Toy Fighter/Mechanics

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Life-point System

In Toy Fighter, instead of rounds there are life-points, which function similarly to stocks in platform-fighters. Both players start with five, and the match ends when either player loses them all (or time runs out). When a player's healthbar is depleted normally, they lose one life-point, and are knocked down. The game then resumes from the losing player in the knock-down state and the winning player wherever they last were. Throws take away two life-points upon success. Bomber attacks take away three life-points.

Dodge / Dodge Attacks

Instead of a blocking button in the vein of most Virtua Fighter-influenced games, Toy Fighter has a Dodge button similar to Fighters Destiny or Kensei: Sacred Fist. Holding it avoids most strikes in showy motions without taking any chip damage - the official website compared it to "Hong Kong movies". However, the dodges can't avoid Colored Attacks (listed below). After successfully dodging somes attack, the player can use a counterattack with a strike pressing P or K:

Dodge Attack (Air)

DA-A

Air Dodge, PP
Input Damage Block Color Startup Active Recovery On Hit On Block
Air Dodge, P 13 No Yellow x x x +x -x

The character does a fast crouching animation before performing a rising uppercut.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
Air Dodge, PP 6 High Dodge Attack A x x x +x -x -x

To Be Added

Air Dodge, KK
Input Damage Block Color Startup Active Recovery On Hit On Block
Air Dodge, K 16 No White x x x +x -x

The character does a fast crouching animation before performing a crescent kick.

Input Damage Block Dodge Startup Active Recovery On Hit On Block On Dodge
Air Dodge, KK 9 High Dodge Attack A x x x +x -x -x

To Be Added

Dodge Attack (High)

DA-H

High Dodge, P
Input Damage Block Color Startup Active Recovery On Hit On Block
High Dodge, P 15 No White x x x +x -x

The character does a back sway before performing a straight punch.

High Dodge, K
Input Damage Block Color Startup Active Recovery On Hit On Block
High Dodge, K 10 No White x x x +x -x

The character does a back sway before performing a high kick.

Dodge Attack (Mid)

DA-M

Mid Dodge, P
Input Damage Block Color Startup Active Recovery On Hit On Block
Mid Dodge, P ??? No? White x x x +x -x

The character does a bending back hop before performing an uppercut. Doesn't seem to work close.

Mid Dodge, K
Input Damage Block Color Startup Active Recovery On Hit On Block
Mid Dodge, K ??? No? White x x x +x -x

The character does a bending back hop before performing a front kick. Doesn't seem to work close.

Dodge Attack (Low)

DA-L

Low Dodge, P
Input Damage Block Color Startup Active Recovery On Hit On Block
Low Dodge, P 20 No White x x x +x -x

The character does a short hop before performing an aerial falling karate chop.

Low Dodge, K
Input Damage Block Color Startup Active Recovery On Hit On Block
Low Dodge, K 19 No White x x x +x -x

The character does a short hop before performing a Tatsumaki-like aerial spin kick.

Unattackable Dodge

It is worth noting that not all attacks are able to be Dodge Attacked. Some attacks and strings will give a unique Dodge animation that cannot be attacked out of. These will be noted in the Dodge category of any move that causes it.

Attack Types

Different attacks have different attack properties, denoted by the colored particle effect they emit.

  • Normal: - no particle effect. Does a regular ammount of damage and can be dodged.
  • White: - similar damage to normal attacks, but cannot be dodged.
  • Yellow: - launches the opponent on a counter-hit. Otherwise, it does normal damage.
  • Orange: - launches the opponent on any kind of hit, but usually has a lengthy startup time.
  • Blue: - sends the opponent flying to the other side of the ring on a special counter-hit (against an active attack, not punishing recovery frames) and deals massive damage. Otherwise, it acts like a white attack.
  • Red: - insta-kills the opponent on hit. Has the longest startup time in any characters kit (except for Mifune's s.236P).

Battle Circle

Toy Fighter features a Battle Circle (which we'll just call "the ring") that keeps the opponents together. This ring isn't just for show, however. It can also be used by the players in a variety of ways. When a character has the back directly against the ring, they can jump onto the ring and access some more moves, which are usually colored moves. Jumping onto the ring can be dangerous, however, as you can't defend yourself while on the ring. Getting hit while on the ring will automatically put you in a launched state.

You can also kick the ring with 214K (sometimes 44k works for some characters. Hero uses 214P). This unblockable attack will bump the opponent from behind and make them stumble, leaving them wide open for an attack.

Battle Circle Kick
(Universal*)
214K
Input Damage Block Color Startup Active Recovery On Hit On Block
214K x N/A N/A x x x +x N/A

Universal ring kick.

Grabs/Throws

Grabbing your opponent is done by hitting P+K. On a successful grab, this will initiate a quick minigame in which the defender has a chance to escape. Failing the minigame results in the loss of 2 life-points.

