Basic Game Mechanics[edit]
Each character has 12 health points represented by yellow chunks. Each attack takes away a chunk on hit
Movement[edit]
Walking
Walking in the direction the character is facing is faster than walking the opposite directions
Jumping
Unlike walking, jumping forwards or backwards is the same speed
Crouching
The effects of dashing varies between characters, but they are usually used for movement
Offensive Mechanics[edit]
Ground Normals[edit]
Air Normals[edit]
These can be done without up if done while already in the air. Only one air normal per jump is allowed
Special Moves[edit]
The a or b buttons need to be held for specials to come out, otherwise they come out as crouching ground normals.
Throws start as a standing B ground normal, but if the opponent is close enough, the throw comes out. A forward or back throw can be chosen by holding left or right during the beginning
Command Throws[edit]
Command throws are similar to throws, but are a part of special moves, have no predefined input, and do not have forward and back versions
Canceling[edit]
You can 'cancel' a ground normal into a special move if the ground normal comes in contact with the opponent.
Defensive Mechanics[edit]
Blocking[edit]
While walking away from the opponent or crouching with a diagonal input away from them, characters can block attacks making them take no damage. Throws and command throws beat blocking. Throws and command throws do not work on an opponent who recently blocked an attack
After blocking a special move, a chunk of health starts flashing and a pulsing sound plays. If another special move is blocked again quickly the chunk of health is lost.
Throw Techs[edit]
Inputting a throw at the same time or slightly after the opponent will cause the throw to be 'teched', causing both characters to reel back and start on equal footing again.
Invulnerability[edit]
Certian special moves, mainly
give the character a white outline for a bit. During that time they cannot be hit or thrown. This white outline can also be seen while a character is getting up after being knocked down
Input Buffer[edit]
Holding any input while another move is happening will make the next input come out instantly, without needing to time it exactly.