelist have 1 of 3 guard break types, as explained in the table below.

Weak Guard Normal Guard Strong Guard
→G or ↘G G or ↓G ←G or ↙G
Reduced blockstun & pushback Normal blockstun & pushback Heavy blockstun & pushback
Broken by Green, Yellow, Red, and Super attacks. Broken by Yellow, Red, and Super attacks. Broken by Red, and Super attacks.

Counter Hits

Counter hits in Jingi Storm are performed by hitting an opponent during the start-up of their move. Depending on how early you hit the opponent during their startup, some moves can activate one of three counter hits.
Blue counter-hit does increased damage, and can give certain moves high knockback and knockdown, or give increased height on launchers.
Yellow counter-hit does even more damage, and gives more extreme knockback or height.
Red counter-hits are frame perfect, and only occur when you hit the opponent on frame 1 of their attack. These do massive damage, and launch the opponent full-screen, or send them to space, allowing for massive combos and touch of deaths.
Landing counter-hit moves which send the opponent vertically can often end the round if you are able to follow-up with a combo, and air atemi isn't used properly by your opponent. This makes mashing extremely risky, and frame-traps become even more terrifying.


Atemi

Atemis work similarly to Dead or Alive catch throws. When timed against an opponents move, you will throw them
They are highly damaging depending on the move you atemi against. There are many different throws performed out of an atemi, some better than others. For example, parrying most high punches results in an elbow strike to the ribs, which sets up for juggles.

Type Input Damage
High Atemi ←P+K Variable
Mid Atemi ↙P+K Variable
Low Atemi ↓P+K Variable
Air Atemi In juggle P+K Variable
Extra bounce on whiff