Sango Guardian Chaos Generation/Mechanics

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Movement

On the ground, every character can walk in both directions, as well as run forwards and dash backwards. Backdashes are airborne from the first frame, but they are not invincible.

Characters are also able to jump in four different ways:

  • Jump in any upward direction by pressing 7/8/9
  • Super Jump forwards or backwards by pressing 1/2/3~7/9
  • Hop in any upward direction by quickly tapping 7/8/9
  • Hyper Hop forwards or backwards by pressing 1/2/3 and then quickly tapping 7/9

Additionally, all characters are able to perform a Hopdash by pressing 222, which will propel them forward and slightly off the ground. Each character has one aerial normal that is also a designated Hopdash Attack, which will be noted on character move lists.

Defense

Blocking

Blocking in Chaos Generation works the same as just about any other fighting game. Hold 4 to block all mid and high attacks, 1 to block all mid and low attacks. You cannot block in the air.
Blocking attacks will incur damage to your character's guard gauge. If your guard gauge is emptied, your character will suffer a Guard Crush, which will leave them open to a free hit from your opponent.

Spot Dodge and Rolls

Pressing 5AB will result in a Spot Dodge, where your character will dodge in place, becoming invulnerable to strikes (but not throws) until recovery. Pressing any attack button during a spot dodge will result in a Dodge Attack, which can be special cancelled on hit or block.

Pressing 4/6AB will result in a Roll, which will cause your character to slide in the specified direction with strike invulnerability.

Wakeups

When knocked down by any attack that does not cause a hard knockdown, pressing AB as you hit the ground will cause your character to perform a Quick Getup, allowing them to get off the ground and back into the action sooner.

Offense

Throws

Throws are performed in one of two ways -- 4/6AD (two-button throw), or cl.4/6C and cl.4/6D (one-button throw). While the resulting throws themselves are the same irrespective of input, one-button and two-button throws do not have exactly the same properties.

  • Two-button throws impact on frame 3 and carry a long whiff animation, but can be kara-cancelled from certain normal attacks and can be performed directly out of a run
  • One-button throws impact on frame 1 and will perform the input heavy normal if the opponent is not throwable, but it lacks the kara-cancel potential and cannot be performed directly out of a run

Throws can be broken by inputting a throw of your own while being thrown. The throw break window is extremely generous -- at least 10 frames. Throw breaks cause both players to build meter and leaves them at even frames, but you cannot perform a throw break when a throw is used as a punish.

Force Attack

Pressing CD will cause your character to perform a Force Attack. On the ground, this results in an attack which is functionally identical to the Focus Attack mechanic found in Street Fighter IV. The attack can be charged up to three levels by holding down the buttons, grants super armour while charging, and can be cancelled into a dash at any point while charging.

  • Level 1 Force Attack leaves the opponent standing, and can be cancelled into special moves on contact
  • Level 2 Force Attack launches the opponent for a juggle combo, and can be cancelled into both special moves and dashes on contact
  • Level 3 Force Attack retains all the properties of Level 2 Force Attack, but also becomes unblockable

In the air, Force Attack behaves more like an aerial blowback attack in The King of Fighters, causing a knockdown on hit. In many cases, this knockdown allows for juggle followups.

Meters

Super Meter

The super meter holds up to three stocks, and is generated by inflicting and receiving damage, as well as by having attacks make contact and performing special moves. There are numerous ways to spend the super meter in Chaos Generation.

EX Special Moves

Almost every special move in the game has an enhanced or EX variant, performed by inputting the special move with AC or BD. These usually have extra properties compared to their regular counterparts, such as more damage, invulnerability, or more workable combo states.

Super Attacks

Every character has at least one Super Attack that is performed with a double-motion input and an attack button. Super attacks cost one bar of the super meter, and can be performed on their own, as well as from normal and special attacks. Every character also has one EX Super Attack, which is performed with a double-motion and AC or BD, and costs two bars of the super meter. Much like EX special moves, EX super attacks usually gain bonus properties compared to their regular counterparts -- primarily extra damage and sometimes the ability to perform further combos after.

Roll Cancel

Most normal attacks can be cancelled into a roll at the cost of one bar of meter. This can be useful for certain confirms or making some moves safe on block, though it is a very niche option.

Double Jump and Air Dash Cancels

Jumping normal attacks can be cancelled into a double jump with j.5AB or an air dash with j.4/6AB at the cost of one bar of meter. This can allow for some safety with poorly placed aerial normals, or to create unexpected mixup sequences, though much like roll cancel, it is a very niche option.

Guard Cancel

Both rolls and Force Attacks can be used as guard cancels at the cost of one bar of meter. This can be useful for escaping certain pressure sequences and reversing momentum. Of note is that guard cancel Force Attacks can be MAX Cancelled on contact, allowing them to start pressure and even combos.

EX Force Cancel

Most normal and special moves can be cancelled into an EX Force Attack by inputting a Force Attack as the move connects at the cost of one bar of the super meter. This is most often used in conjunction with Force Attack dash cancels, which allows for powerful combo extensions or even the ability to make certain moves safe.

Air Burst

By inputting 236CD, characters can perform an Air Burst, a command launcher that uses their Force Attack animation at the cost of one bar of the super meter. Air Burst does not have any of the super armour of the Force Attack, but otherwise causes the same launch and follows the same cancel rules as a Force Attack, including the ability to cancel into it from most normal and special attacks.

MAX Mode

By pressing BC, players can activate MAX Mode, a special power-up mode that grants multiple benefits for its duration. MAX Mode can be activated raw, where your character performs a short animation before returning to neutral, or as a MAX Cancel from any super-cancellable attack. MAX Cancels have faster startup than raw MAX activations, and temporarily freeze the opponent in place to allow for easy follow-ups, but at the expense of the MAX Mode timer starting from 60% rather than 100%.

