March Climber
Member
Edit: I will try my best at notes:
- You have to win in a 3 out of 5 round format
- You start out Round 1 with only one assist
- The green assist gauge represents this at the top
- Throws and special moves activate your second and third assists.
- Game uses LMH (Light, Medium, Heavy) attack system
- 4 more buttons (QS, QD, QT, QA) which are Quick Skill, Quick Dash, Quick Throw, Quick Assemble
- Game has highjumps (down then up) and air dashes (jump, then second direction)
- Has an aerial block
- Has a 'Slam Launcher' (down and heavy attack) which will launch the opponent into the air as your character highjumps for a follow up combo
- Unique Attack (UA) button. Each direction will give a different variation of that attack (think Smash Bros directional inputs)
- Same for skills (QS) which also uses LMH buttons to activate a special variation of the skill
- Same with assists (different directional inputs while activating an assist will perform a different attack)
- These attacks use the Skill Gauge meter (bottom orange bar)
- Skill gauge bar caps at 150
- Storm has her own 'elemental bar' above her skill gauge bar
- Supers (Level 1/2 supers in other games) cost 50 Skill Gauge amount
- Ultimates (Level 3 supers in other games) cost 100 Skill Gauge amount
- Assist button (Link Attack) has it's own 4 hit combo as it calls in all 3 allies
- Medium and heavy versions of the Link Attack ends with a super/ultimate
- Can swap mid-assist attack
- Each assist uses 1 bar of Assist Gauge
- Assemble Counter (A special version of parry that uses an assist as a counterattack immediately after) costs one bar
- Assemble counter leaves you very vulnerable if it whiffs
- Can do back to back supers (and you'll swap to the new character once the assist does their super)
- Crossover (call in assists while blocking and swap to them)
- Opponent can crossover reflect (which will call in their assist to counter your own crossover)
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