Virtual-On Oratorio Tangram/Controls/Projectile Attacks

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

Projectile Attacks

Projectile combat is the bread and butter of Virtual-On. Characters have a ton of attacks to choose from for different purposes.

  • Left and Right Turbo attacks and crouching dash attacks were added in VOOT.
  • Keep in mind that attack variants corresponding to each weapon can be entirely different types of attacks.

Weapon gauges & reloading

There are three weapon gauges. They represent your ammunition / energy reserve and constantly refill. They are visible on the middle of the screen on top of the player character while firing and reloading.

  • From left to right the gauges correspond to Left Weapon (LW), Center Weapon (CW) and Right Weapon (RW).
  • Projectile attacks require a certain amount of gauge to fire and consume a certain amount on being used (these are often not the same).
  • Weapon gauges refill quite quickly. If you are using all three weapon groups you can often keep attacking without any breaks.

Neutral projectile attacks

Standing & walking attacks

Standing attack input: Weapon
Walking attack input: Movement direction + Weapon

Fire a basic projectile attack. Walking attacks fire the same projectile but recovery and cancel ability can differ.

Crouching attacks

Input-Pad: Crouch + Weapon
Input-TS: 6-4 + Weapon

Fire a projectile attack from a crouching state. Crouching projectiles usually have higher ‘projectile priority’ and can aim higher to the air.

Sliding attacks (crouch attacks while moving)

Input-Pad: Walk -> Crouch (hold) -> Weapon
Input-TS: Walk -> Crouch (hold) -> Weapon
TS example: 6-6 -> 6-4 (hold) (this maintains the walk) -> Weapon

Sliding attacks fire the same projectile as crouching.

  • Walking and sliding attacks lose cancel-ability of neutral attacks. You are forced to wait through recovery animations.

Left Turbo attacks

While in a standing state..
Input: (crouch+) Left Turbo + Weapon
Left turbo projectiles can be fired in melee range.

Often one of the following:

  • A weaker but faster, more cancellable attack
  • Some kind of utility move
  • V-Armor stripping move

Right Turbo attacks

While in a standing state..
Input: (crouch+) Right Turbo + Weapon

Powerful attacks, dealing more damage and consuming more gauge. These also tend to have both slower startup and a long recovery animation. Right Turbo attacks are generally not cancellable into anything else.

Dash attacks

One of the defining mechanics of Virtual-On. Perform a unique attack matching your current dash direction.

Ground dash attack

Performs a different attack depending on dash direction.
Input: LW, RW or CW during a ground dash

Crouching ground dash attack

Attack depends on dash direction.
Input: crouch + LW, RW or CW during a ground dash

Air dash attack

Attack depends on dash direction.
Input: LW, RW or CW during an air dash

Dash attacks are not cancellable. Your movement direction gets locked from input to the end of the attacks recovery.
This locked movement and recovery is a moment of weakness where you can be punished.

Forward and forwards diagonal dash attacks are usually of an aggressive, fast type with high damage. Other directions have more unique properties.
Backwards and backwards diagonal directions are rarely used but there are strong exceptions.

VOOT added crouching and air dash attacks, tripling the amount of available dash attacks. Since you can switch dash directions repeatedly with Watari Dash / Vertical Turn you can access any of these 8 directional attacks at will by switching directions right before firing.

In the initial phase after inputting the attack your VR will turn to face the target. Dash attacks will have a tiny amount less startup if your final dash direction was rotated towards your target. This can usually be ignored.

Jumping projectile attacks

Jumping attacks

Input a weapon at any point during the rise of a jump.

The attack will come out at the apex of your current jump. You can move and rotate during the whole jump and attack animation. If you change your mind and dont wan’t to use the attack it can be cancelled by performing a jump cancel. You cannot air dash while a jumping attack is buffered.

Jumping turbo attacks

Input turbo + weapon at any point during the rise of a jump.

These follow the same rules as normal jumping attacks. Unlike grounded turbo attacks, jumping turbo attacks can be performed while moving and rotating at the same time. The air dash input looks to be in the way: to get around it first input a normal jumping attack, then a turbo attack. The latest input will take priority. For example holding movement direction the whole time -> jump -> RW (buffer) -> RTLW = jumping RTLW comes out while constantly moving.

Half-cancellation of Center Weapon attacks

A variety of Center Weapon attacks can be ‘half-cancelled’. This means only firing ‘half’ of the attack, matching to the left or right side.

Input: Begin Center Weapon input (LW+RW), then keep holding either LW or RW while releasing the other quickly. Timing is attack specific.

A simple example is half-cancelling Raidens CW laser. You can choose to fire only the left or right laser to consume less CW gauge.

  • Usual benefit of half-cancel: reduced gauge consumption
  • Usual cost of half-cancel: smaller hit area, less potential damage

More info in Advanced Techniques / Half Cancels

Neutral attack cancel routes

Neutral attacks can often be interrupted/‘cancelled’ into another action, like walking, jumping, dashing or a different attack.
Walking and sliding attacks lose any movement cancel ability and may only be chained into another attack. This is why you see many moves used only when stationary.
The cancel can apply to the end of attack recovery or a larger part of the animation. Cancel routes are entirely attack and character dependant.

Possible cancels to look out for:

  • Cancel into another attack (may reduce gauge consumption)
  • Walk cancel
  • Jump cancel
  • Dash cancel
  • Rotation cancel
  • Generally speaking right turbo attacks are not cancellable, while left turbo attacks are more cancellable than normal.
  • For crouching attacks, if walk or rotation cancels exist they usually take place around the end of the recovery animation.
  • Most crouching left turbo attacks are jump cancellable at any point of the animation. This has some special use for mobility and armor or as a cancel route from another weapon. They may also have increased dash cancel ability.


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