Take note that as a character regains his blinking red bar out of the arena but tags back into battle in any way, any remaining red bar is removed and the last point of recovered green bar marks his current max life. This end of the red bar indicates the maximum amount of life that can be recovered, but it's not possible to regain all lost life due to such red gauges. Now these red bars are "temporary damage" and can be recovered once the character tags out of the arena. As the fight ensues and the fighters in the arena take damage, these green bars diminish, eventually replaced by red bars in the end. These gauges all begin as green life bars over a 9-segment meter, marked for each fighter. In each match, all combatants have an full equal length of Vitality Gauges. Manual commands and blocking, faster game speed Manual commands and blocking, normal game speed NOTE : A player can choose from NORMAL, TURBO or AUTO modes. This move calls forth your partner and unleash a massive assault of your own Hyper Combos on your opponent for massive damage! Experiment and discover the best team-ups that best suits your gameplay. NOTE : Attacks in black blocks are the Hyper Combos used for Cross-Over Combinations. NOTE : This Special Battle Technique requires 2 Hyper Combo blocks. + Fierce + Roundhouse (with both characters alive) Similar to SFA's Alpha Counters, this maneuver allows you to safely switch while blocking, allowing your other partner to tag into battle with a surprise attack! NOTE : This Special Battle Technique requires 1 Hyper Combo block. While blocking, + Fierce + Roundhouse (with both characters alive) Non-fighting partners slowly regain health. A tagging partner comes in with a sudden attack and briefly poses into total vulnerability. This move switches between partners in battle, if both are still alive that is. Input the command while blocking or you'll end up taking full damage from the attack!įierce + Roundhouse (with both characters alive) While blocking, push When gradually damaged by a multi-hit attack while blocking, you can push away the opponent for more breathing space and reduce block damage taken. When hit by a mighty blow to the ground or in the air, this maneuver allows you to safely recover from falling to the ground, or roll towards or away from the enemy for a quick retaliation or gain some breathing space! You can travel farther in the air to the left or right, and perform attacks as well. This takes you higher than a regular jump. Certain attacks like throws are unblockable, however. When dodging is impossible, you should block any attack that inflicts lots of damage. When you block against an opponent's attack, damage is done to the mimimum. Hold against standing and jumping attacks This maneuver lands you on your feet and sharply reduces the amount of damage from the throw for a TECH-HIT. Hold down the buttons the moment of being thrown by the opponent, in the ground or air. When thrown, do the same command for a throw Each character have their own throwing styles, and all can throw opponents on the ground or on the air. Use this technique near an opponent to slam them to the ground with significant damage. Push the Directional Control twice in a direction to dash in that direction. NOTE : Assume that all moves are done for a character facing right.
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