  • Escape - pressing P+K while the cursor is over the blue portion of the bar will let defender escape. The defender usually has frame advantage after escaping most throws, so it's a good idea to hold D or block
  • Reverse - pressing P+K while the cursor is over the much smaller, red portion of the bar will reverse the throw. The one who initiated the grab now becomes the defender and must make their own escape attempt. Most throws can be reversed twice, after which the one who got grabbed to start with has to hit a tiny blue window to escape.
  • Punish - if you grab the opponent while they're holding D, or in the start-up, active, or recovery frames of a Bomber, the must hit a much smaller Yellow window to escape, with no opportunity to reverse the throw.

It is also possible to grab you're opponent while being juggled, but if you miss it, you will bounce of the ground and lead yourself open for another juggle combo.

Atemi

By pressing 6P+K for highs and mids and 3P+K for lows, you can catch an attack and deflect it. Catching an attack will stop the opponent's offense and give you an advantage to press the attack instead. Atemis are powerful tools as they are able to counter colored attacks, however they cannot catch the weapon attacks of Mifune's sword or Vitamin's frying pan (Cymbals' cymbals do not count as weapon attacks)

Atemis are universal in how they interact with attacks, with the exception being Cymbals. Cymbals' High Atemi will not deflect an attack, but instead send the opponent flying back as a counter.

Atemi Throws

Three characters have access to specific Atemis that cause a throw instead of a catch and deflect. They are:

  • Gushiken: his High Atemi will throw high kick attacks
  • Nejibird: his High Atemi will throw weapon attacks from Mifune and Vitamin
  • Vitamin: Her High Atemi will throw high punch attacks

Air Atemi

The last and universal Atemi Throw is the Air Atemi. When launched into the air, you can press P+K to Atemi Throw a juggle attempt, countering into an hard to break throw. However, if your Air Atemi whiffs, you will ground bounce and be put back into a juggle state. This causes air juggles in Toy Fighter to be a high-risk, high-reward push and pull between capitalizing on a launch, but not having obvious strings or timing, lest you be Air Atemi'd and lose 2 points.

Air Atemi
(Universal)
P+K
Condition(s) Startup Active Recovery On Escape On Success
Being combo'd. 0 x N/A Attacker standing. Defender's feet forward. Distance is created Both face down. Attacker's head under defender's feet.
Air atemi.png

(The defender being the one who initiated the atemi)

Pull-over

All characters, with the exception of Roux, have the ability to turn their opponent around. If the opponent is pressing foward while being whipped around, they are sent running into the ring, allowing for a free ring kick follow up (which does damage, by the way. If your opponent doesn't stop pressing buttons, you can loops this forever.

U-4G
Pull Over
プルオーバー
4P+K
Condition(s) Startup Active Recovery On Escape On Success
Standing, opponent facing you. x x x N/A Backturned

Universal non-damaging throw. Irish Whips the opponent behind you and sends them running into the ring if they're pressing foward.

Universal OTG Throws

There are four throws which are shared amongst the cast, with the exception of Hero. They are all done against opponents who are on the ground. They do not have any opportunities to be reversed.

U-GG1
OTG Throw 1
(Universal)
P+K
Condition(s) Startup Active Recovery On Escape On Success
Opponent OTG. Face up, feet forward. x x x -x & facing eachother. Opponent face down, head forward.
Otg grab 1.png
U-GG2
OTG Throw 2
(Universal)
P+K
Condition(s) Startup Active Recovery On Escape On Success
Opponent OTG. Face up, head forward. x x x -x & facing eachother Opponent's left side to attacker. Head up
Otg grab 2.png
U-GG3
OTG Throw 3
(Universal)
P+K
Condition(s) Startup Active Recovery On Escape On Success
Opponent OTG. Face down, feet forward. x x x +x & facing eachother. Opponent's left side to attacker. Head up
Otg grab 3.png
U-GG4
OTG Throw 4
(Universal)
P+K
Condition(s) Startup Active Recovery On Escape On Success
Opponent OTG. Face down, head forward. x x x -x & facing eachother. -
Otg grab 4.png

Throw from the ground

All characters have access to being able to grab a standing opponent from the ground

U-KG
Grounded Throw
Lying Down P+K
Condition(s) Startup Active Recovery On Escape On Success
On the ground, facing up, opponent standing and facing attacker. x x x -x & return to nuetral. Backturned, opponent head up, head forward.
From ground grab.png
From ground grab d.png
Grounded Throw Reversal 1
P+K
Condition(s) Startup Active Recovery On Escape On Success
Reversal x x x -x & standing close to eachother Attacker's right side to opponent.
From ground grab r1.png
Grounded Throw Reversal 2
P+K
Condition(s) Startup Active Recovery On Escape On Success
Reversal x x x -x & standing close to eachother Both on the ground. Opponents right side to attacker's head.
From ground grab r2.png

To Be Added

Atemi-ing Bombers

Bomber attacks can also be atemi'd. If you catch a bomber before it hits, you take no damage, and you restore a bomber credit. It is also possible to reflect bombers, but the timing is much more strict.


General
FAQ
Controls
Mechanics
HUD
Netplay
Characters
Gushiken
Roux
Cymbals
Peet
Kaeruman
Nejibird
Hero
Mifune
Vitamin
Toy King