Features include:
by Christopher Harmason
throws can be interrupted once started at the cost of meter to attack opponents
(can require a dash forward when doing so for some characters)
where the damage done to opponents drains meter when using
(think of it as throw initiating a custom combo, grabbing opponent to follow with
an attack)
super jumps enabled
down down + attack button = low jump attacks, same
as jump attacks with different height
parries are IN along with alpha counter variance,counter hit dashing
for followups(must LAND a counter hit to use)
dashing is in
EX moves with damage of level 1 style supers is available
addidtional control modes/options:
control mode s5->4 attack buttons and 1 special/super button
with one button alpha counters/parries and alt parries with toward and away
forward and S
away and s
down and s
down forward and s
down away and s
tap for weak, hold longer for strong/hard
hit s second time for ex
ex are like lvl 1 super
ex vs super
control mode s6->5 buttons and 1 super button/attack button(fierce)
forward and S
away and s
down and s
down forward and s
down away and s
note: direction in neutral the special/fierce button results in normal attack, and input direction must be held for 3/5 of a second for special to activate
tap for weak, hold longer for strong/hard
hit s second time for ex
ex are like lvl 1 super
ex vs super
control mode sClassic
s= any 2 attack buttons of same type(punch/kick)
forward and S
away and s
down and s
down forward and s
down away and s
tap for weak, hold longer for strong/hard
hit s second time for ex
ex are like lvl 1 super
ex vs super