User:Keysmash

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Controls

Basic Notation

Tough Love Arena has simple controls, with only three directions and four attack buttons. All moves are described with a number and letter combination.

Standard notation for Tough Love Arena

Examples:

  • The Spices' Trip is abbreviated as 4L because it's performed by inputting back + light.
  • The Carbs' Whip is called 5H since it's performed by pressing heavy + not pressing a directional input.
  • Jump is performed with forward and special, so its notation is 6S.

Additional notes

  • Notation always assumes you are facing right. When facing left, you will need to reverse the inputs.
  • When a move can be performed with multiple input directions, it's usually notated like a standing move. For instance, carbs and meats only have one move mapped to the light button which is written as 5L.
  • In addition to basic move notation, Rapid Cancel is commonly abbreviated as RC (instead of 6T) when notating combos.
  • Also in combos, directions for cancels are only written out if they are different from the input preceding them.
    Example: The carbs' heavy autocombo is written as 5HHH because you can simply press the heavy button three times, whereas Noodle comboing slap into whip splash is written as 5L6H because you need to hold forwards to get whip splash.
  • While cancels are notated as one string of letters and numbers, links and juggles will be signified by a space between the two moves.
    Example: In the spice universal combo 5HL 5LHH 6S 6S 5HH you will link trip to flick (first space) and juggle two jumps as well as a sweep (second to fourth spaces).
  • Note that there will always be a space before and after a Rapid Cancel, even though you cancel into it as the name would suggest.

Universal Actions

To make TLA especially easy to learn for beginners, all characters share some moves. To learn about these, check Tough Love Arena/System.


General
Controls
HUD
System
Glossary
Changelog
Characters
Noodle
Beef
Onion
Rice
Pork
Garlic

Ranger Slayer

Playstyle
The Ranger Slayer is a zoner with outstanding safety and zoning capabilities
Pros Cons
  • Long range - 2M's slide, as well as her arrows, allow her to play from exceptionally long ranges
  • Strong zoning - A dash cancellable 5M and her unique arrow cancels give Kim very strong space control
  • Safe options - 4S and dash cancels make her able to escape from many dicey situations and start zoning again
  • High flexibility - Dash and arrow cancels allow the player to respond to many different situations on the fly
  • Great assist - Especially as a counter call, Kim's assist is among the best in the entire game
  • Good tag-outs- Ranger Slayer can easily open opportunities to safely get another character in
  • Weak damage - Kim's damage is nowhere near the peak of this game, needing difficult throw whiff cancels to consistently kill higher health characters
  • High APM - While strong and flexible, better zoning patterns often require fast execution with dash cancels or plinks
  • Zord feeder - Kim's neutral style of dealing some chip and hitting occasional pokes builds Zord meter very quickly while keeping the enemy team relatively healthy
  • Lacking solo mix - Without the assistance of her partners, she can sometimes struggle to open especially small opponents up

Overview

Kim is one of the game's dedicated zoners. She shines in neutral due to her arrow cancels and dash cancellable 5M. However, she has generally weak solo mixup options paired with subpar damage.
Slayer requires a team that can help her enforce her zoning patterns and convert stray hits into big damage. For example, Scorpina complements Slayer quite well because her assist provides Kim with a gigantic fullscreen presence and you can tag into Scorpina for ToD combos.
Also look to setup sandwich situations by calling assist and doing 6S~L. When setting up pressure with Slayer, you will live and breathe this mixup, as it is quite potent while also doubling as a safe way to rotate characters. Her assist is great for this too as she jumps backwards first before firing a volley of arrows, so you don't have to worry about tagging into a scramble.
With how she controls the screen, Slayer can go toe to toe in the neutral against many of the game's top tiers while having few truly poor matchups. That being said, she lacks significant payoff and struggles to open the opponent up. She's a character who needs a lot of help from her team, but contributes quite a bit as well, and is worth picking if you enjoy zoning or want an easy way to disengage from scramble situations.

Unique Mechanic: Nock Charge

Kim's 5S is a power-up move called Arrow Nock.

