2D Gameplay (2D Gameplay)
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Air Dash (Air Dash)
You are allowed to air dash after using your double jump.
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Air Recovery (Air Recovery)
When juggled, characters display a visible bar showing exactly when they're allowed to recover.
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Air Throw (Air Throw)
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Chain Combo (Chained Normals)
Similar to Guilty Gear's gatling combo, normals can be loosely chained upwards in strength or into special moves.
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Dash (Dash)
Type of dash/backdash varies from character to character (aerial, run, "regular" dash, etc).
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Double Jump (Double Jump)
Can't double jump after an air dash.
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Eternity Specials (Super Moves)
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Final Memory (Desperation Moves)
Each character has a super that can only be performed when their life bar is low and flashing.
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Instant Charge (Roman Cancel)
Any non-projectile attack that hits can be canceled with Instant Charge. Some moves have a frame window where they can be canceled regardless of hit, this is called Flicker Instant Charge.
Instant Charge uses the same meter as Reinforce Attacks.
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Juggling (heavy) (Juggling (heavy))
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Recoil Guard (Precision Defense)
By blocking with precise timing, you negate chip damage, blockstun, and pushback. If you use this opportunity to attack, your opponent can cancel their attack into a Recoil Guard of their own, known as "Recoil Counter."
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Reinforce Attack (EX Moves)
Performing specials with C will enhance their properties. Reinforce is independent of Super meter, using its own automatically building meter.
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