Touki Denshou Angel Eyes/System

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Basics

Button Controls

A: Light Punch

B: Light Kick

C: Heavy Punch

D: Heavy Kick

Movement

66: Forward Dash, possible both grounded and while airborne. Raiya, Reika, Highway Star and Mysterious Power become airborne during their grounded forward dashes, allowing them to perform jumping attacks out of them.

44: Backdash, possible both grounded and while airborne. Raiya, Reika, Highway Star, Mysterious Power and Marie & King become airborne during their grounded backdashes, allowing them to perform jumping attacks out of them.

7, 8, 9: Jump. Every character can jump four times total.

2~7,8,9: Superjump. Must be precise or else a normal jump will come out instead.

j.22: Fast Fall. Can only be performed while airborne. Sends you directly to the ground, but you cannot act out of it.

A+C: Air Stop. A green circle appears behind the characters, and they will freeze in the air for half a second before falling back to the ground. Grants full invincibility from activation until your character lands, but it can be also be cancelled by using any aerial movement option (jump, air dash, fast fall or homing dash), though cancelling Air Stop will nullify its invincibility. Can only be used once per air period.

B+D: Homing Dash. Characters will do a dash at an angle towards the opponent. The game considers this a jump, and it cannot be used if you have used up all your prior jumps.

Offense

Combos

Like the magic series in Capcom fighters or gatlings in Guilty Gear, normal attacks will cancel into each other in ascending order. The order is Light Punch (A) > Light Kick (B) > Heavy Punch (C) > Heavy Kick (D). All normals can be canceled into command normals or specials, and command normals can then be canceled into specials.

Combos in this game gradually increase in damage, as opposed to the fighting game standard of scaling damage down per hit. This leads to generally high combo damage, with good combo routing often allowing KOs on a full health opponent (AKA a touch of death).

Throws

Throws are performed by pressing 6C or 6D while close to your opponent. Every character has a throw with 6C, while most characters also have a throw with 6D. Throw ranges are generally quite short in Touki Denshou, so their use in mixups is somewhat limited compared to blockstring pressure and high/low mixups.

There is no system for escaping or softening throws in Touki Denshou — in the event that both players input throw on the same frame, player 1 will always win the exchange.

ATTACK CHANCE

After doing a move with a launch/knockdown property, an ATTACK CHANCE prompt will appear on the side of the screen. Pressing 8C or 8D while this prompt is displayed will perform a homing pursuit attack that causes a wall bounce. You cannot follow this up, but you are given an extended knockdown period.

Damage States

Certain moves with fire or electric properties will put characters in a "burning" or "shocked" damage state. Unlike most fighting games, this can be partially detrimental, as characters in these damage states gain hitboxes that deal damage and can impede follow ups. With good spacing and timing, however, this functions as a juggle state and can be used for easy infinites.

Defense

Guard Cancel

Guard Cancels can be done by inputting a special move while in block stun. Doing so will cancel out the block stun and immediately activate the inputted special move.

Projectile Reflecting

Most projectiles in this game can be destroyed or reflected. Properly timing a light punch or kick over the projectile will destroy it, while timing a heavy punch or kick button will reflect it back to the opponent. This is generally difficult to do and usually not worth doing, but it exists and can be used to catch the opponent off guard. Does not seem to work on Marie & King's Change Breath or M. Power's Mysterious Nova.


General
Controls
HUD
System
Characters
Raiya Mikazuchi
Reika
Kiriko
Highway Star
Mysterious Power
Lina
Chibiko
Marie & King