  • You can store one nock charge at a time.
  • Attempting to charge again when already powered up only regains you the same charge.
  • Charge is expended whenever you use a move with arrows (that being: 5M, 4M, 6M, j.M, 4S, 6S~L and 6S~M) or use 6S~H.
  • A nock charge powers up exactly one valid move.
  • Nock charge allows 5M and 4M to do chip damage and increases fired arrow count on all arrow moves (see movelist for more details).
  • 5S itself can be comboed into and out of with the right routes, giving you a much appreciated damage increase if you can fit in more arrow moves.

Special moves

6S
Pterodactyl Flight
6S
BFTG SLY 6S.png
BFTG SLY 6S (2).png
BFTG SLY 6S (3).png
BFTG SLY 6S (4).png
BFTG SLY j.S.png
Version Damage Guard Startup Active Recovery Frame Adv (Block) Frame Adv (Hit)
Pterodactyl Flight
6S
60 High/Low/Air - - - - -
  • Not affected by Arrow Nock's buff.

Command jump that possesses four followups. Covers quite the horizontal distance and has a hitbox while rising, though it only hits standing characters.

Spike Shot
6S-L
40 High/Low/Air - - - - -
  • Hits OTG

Pressing L shoots an arrow directly downward.

Advancing Shot
6S-M
30x2 High/Low/Air - - - - -

Pressing M shoots two arrows at an angle down-forward.

Rear Shot
6S-H
40 High/Low/Air - - - - -

Pressing H makes Kim shoot an arrow behind her. Can only be done near the end of the jump, so it's not useful unless 6S crosses up the opponent.

Time Bomb
6S-S
80 High/Low/Air - - - - -

Pressing S places a mine in the air. Identical to j.S.

6S (Nocked follow-ups)
Pterodactyl Flight (Nocked)
6S
BFTG SLY 6S (Nocked, 2).png
BFTG SLY 6S (Nocked, 3).png
BFTG SLY 6S (Nocked, 4).png
BFTG SLY j.S (Nocked).png
Spike Shot
6S-L (Nocked)
25x5 High/Low/Air - - - - -
  • Hits OTG

If powered up by 5S, pressing L shoots five arrows downward.

Advancing Shot
6S-M (Nocked)
30x5 High/Low/Air - - - - -
  • Hits OTG

If powered up by 5S, pressing M shoots 5 arrows at an angle down-forward.

Rear Shot
6S-H (Nocked)
30x3 High/Low/Air - - - - -

If powered up by 5S, pressing H makes Kim shoot three arrows behind her. Again, it can only be done near the end of the jump, so it's not useful unless 6S crosses up the opponent.

Time Bomb
6S-S (Nocked)
50x2 High/Low/Air - - - - -

If powered up by 5S, pressing S places two mines in the air. Identical to the powered up version of j.S.

Ryu

Overview

Ryu is a grounded shoto adapted for the fast-paced gameplay of Battle for the Grid. He can control grounded space on point with Hadoukens in three variable speeds or backing up other characters with his amazing assist.
Ryu can consistenly kill characters from one hit even with somewhat limited resources, but he may struggle to land that hit due to his generally limited mix-up potential.
He can use both normal and zord meter very well and supplies a lot to his team through his double Hadouken assist, making him a strong character to play in the mid or anchor slot.
Pick Ryu if you want a basic character who deals lots of damage in flashy combos and adds great value to the team.


General
Controls
Patch Notes
FAQ
HUD
System
Characters
Anubis "Doggie" Cruger
Kat Manx
Gia Moran
Jason Lee Scott
Tommy Oliver
Lord Drakkon
Mastodon Sentry
Udonna
Magna Defender
Trey of Triforia
Eric Myers
Jen Scotts
Cenozoic Blue Ranger
Dragon Armor Trini
Ranger Slayer
Goldar
Lord Zedd
Dai Shi
Robert "RJ" James
Lauren Shiba
Scorpina
Ryu
Chun-Li
Adam Park
Poisandra
Rita Repulsa
Zords
Dino Megazord
Mega Goldar
Dragonzord
Delta Squad Megazord
Samurai Megazord
Gravezord

Elliana

Gameplay

Elliana plays out as a unique take on the glass cannon archetype, who has both abhorrent disadvantage and perhaps the single strongest combo game among the entire roster.

