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CONTROLS.md

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HOW TO PLAY

UNIVERSAL MECHANICS

  • There are three buttons for attacks which can be configured in the button config menu. These will be referred to as p k and s. They have different forms if you are standing, crouching, or in the air
  • Certain attacks can be cancelled into eachother on landed hits. Experiment to find out, eventually I'll write it down.
  • Hold the direction opposite the opponent to block.
  • Hold down to crouch
  • Hold down+back to crouch block. Some aerial attacks must be blocked while standing, some low attacks must be blocked while crouching
  • Press up to jump, press again to double jump. Adding a direction will cause you to jump in that direction
  • Double tap a direction to dash, in the air to airdash
  • Press down then immediately up to super jump
  • Press ks plus forward or back to quickly throw the opponent, which cannot be blocked. Can be done in the air against aerial attacks

CHARACTER SPECIFIC

See https://www.dustloop.com/w/Notation for info on notation

OL

A well rounded "shoto" with ranged attacks, close attacks, and strong defensive tools

  • 6k : a grab invulnerable, forward moving kick
  • 6p : a head invulnerable, uppercut punch
  • dash + s : a fast overhead launching attacks
  • j.6s : the same as above, executed from the air
  • 236p : HADOUKEN
  • 623s : A briefly invulnerable anti-air reversal
  • 63214k : A fast charge into a slice. Hold 4 to move past the opponent and hit them from behind
  • 63214[s] : Holding s allows you to charge up a powerful version of the above, which can be cancelled into any normal attack or jump on landing a hit
  • 236236s (with at least half SIMP) : An invulnerable, super powerful double slash

GL

A longer ranged fighter, with huge swings, two fireballs, and traps

  • 3k : An upper body invulnerable anti air kick
  • 6k : A slow overhead kick
  • 6s : A slower and not invulnerable but further reaching and more rewarding anti air
  • j.2s : A diving slash
  • 236p : A fireball travelling across the ground
  • 236k : A fireball that travels in an arc in the air
  • 236s : Feints a fireball
  • 63214s : A long range huge fire attack
  • j.214s : Creates a wormhole that sucks in the opponent if nearby
  • 623p (with at least half SIMP) : A big invulnerable rising "dragon punch"
  • 632146s (with at least half SIMP) : Powers up active wormholes, pulling in the opponent wherever they are

SL (in progress)

Relies heavily on summoning snails, which unlock powerful offensive damage and mixups

  • 6p : An upper body invincible anti air
  • 6k : An overhead body slam
  • 214k : Summon a snail
  • j.214k : An evasive aerial snail summon
  • 63214[s] : Enter SNAIL COMMAND STANCE

SNAIL COMMAND STANCE

  • Keep holding s to remain in stance. Press 4 and 6 to move around slowly
  • 41236p : Throw your cellphone, causes you to exit stance
  • 2p : Send a summoned snail to do a double attack
  • 2k : Send a snail to do a jumping overhead attack
  • [pk] : Will ride any snails that pass by, creating a fast moving invulnerable attack
  • [8pk] : Similar to the above, but homes in on airborne opponents with an unblockable grab