PSAS System Mechanics Thread

I’ll be updating this thread to reflect understandings of the system mechanics. If there’s anything you’d like me to add or change, let me know.

Control Scheme

WIP

Supers

The only way to kill an opponent is by hitting it with a super. Supers cannot be blocked or countered, although they can be dodged with the dodge button or escaped with invincible attacks.

When you activate super, you’ll automatically use the maximum super level available to you at the time; you can’t choose which level to use. So if you have a level 2 super available, activating super will only produce one level 2 rather than two level 1s.

Each character has to build a certain amount of AP to reach each level of super.

–Big Daddy
-----Lv1: 100
-----Lv2: 225 (325)
-----Lv3: 425 (750)

–Cole
-----Lv1: 125
-----Lv2: 275 (400)
-----Lv3: 275 (675)

–Dante
-----Lv1: 150
-----Lv2: 250 (400)
-----Lv3: 350 (750)

–Evil Cole
-----Lv1: 125
-----Lv2: 200 (325)
-----Lv3: 425 (750)

–Fat Princess
-----Lv1: 150
-----Lv2: 250 (400)
-----Lv3: 275 (675)

–Heihachi
-----Lv1: 100
-----Lv2: 300 (400)
-----Lv3: 200 (600)

–Jak
-----Lv1: 150
-----Lv2: 175 (325)
-----Lv3: 425 (750)

–Kratos
-----Lv1: 150
-----Lv2: 250 (400)
-----Lv3: 350 (750)

–Nariko
-----Lv1: 150
-----Lv2: 200 (350)
-----Lv3: 400 (750)

–Nathan Drake
-----Lv1: 150
-----Lv2: 250 (400)
-----Lv3: 350 (750)

–PaRappa
-----Lv1: 125
-----Lv2: 275 (400)
-----Lv3: 200 (600)

–Radec
-----Lv1: 125
-----Lv2: 200 (325)
-----Lv3: 425 (750)

–Raiden
-----Lv1: 150
-----Lv2: 250 (400)
-----Lv3: 350 (750)

–Ratchet
-----Lv1: 150
-----Lv2: 250 (400)
-----Lv3: 350 (750)

–Sackboy
-----Lv1: 100
-----Lv2: 225 (325)
-----Lv3: 250 (575)

–Sir Daniel
-----Lv1: 125
-----Lv2: 225 (350)
-----Lv3: 325 (675)

–Sly Cooper
-----Lv1: 150
-----Lv2: 175 (325)
-----Lv3: 350 (675)

–Spike
-----Lv1: 125
-----Lv2: 200 (325)
-----Lv3: 275 (600)

–Sweet Tooth
-----Lv1: 100
-----Lv2: 300 (400)
-----Lv3: 350 (750)

–Toro
-----Lv1: 150
-----Lv2: 175 (325)
-----Lv3: 275 (600)

Throw System

Throws remove AP from the opponent in the form of AP balls that can be recovered by anyone. The amount of AP removed is a set percentage of the total AP held by the character getting thrown when the throw begins. Characters vary in how much AP they lose when getting thrown.

Rounding is not considered when calculating AP lost when thrown. If a character takes a 12.5% AP loss when thrown and has 350 AP when the throw starts, it’ll lose an even 43 AP even though 12.5% of 350 is 43.75.

–By character
-----Big Daddy: 15%
-----Cole: 12.5%
-----Dante: 15%
-----Evil Cole: 15%
-----Fat Princess: 12.5%
-----Heihachi: 10%
-----Jak: 15%
-----Kratos: 15%
-----Nariko: 15%
-----Nathan Drake: 15%
-----PaRappa: 10%
-----Radec: 15%
-----Raiden: 15%
-----Ratchet: 15%
-----Sackboy: 10%
-----Sir Daniel: 12.5%
-----Sly Cooper: 12.5%
-----Spike: 10%
-----Sweet Tooth: 15%
-----Toro: 10%

–By class
-----10%: Heihachi, PaRappa, Sackboy, Spike, Toro
-----12.5%:Cole, Fat Princess, Sir Daniel, Sly Cooper
-----15%: Big Daddy, Dante, Evil Cole, Jak, Kratos, Nariko, Nathan Drake, Radec, Raiden, Ratchet, Sweet Tooth

This is a work in progress!