You do not want to lose neutral with Elliana. Her massive hitbox size, high weight and general lack of strong escape options mean that if you do, you will get hit just as much as you could have hit them. Elli does actually have one very good escape tool in Eject, her Up Special, which is invulnerable frames 5-7. Be very conservative using this move, as it puts you into one of the most vulnerable states in the game. Jab gives you a good get-off-me tool, provided you can get some space to throw it out. And despite her impressive aerial mobility, hover moves slowly, Up Special is risky and heat puts Elliana on a timer, so you have to be careful and adaptive in off-stage situations.

Thanks to her hover and more advanced techniques using her heat mechanic, Elliana is surprisingly mobile, though not agile. Her ground and air speed are among the lowest in the game, which usually means she has to take a more reactive role in neutral, harassing her opponent with her signature Missile projectile and occasionally poking with Neutral Air to create openings for her devastating punish game. Zoning can find decent short term success, but is inherently limited by the heat mechanic and Elli's below average neutral.

More than any other character, Elliana wants to skip the neutral game and go immediately to punish, where she truly shines. Even without a mine stuck to the opponent, her advantage state is unusually creative. Hover Aerials, missiles and hover by itself make it easy for her to follow her opponent's DI. When Elliana sticks you with a mine, however, your stock may as well be over. Additionally, a combo doesn't have to end in the blastzone to lead to a stock for Elli. Missiles and hover allow her great precision and flexibility in hitting off-stage opponents, while Mine and Up Tilt are very good for setting up ledge traps.

Elliana is a very explosive character. If you enjoy getting creative with your combos and like managing resources, give her a try.

Playstyle
Elliana is a heavyweight glass cannon who deletes stocks with an oppressive advantage.
Pros Cons
  • Shining Punish: Elliana's advantage is her defining trait. Her combo game is immensely open-ended and can take stocks from a hit as early as 40-50%.
  • Recovery Wall: With tools like Mine, Up Tilt and even Steam and hover Forward Aerial, she can very effectively keep her opponents off-stage or punish them for trying to get back on.
  • Massive aerial mobility: Her hover, as well as techniques like superjumping, hover reverse and steam boosting, Elli is massively flexible in the air.
  • Heat The unique heat gauge allows Elli to do truly obscene stuff as long as its managed well, which is key to mastering her.
  • Combo Food: Her heavy status, big hurtbox, lack of traditional double jump, low air speed and lacking to risky escape options make Elliana very easy to combo.
  • Readable recovery: With hover being slow and her Up Special literally going up in a straight line, it can be hard to mix up your recovery.
  • General sluggishness: Elliana is slow, especially on the ground. She can struggle to get in or out without spending heat to extend her window.
  • Heat Her greatest strength is also her biggest weakness. Heat holds Elli down and limits what she can get away with. Mismanaged, it can easily lead to massive percent or a lost stock.

Heat

Elliana's main mechanic is her Heat gauge. This gauge is increased by hovering, every special except for Up Special, holding Dash Attack and Ftilt, and held ("hovered") aerials.

Both in normal mode and overheat, the gauge can be decreased by using her Strong attacks or Up Special, which instantly gets rid of all heat, but rebuilds the mech upon landing with heat decreasing from full (in normal mode). Heat can also be lost by using Up Tilt, which expends all heat to enhance its knockback. You can circumvent this by holding Parry while doing Up Tilt. Heat is also passively decreased, faster on the ground than in the air and not at all in hit- or parry stun.

When Elli's heat gauge reaches its maximum, she enters overheat. In this state, her usually weak, steam-emitting Strong attacks instead become dangerous and lethal explosions. The downside is that Elliana can not use any heat-increasing moves in overheat state, including her hover. Instead, it's replaced by a small double jump.

Managing your heat gauge is key not only to surviving with Elliana, but also to unlocking her quite literally explosive combo game. Reaching overheat at the exact right time and in the correct place can lead to disgustingly early kills, but reaching it too early usually ends your combo prematurely, because the double jump only allows very limited follow-ups compared to hover.

Stronghoof

5B
5B
TFH Stronghoof 5B.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90 Mid - 9 6 16 vs. Grounded +1 -2
vs. Airborne
  • Large and fast hammer swing
  • Excellent neutral poke
  • Thanks to only being -2, is safe unless Instant Blocked and even then often safe due to spacing
  • General combo piece