Well, after messing around a bit I enjoy the game. I’ll look forward to the full version.
Anyways, I plugged in my Namco stick to my PS2->USB converter and tried the game out. Of course I picked Saber cus she’s so awesome. <3
Using the pad config before the game started, my layout seemed to be like this:
DA
BC
But we all know that can’t be right… so I’ll just use the standard KOF format of this:
AC
BD
Now, through some playing and experimenting, here are some basics.
MOVEMENT:
Sort of like Tekken, but simpler and slightly more complicated at the same time. And, for the sake of easiness, I’ll use the Guilty Gear method of motions, mainly because the combo system is similar to GG and MB. Not to mention I can’t say D+D (down+D)… cus that’s confusing.
There are basic movements like dashing (66), backdashing (44), jumping (7, 8, or 9), and ducking (2). You can also double jump (7, 8, or 9 in the air). You can sidestep to the character’s right by double-tapping down (22), but, oddly enough, I can’t get it to side-step to the left; I get a double jump every time.
Not sure if this was universal for all characters because I didn’t touch Lancer at all, but Saber could roll with 214+D (qcb+D). Another interesting note was while I dashed, if I held up Saber would run upward (her left) until she got close enough to the training dummy… then she’d stop. If I tried to go down while running, she simply crouched. Again, weird and something I don’t quite understand.
BASIC ATTACKS/COMMANDS:
Throw: any two buttons except D.
Air throw: same as throw but in the air.
A = weak attack
B = medium attack
C = strong attack
Activate CC: any button+D (more on this later; uses one 1 bar)
Everyone seems to have command normals, though what they do is probably different from others. Command normals are done by 4+any button but D. So, Saber did a different attack than her regular, standing normals. They could be comboed into, but it depends on what move preceded it. More on this below.
COMBAT SYSTEM AND COMBOS:
Very similar to the GG system and MB system: air combos seem to be the key. Special moves are peformed with the motion plus A or B. EX moves are done by the same motion plus C (drains 1 bar). Saber has two super moves, one that drains 1 bar and another that drains 3. Seems that any move can be cancelled into a special or EX move, but I’m not sure what cancels into super since I didn’t do any supers.
Like GG, this game uses a gattling combo system, meaning you can cancel A into B and B into C. Hence, you can do a standard combo like A-B-C just fine. You can also combo standing B into crouching B or reversed.
Command normals can chain into each other as well, such as 2A-2B-2C will combo, but you cannot combo into command normals from their equal normals. Thusly, B-2B does NOT combo. However, A-2B DOES combo. Another example would be B-2C would combo (I think, didn’t test it). Command normals can also combo into regular normals. For example: 2B-C combos. Some command normals have follow ups, but it seems as if Saber only has one.
After 2B, do 6B and Saber will “uppercut” her opponent into the air. Press up after the move and she will jump after them to follow up with an air combo. This seems to be her standard launcher and can be comboed from a close A-2B-6B. Since this is like Jump Cancel from GG, we’ll call it JC for short.
All air moves can be jump cancelled by jumping right after the move hits. So, essentially you’re double jumping after an attack. Simple. So, here’s two combos.
Basic combo - A-B-2B-C-2C. Basic combo with knockdown.
Basic combo plus special/EX move. - A-B-2B-C-2C -> 236A
Launcher combo - A-2B-6B -> JC, A-B-C -> JC, j.A-B-C (j. denotes jumping; moves after are implied to be jumping as well)
Activation: By pressing any button+D, the character can do a ghetto CC. It can be done at any time… or during a combo. Yes, it will even combo, so if you do A-B-C -> activate, your character will dash forward and strike them once and then you can follow up with your ghetto CC. Basically the CC still follows the gattling rule, meaning you can only do A-B-C stuff. This sets up for damaging combos and juggles quite nicely… and will probably be the main thing to do in the game to perform big combos. Experiment with it to see how the tracking works (even tracks airborne opponents).
With that said, here’s an “advanced” combo (aka advanced as I could get with my limited play time):
B-2B-C -> activate, 2B-6B -> JC, j.A-B-C -> JC, dj.A-B-C
Decent damage.
Final note about Saber: She has two “fighting stances” involving her sword. She starts off with what appears to be a spectrel sword, which does twice as many hits as her real sword. To change to her real sword, do 236D. To change to her spectrel sword, do 236D again. I think the spectrel sword does more damage on really basic combos (because of the more hits), but, because of the damage scaling, it ends up doing less damage in the long run. Better sticking with the real sword for bigger damage.
Writing this shit was long, but I hope it gives some people an idea of wtf the game is about.