I should have done this before, but I’m gonna reserve this spot in case I need it up here in the future.

Damn Sackboy lol… Any info on how exactly the AP bursts work?

I’ve only had the game for a day but I would say that the AP cost for many supers do not appear to coordinate with the efficacy of said super. Sackboy level 3 (and 2>>), Sly level 3, and Big Daddy lv2 all spring to mind.
I guess Sackboy was given smaller AP requirements and drop off because as a zoner he should be comboing less and not receiving them in bursts the way others do, but from what I am hearing he still builds too fast.

Did we want to add Roll Data and stuff? I know Seth and Clockw0rk stated 16 frames on invincibility on rolls. Air Dodge they couldn’t get an exact number for sure but they mentioned 12 frames. I might be buying the guide tonight and that hopefully provide us with more insight.

Speaking of rolls the invincibility is universal but the recovery time is not (compare Fat Princess roll with Sackboy’s). Any chance people can calculate roll recovery across the cast

I have a question. The moves that causes your opponent to sit down like Nariko’s j.u3 or n3, does the opponent have the option to roll?

Not until they recover from the stagger. You should get a guaranteed combo in that situation.

So I got the guide book hoping there was frame data but of course there wasn’t. There’s a list of their official names for status effects and stuff. Not sure if its right to just copy it from the book. What say you guys?

I got the guide too, it’s helpful in a couple of ways but mostly not that great. Shoutouts to Brady still insisting on not using alphabetical order for characters too heh.

We share stuff all the time. I say go for it. As long as mods don’t care. I still want to buy it for the art anyways.

Please tell that I am bugging but if you double tap forward, you short dash stutter. I think you run faster this way compared to holding forward to run. I just tried this with Nariko.

Hit Reactions

Butt-Drop Stagger: Opponent is forced to fall on their butt.
Example: Drake f.1

Crumple: Opponents drop to their knees before entering a knockdown state.
Example: Kratos (hold) d.3
Notes:Three crumple types; forward, spin, left, spin right

Eject Tornado: Sends the opponent spinning away from attacker at a 45-degree angle.
Example: Sweet Tooth f.2
Notes: May result in wallbounce if opponent is ejected close to a wall.

Eject Spiral: Sends the opponent away from the attacker, pinwheeling through the air.
Example: Raiden 1,1,1,1
Notes: Shallower angle and slower speed than eject tornado.

Eject Roll: Opponent rolls along the ground at high speed.
Example: Sly Cooper f.2
Notes: Opponent is invincible during roll animation.

Full Launch: Opponent knocked straight up into the air
Example: Kratos u.1
Notes: Opponent peaks at just under double jump height.

Guard Break: Blocking opponent is forced to stagger backward, opening them up to attacks.
Example: Kratos (hold) d.3

~Hitstun: The brief moment of recoil when an opponent is hit by a normal attack.
Example: The brief moment of recoil when an opponent is hit by a normal attack.

Kneel Stagger: Opponent is forced to drop to one knee
Example: Fat Princess 1

Knockdown: Opponent is forced to lile flat on the ground for several moments.
Example: Kratos j.d.1

~Launch: Any hit that sends an opponent into the air.
Notes: Four types: mini-launch bounce, mini-launch sweep, mini-launch lift, and full launch.

Mini-Launch Bounce: Opponent is lifted into the air, peaking at full character height.
Example: Nariko d.1

Mini-Launch Sweep: Opponent is swept of their feet and slowly descends.
Example: Drake d.1

~Stagger: A Prolonged hit stun.
Notes: Two types: butt-drop stagger, knee stagger.

Twitch: Attack does not force opponent into hitstun
Example: Kratos f.3
Notes: AP is still generated on hit, but foe is free to act at a marginally slower rate than normal.

Wallbounce: Opponent is forced to bounce off a wall.

Status Effects
Confusion: Opponent’s controls are reversed or jumbled
Example: Murder of Crows Item
Notes: Opponent’s controls are reversed or jumbled.

