Basic Mechanics

HOW MOVES LAND (Hit Range)

MORE INFO HERE

There are specific types of moves listed below, but when a move hits it is one of four different hits. High, mid, low, and special mids.

HIGH

High hitting moves are typically some of the fastest in the game. Most jabs (1, 2) are high moves. Be wary, as your opponent may duck, which is very effective against high strings.

MID

Big damage but on the slower end typically. If you are crouching, these will hit you. (More below.) Most launchers are mids, as are armor moves.

LOW

Depending on character, your lows may be very effective and have a variety of ranges, or you may be left with fewer options. Either way, lows are most comparable to chip-damage in other games. Some of the fastest lows are simply not worth while trying to block, so use these to vary your offense and open up a defensive player.

SPECIAL MID

A rare type of move that some characters posses. Hits opponents on the ground but can be blocked standing or crouching.

BLOCKING

Blocking in this game is strange. It's done for you mostly. If you stand there and do not hit a single button while facing your opponent, you will block every high and every mid hit. There is no chip-damage.

But, standing guard loses to lows, if you don't break a throw, it loses to that, and if someone sidesteps behind you, you will get hit.

We'll talk more about this in the throw section, but crouching is a way to avoid all throws! And it blocks low. Not only that, but highs are completely ducked! So what's the problem?

Mids. Mids are the problem. They do a lot of damage, even more for a launcher, and it takes time to stand and block. Even if you let go of crouch to block, you simply may not be fast enough. Odds are, you're gonna get blown up.

While back dashing, you can still block hits. Walking forward, sidestepping, and any dash or run will leave you open. But transitioning back to blocking is fast.

As we go through these, take note of them. Later, once you've decided on a character you want to learn, try and feel out how they do the following things.

TYPES OF MOVES

While using a character, do your best to identify moves based on the following descriptions of move types:

(In parenthesis are examples from the character Asuka)

ORBITING (Spinning Heel Drop - [f3])

These are moves that cover a large amount of stage space. Sort of like a sweep. Great for catching sidesteps and foolish approaches.

TRACKING (HOMING) (Back Spin Kick - [f4])

The ability for a move to rotate relative to your opponent and adjust for their axis is called tracking. The best moves that track well but don't necessarily sweep are homing moves.

LAUNCHERS (Funeral Palm - [db2])

Moves that launch the opponent into the air on hit (or in specific cases on counter hit). This is where big damage comes from. About 90% or more combos require some sort of launcher. And the damage is lovely. Usually these moves come out in 15 frames (i15 is what you'll see often) and are largely punishable.

COUNTER HITS (Heart Stopper - [b4])

Often times a move has separate properties when it beats another move of your opponent's. Sometimes this means getting a free launcher, or some other additional effect like knockback. It's beneficial to know these moves because you can better contain your opponent with prediction. (More on this in the punishment section.)

CRUSHES (Double Lift Kicks - [d3+4])

When a move counter hits specific types of moves, it's known as crushing that move type. A low crush would be something that CH's whenever your opponent throws out a low. And the opposite for a high crush.

POWER CRUSHES (ARMOR) (Exorcisor - [f1+2])

These are moves that you cannot get hit out of unless it is a low or a grab. Mids and highs get crushed but the move's damage goes through, meaning it can cause close trades. When armor is activated, the power crusher glows white momentarily. If close to death or if predictable, these moves can be a death sentence. Still a useful tool.

SCREWS (Basho's Dance - [2,1,1+2])

These moves, once referred to as tailspins in other games, can only be used twice per combo, meaning the first time in a combo you use a screw, the opponent gets set up for more damage as long as they were hit while airborne.

RAGE ART [RA] AND RAGE DRIVE [RD] (Rage Art - [df1+2]) (Rage Drive - [f,F1+2])

When you go below 20% of your max health, you enter rage mode. Your body glows red and you gain a boost in damage. Often this boost in damage is far more valuable than the moves you can do as a result. The moves for your character are listed on the splash screen as you load into a match. Often, a Rage Art is a powerful move that armors through EVERYTHING (with a few exceptions). If landed these moves do plenty of damage and are often best used as finishers for a combo. Your mileage varies, but the damage boost is always great. Remember that!

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