Virtual-On Oratorio Tangram/Controls/Movement

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See Notation / Player inputs if you're uncertain about how control inputs are written within these sections.

Movement Control

Movement is the most central part of the game and its core mechanics are universal to all characters.
Note: All movement speed on the horizontal plane is slowed down the closer you are to your opponent.

Basic/VO-OM movement options

Core movement options that were present since the first Virtual-On game, Operation Moongate.

Walking

Input-Pad:
Input-TS:

In a neutral state on the ground, move the d-pad or left stick in wanted direction.
Move a stick in a direction with the other one is neutral. Or both sticks together.

Your character will walk around in 8 available directions. Walking is a truly ‘neutral’ state, in that you can perform any action out of it.

Ground Dash

Input: press a Turbo Button while holding a walking input in any direction.

Your character will start a dash in the given direction, moving faster than walking. Dash directions have differing speeds and have different accompanying dash attacks.
Generally forward dashes move the fastest while backwards directions are slow.

  • Dashes can be directly cancelled into a Jump, this is a common technique.
  • Pressing a Turbo Button during a dash will cause a dash cancel, ending the dash. Dash cancels have a short recovery formed by a sliding animation which can only be cancelled into a Jump.

Jump

Input-Pad:
Input-TS:

Jump button. Hold to increase height.
4-6. Sticks apart from eachother: left stick to the left and right stick to the right.

Character goes airborne and rapidly gains height. Holding the input will increase jump height.

  • During the rising part of a jump your camera will automatically turn to face the opponent.
  • All ground movement options can be cancelled into a jump.

Jump Cancel

During the rising part of a jump..

Input-Pad:
Input-TS:

Crouch button.
6-4. Sticks towards each other: left stick to the right and right stick to the left.

Your character quickly falls back down to the ground. If performed quickly camera also rapidly rotates to face the opponent.

  • Can be performed immediately after starting a jump: this is the usual way to re-target your opponent in Virtual-On.
  • If Jump into Jump Cancel is performed quickly the sequence is so fast that you never see your character leave the ground.
  • Generally during a dash, performing a jump cancel is a faster way to go back into a neutral state than a Dash cancel.

Guard

While in Close Combat range (Double Lock)..

Input-Pad:
Input-TS:

Hold crouch button while in melee range, or held during landing.
6-4. Sticks towards eachother while in melee range.

Character guards while stationary, preventing them from hitting. Guard is readied instantly and has no recovery. Guarding ends upon release of crouch input or performing some other action.

  • If crouch is held while falling from a jump you will immediately guard on touching the ground.
  • The requirements of a hold input can be avoided by performing a quick jump cancel or quickstep.

VO-OT movement options

Movement options introduced in the second Virtual-On game, Oratorio Tangram. Central to the flow of the game but clearly built upon the previous set.

Vertical Turn / Watari Dash

During a Ground Dash or Air Dash..

Input-Pad:
Input-TS:

Release directional input to neutral, then move in a new direction.
Release directional inputs and move one or both sticks in wanted direction.

Your current dash direction will change to the given direction.

  • Allows you to perform attacks matching a different dash direction direction at will, regardless of how you were initially moving. For example you can be dashing to the side, then suddenly switch directions and perform an aggressive frontal attack.
  • Gives you the ability to move in more complicated patterns without stopping the dash.

Switches between certain directions are not allowed, for example forward (8) to back (2). In these cases quickly input an intermediary direction like horizontal (6/4) before moving to the final one.

Air Dash

Input: press a Turbo Button while holding a direction during the rising part of a jump.

Begins a dash similar to the ground dash at your current height in the air.

  • Accompanied by a set of air dash attacks that vary based on the direction.
  • Vertical Turn / Watari Dash is still available.
  • You can cancel the air dash by pushing a Turbo button again for an air dash cancel. Performing an air dash cancel puts you into a falling state. This is the only way to cancel an air dash and commonly used for aerial mobility.