Float: Character is forced to float upward.
Example: Jak u.3; Time Station level
Notes:Can be controlled or uncontrolled, depending on source of effect.

Freeze: Opponent is frozen in place for a brief moment.
Example: Cole f.3
Notes: Effect caused by Freeze Missile item behaves differently.

Poison: Character slowly loses AP over time.
Example: Satan’s acid spray in Time Station

Shock: Character is held in place briefly, just above ground.
Example: Big Daddy f.3
Notes: Opponent enters air recovery after shock effect wears off.

Slow: Movement speed is decreased.
Example: Movement speed is decreased.
Notes: Drake f.3

Stun: Character locked into a dizzy animation while standing.
Example: Respawning after falling off a level
Notes: Players can mash buttons to reduce stun time.

Super Time-Out: Supers are temporarily disabled.
Example: Hedgehog Grenade item; any Level 3 active time
Notes: Indicated by red glow on character, and Super Level is replaced with a “X”.

Status Effects
Confusion: Opponent’s controls are reversed or jumbled
Example: Murder of Crows Item
Notes: Opponent’s controls are reversed or jumbled.

Float: Character is forced to float upward.
Example: Jak u.3; Time Station level
Notes:Can be controlled or uncontrolled, depending on source of effect.

Freeze: Opponent is frozen in place for a brief moment.
Example: Cole f.3
Notes: Effect caused by Freeze Missile item behaves differently.

Poison: Character slowly loses AP over time.
Example: Satan’s acid spray in Time Station

Shock: Character is held in place briefly, just above ground.
Example: Big Daddy f.3
Notes: Opponent enters air recovery after shock effect wears off.

Slow: Movement speed is decreased.
Example: Movement speed is decreased.
Notes: Drake f.3

Stun: Character locked into a dizzy animation while standing.
Example: Respawning after falling off a level
Notes: Players can mash buttons to reduce stun time.

Super Time-Out: Supers are temporarily disabled.
Example: Hedgehog Grenade item; any Level 3 active time
Notes: Indicated by red glow on character, and Super Level is replaced with a “X”.

Slow doesn’t allow jumping or double jumping (if they’re already in the air).

Seems that if you block moves on the last possible frame, the AP gain is the on-hit amount, not the on-block amount. Can’t find any other changes (block stun etc.)

One other little note, if you press right+attack, but are facing left, it will attack to the left. You have to hold right for 5F (e.g. right for F0-4,right+attack) to attack right. Likely the number of frames to turn around.

wtf so if you do a justblock you’ll get penalized? If anything you should be rewarded for perfect blocking…

For the turn around thing If I remember right when I was messing with it, you can actually start holding the opposite direction while you are in the air and you will turn around so that when you cross someone up on landing you can still hit a neutral attack in the correct direction

From the Heihachi thread

P1jab on FN
P2 jump on F7,
1-5 hits grounded opponent
6-21 hits airborne opponent
22-28 whiffs
29-39 hits airborne opponent
40 - hits grounded opponent

P1 jab on FN
P2 jump on F7, guard on F8,
1-5 hits grounded opponent
6-10 hits airborne opponent
11-37 guarded/whiffs
38-39 hits airborne opponent
40 onwards - hits grounded opponent.

Backward evade
F1-2 guard
F3-18 invincible
F19-36 vulnerable
F37 onwards - can guard

Forwards evade
F1-2 guard
F3-18 invincible
F19-36 -vulnerable
F37 onwards - can guard

Done using square (standing jab) to interrogate frames of the forwards and backwards rolls. Assumes that jab only has one active frame, which I can’t actually confirm yet.

Edit - sod, jab has two active frames. Would likely mean that you get one extra frame of invincibility on evades (3-19).

I was playing the other day and I noticed that some characters have unlisted (not there is a list) movement options. So far I have 3 I discovered.

Cole and Evil Cole can cling to walls and while clinging they can shoot lightning. I think you hold x while jumping towards a walk and press any attack button to shoot. Can aim as well.

Sly has a super jump. If you press or hold down then up and x he will jump way up there.

Many charters also have floats like the Coles, Ratchet and Sly.

Anyone else discovered some more of these???