MAX Mode removes all combo restrictions (detailed in the Combo System section), and also provides a number of other abilities listed below.

Free Cancel

Allows the player to cancel special moves into other special moves, and in some cases, command normals. Along with the universal Anywhere Juggle property, this forms the basis for many of Chaos Generation's most damaging combos.

Absolutely Defense

Yes, that's actually what it's called. This is a parry that functions almost identically to Street Fighter III's staple mechanic. Press 6 or 2 (for high or low parry, respectively) just before an attack would land to completely negate any blockstun or chip damage, refill the MAX Mode timer, build some revenge meter and all but guarantee a punish.

Of note is that whether or not an attack must be parried high or low depends not on the individual properties of the attack, but instead it depends on whether or not the opponent is standing, crouching or jumping.

  • All standing attacks can be parried high or low
  • All crouching attacks must be parried low
  • All jumping attacks must be parried high

Double Jump and Air Dash

MAX Mode allows for free use of double jump and air dash during MAX Mode, so long as they are not used as a cancel. MAX Mode's aerial mobility options don't see significant use due to MAX Mode's primary use being in combos, but the ability to vary your approach can be useful if you find yourself in MAX Mode during neutral.

Revenge Meter

Below the super meter is the Revenge Meter, which is built by taking damage, as well as by Absolutely Defending attacks and performing free cancels during MAX Mode. When the Revenge meter reaches 50%, your character will be able to perform their Revenge Attack, with the available Revenge meter determining how much damage the Revenge Attack will do. Revenge Attacks are considered to be the same as Super Attacks for cancelling purposes.

Combo System

Stylish Combo

Press 5/2A repeatedly to execute an automatic combo, similar to Persona 4 Arena or Under Night In-Birth. The Stylish Combo will use a Super or Revenge Attack to end if the resources are available, otherwise it will end with a special move. Usually one of the hits of a character's Stylish Combo has enough hitstun to easily link into other moves, making them a staple combo part for most characters.

Aerial Chains

Every character is capable of chaining together their aerial normal moves in a kind of "Magic Series", in the order of A>B>C>D>CD, although aerial A and B can chain between each other. Like Stylish Combos, aerial chains are a staple combo part for basically every character, and are a good option to default to in juggle combos where possible.

Super Cancel Rules

Most normal and special moves are able to be cancelled into a Super Attack or Revenge Attack. Super Attacks themselves can be cancelled into EX Super Attacks as well as Revenge Attacks. Finally, EX Super Attacks can be cancelled into Revenge Attacks. For a visual example, the cancel chain is as follows:

  Special > Super > EX Super > Revenge

You can skip any number of steps as needed.

Juggle Classes

Chaos Generation uses a simple juggle system where attacks that cause juggle states allow for different kinds of follow-ups depending on the attack used. These moves are differentiated by the different Juggle Classes they cause.

Class 1: Also known as a Free Juggle state. Allows any move as a combo follow-up, including normal moves. Class 1 juggles are often achieved through EX special moves, Force Attacks and some supers and Revenge attacks, although some characters can achieve class 1 juggles without meter expenditure.

Class 2: Allows only special moves and supers, as well as some command normals, as a combo follow-up. A large number of meterless launching special moves cause class 2 juggles.

Class 3: Only allows EX special moves and supers as a combo follow-up. Many moves designed to be combo enders cause class 3 juggles.

Anywhere Juggle

Normally, hitting the opponent out of the air with any move that does not cause a knockdown will result in the opponent flipping out of the air in an invincible state, and then landing on their feet (called an air reset). However, some moves are capable of hitting an opponent during this air reset state. This property is called Anywhere Juggle, and many characters are capable of utilising this, primarily through EX special moves and MAX Mode. There are even some Anywhere Juggle moves in the game that, counterintuitively, can only juggle an opponent in an air reset state. Generally speaking, combos will only allow for one Anywhere Juggle without meter expenditure.

Keep in mind that Anywhere Juggle moves will only hit an opponent during the flipping part of their air reset animation. If they complete their air reset animation, they cannot be hit until they land on the ground again.

Combo Limit

Chaos Generation's method of infinite combo prevention employs a combo limit system, where moves will force knockdown, or change a move's juggle class, once a certain number of hits has been reached in a combo.

Example 1: Lu Meng 214C is CL4, meaning that it will leave the opponent standing and allow further combo extensions as long as the combo counter is equal to, or less than, four hits when 214C makes contact. If the combo counter is greater than four hits when 214C makes contact, the move will instead force a knockdown.

Example 2: Wei Yan 214P~C is CL1. This means when the move hits by itself (i.e. the combo counter is less than or equal to one hit), it will achieve a class 1 juggle, and Wei Yan will be able to perform a follow-up combo. However, when the combo counter is greater than one hit, 214P~C instead achieves a class 3 juggle, allowing only special moves and command normals as combo follow-ups.

Bear in mind that the following actions affect the combo limit counter:

  • entering MAX Mode freezes the CL counter at zero for its duration (it will begin incrementing again once MAX Mode ends)
  • moves that enforce class 1 juggle states reset the CL counter to zero when used in a combo
  • EX Force Cancel and Air Burst will reset the CL counter to zero
  • the opponent entering a dizzy state resets the CL counter to zero

Combo Limits are not universally applied to all moves, and the nature of this game's combo system means that a few moves and sequences can slip under the radar. This creates space for some characters to perform meterless infinite combos, which will be noted on individual character pages.


General
FAQ
Controls
HUD
Mechanics
Characters
Zhang Fei
Xu Chu
Huang Zhong
Lu Meng
Xiahou Dun
Xiahou Yuan
Wei Yan
Huang Gai
Zhao Yun
Zhang Jiao