Fast fall & Delayed fall

When in the air in a falling state..

Input-Pad:
Input-TS:

Input Crouch button for fast fall. Hold Jump button to delay your fall.
Hold Crouch/JC (6-4) to fast fall. Hold Jump input (4-6) to delay your fall.

Fast fall will make you fall to the ground quickly. It will continue until you release the input. Almost always used as it will both make you harder to hit during the fall.

Delayed fall has a maximum hold duration. You can still keep performing it repeatedly until you hit the ground. Delayed fall can used to mix up landing timing. If the opponent misjudges the situation they might miss their attack and give you an opening.
Don’t get predictable using delayed fall as you can be hit with more attacks than normal.

You can stop these actions at any point and mix between the two.

Quick Step

Close Combat range only (Double Lock).
Input: Release a Turbo button and immediately input a movement direction.

A special movement option available in close range. You can quickstep in 8 directions. Your character will perform a large step motion relative to your opponent (rather than the camera).
Left and right quicksteps make you rotate around your target.

  • Can be cancelled into any other movement actions or Guard.
  • A movement method that simultaneously evades and keeps track of your target.
  • In some situations can be performed with the same input as a dash (easier): on landing

Double Jump

During the rising part of a jump..

Input-Pad:
Input-TS:

Jump button. Hold to increase height.
4-6. Sticks apart from eachother: left stick to the left and right stick to the right.

The same rules apply as to a normal jump.

  • To gain maximum overall height, hold the first jump input until the last moment and do the same with your double jump.
  • In contrast the speed of jumps decelerates as you hold the input. So to gain a burst of height as quickly as possible, double tap jump.

Rotation control

The Virtual-On series has controls for turning your mech to the left and right on the horizontal plane. Some control over rotation is almost always accessible.
Rotating via manual control is used to maintain vision & lock-on on your opponent, aim attacks or fine-tune your movement.

Standard rotation

Available while Stationary, Walking, Dashing or Airborne.

Input-Pad:
Input-TS:

Default: Move Right stick to the left or right. Custom: Rotate Left & Rotate Right buttons.
2-8 to rotate to your left. 8-2 to rotate to your right. Combinations with diagonals also work.

Rotate to the left or right.

Turbo rotation

Available while Stationary, Airborne or performing a rotatable Special Attack. Input: Left or Right Rotation while holding a Turbo button

Rotate with increased speed.

  • While in neutral or in the air, rotation speed slows down when the reticle is close to your opponent. During dash rotation the position of the opponent has no effect.
  • Rotating during a ground dash changes your facing without affecting the current dash. Dash direction changes using Vertical Turn will match the current screen rotation.
  • Rotating during an air dash changes your movement direction and makes it curve.

Wakeup options

Actions you can perform after being knocked down.
After getting knocked down the player has a few ways of varying wakeup timing to get back into the fight. Despite these options the neutral (safe) wakeup option is almost always used.
Inputs for wakeup options start counting once your VR stops completely in place after the knockdown.

Safe wakeup speedup - general option

Input: mash movement and rotation inputs
Effect: knockdown duration decreases drastically
Player is invincible after wakeup, and nothing cancels this invincibility. Basically you get a free move after waking up and the enemy needs to respect this ability.

Gamepad input method: mash directional and rotation inputs.
Twinstick: Jump input must be avoided, so for example spin the other stick and move the other one up and down, or rotate on the inner side.

Unsafe fast wakeup

Input: attack or jump
Effect: interrupt knockdown in a single input

This should basically never be used as it is only a couple frames faster than safe wakeup. If the enemy is trying to set up delayed attacks & traps without pressuring your wakeup at all then it can sometimes catch them off guard. (ie. they’re probably Bal-Bados or Angelan)
Otherwise you lose the abilities granted by momentary invincibilty. If the opponent notices that you use this you will start taking massive damage on wakeup.


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Fei-Yen
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