Rushdown Revolt/Mechanics

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Rushdown Revolt has a wide variety of Mechanics that are at the player's disposal. This page will break down these mechanics into 4 separate categories. Neutral, Movement, Offensive, and Defensive.

Universal Mechanics

These mechanics are universal, and can be used in any context.

Health
Characters start with 150 Health Points which are broken up into 4 distinct bands.
Last Hit
When a character reaches 0 health, they are placed in Last Hit. When in Last Hit, any move will kill.
Directional Attacks
Pressing a Direction and an Attack or Special button at the same time can unlock more moves!
Spark
Spark is a resource the player gets when successfully connecting an attack. You can use your spark charge to cancel out of any move at any time. To do this, you can either Rush, Jump, Super Jump, or Special attack. When a player has spark, their character's eyes will glow and their player card at the bottom will have lightning effects surrounding it.
Hit Lag
A set amount of unactionable frames given to both players when an attack connects. Also known as "Hit Stop".
Hit Stun
After getting launched by a move, the player is placed in Hit Stun, which is a set amount of unactionable frames. These frames are determined through a variety of factors, such as health band, character weight, and move used.

Movement Mechanics

These Mechanics focus on the movement systems of the game, allowing players to move around the stage in a variety of ways.

Walking
Pressing the Directional Stick left or right slightly, allows the player to slowly walk forward. This can be used to make a subtle reposition. Players on Keyboard/controllers without joysticks have a modifier key that lets you walk while its held down.
Running
Pressing the Directional Stick left or right, allows the player to run forward. This can be used to quickly reposition for an attack.
Drift
While in the air, you can drift left or right based on what direction you press.
Rush
Pressing the Rush button (default: Right Trigger on a standard gamepad) lets you dash in one of 8 cardinal directions. This can be used on the ground or in the air. Be careful through, you only get 1 Aerial Rush, and you need to land to recharge it.
Grounded Rush
Rushing on the ground has multiple different travel lengths based on the angle of the Direction pressed during it, and how long the Rush button is held. Neutral Rush is actionable sooner than any directional Rush.
Triangle Dash
Inputting Jump and then diagonal Rushing into the Ground performs a Triangle Dash. Triangle Dashes have slower startup than a Rush, but go a longer distance than a Rush.
Wall Jump
While next to the bottom sides of the stage, moving into the stage and pressing Jump at the same time will input a Wall Jump.
Jop
Pressing Diagonal Up and Rush while on the ground will perform a Jop. This pops your character up quickly at a fixed height and angle at the cost of using your Aerial Rush.
Super Jump
Pressing Jump and Rush while charged with Spark performs a Super Jump. This consumes Spark to grant the player a very large jump that can be angled in multiple directions. Up is a 100% vertical jump. Directional Right or left is a diagonal jump. Directional Down is a much narrower jump.
Boomerang Super Jump
After inputting the Super Jump, if you press the opposite horizontal direction of your current trajectory early enough into it, you can steer the jump into that direction.

Offensive Mechanics

These Mechanics focus on the offensive systems of the game, allowing players to get the most out of their aggression.

Red Burst
Pressing your Shield and Rush buttons at the same time as one of your own attacks hits, performs a Red Burst. This puts your opponent into Critical State.
Critical State
Critical State is applied to a character if they are hit out of a defensive option like Parry or Air Tech, getting hit by a Red Burst, or getting hit out of the Recovery Frames of Ledge Attack. While in Critical State, the player receives more Hitstun and Knockback.
Paralyzer
A paralyzer is an attribute of a move that adds more hit lag only to the opponent.
Armor
Defensive attribute that is added onto some specific moves. This allows a player to not have Knockback applied when using this move.
Knockdowns
There are two types of Knockdowns, Soft (SKDs) and Hard (HKDs). SKDs happen when a player misses a tech, they will be OTGable until they get up after a few frames. HKDs happen when two Red Bounces happen in a combo or if a player is hit with a HKD property move indicated by a purple flash during the move. These also apply critical state.

Defensive Mechanics

These Mechanics focus on the defensive systems of the game, allowing players to play safer and survive longer.

Shield
Pressing the shield button (default: Left Trigger on a standard gamepad) brings up a one sided shield that lets you block attacks. You can switch sides by just pressing your left and right movement buttons. Shields have infinite health, but the shielding player gets knocked back with each hit. Falling off of a ledge while shielding will cause the player to fall into a 'trip' state.
Push Block
If you hold shield, and move into the attack as it connects, you can perform a Push Block. This stops you from being knocked backwards and pushes your opponent backwards.
Air Tech
By pressing the Shield button in the air during Hit Stun, the player will input an Air Tech on the first frame after Hit Stun is over. Air Techs are an invincible defensive option that lets the player dodge an incoming attack. They can also be input with a specific direction to dodge in that direction.
Blue Burst
Pressing your Shield and Rush buttons at the same time while in the air, you will perform a Burst. Burst cancels your hitstun and knockback, knocks your opponent back, and resets your air rush and wall jump. Hitting your burst also refreshes your recovery specials. You only get 1 burst per stock however.
Directional Influence (DI)
Directional Influence, is the ability for a player who has been hit by a move, to alter the trajectory of their knock back. This needs to be input during the first few frames of the move connecting, during Hit Lag.
Tap DI
When you get hit, return your stick to neutral and press a direction during hit lag. This shifts your character's position to avoid potential follow ups. This only needs to be input one time.