System
From HiguWiki
Contents |
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Combat
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Combos
- Juggle Counter
- When the juggle counter reaches five, the character gets knocked down automatically and is invulnerable to attack
- This counter resets when the character recovers from a knockdown, recovers from an attack with a Quick Recovery (see controls) or if they are not hit for two seconds
- Weaker attacks add a fraction to the juggle counter, which gets truncated when the counter reaches a whole number
- Some attacks add more than one to the juggle counter
- Explosion attacks max out the juggle counter
- When the juggle counter reaches a new whole number, the character is put into stun(if they are on the ground)
- Damage State
- The Damage State has four states: 100% 70% 50% 33%
- This means the first hit does 100% damage, the next 70% damage, then 50%, and all hits afterwards do 33%
- The state goes down once for each hit, but only after the juggle counter is greater than one
- Example: Mion's pistols add .33 to the juggle counter each hit, but every third hit adds 2
- Bullet1 Juggle:0.33 Damage:100%
- Bullet2 Juggle:0.66 Damage:100%
- Bullet3 Juggle:2.00 Damage:100% (state down)
- Bullet4 Juggle:2.33 Damage:70% (state down)
- Bullet5 Juggle:2.66 Damage:50% (state down)
- Attack1 Juggle:3.00 Damage:33%
- Example: Mion's pistols add .33 to the juggle counter each hit, but every third hit adds 2
- Some attacks cause the damage state to go up one level
- Any OTG hits are further reduced to 70% damage
- Damage from friendly fire is greatly reduced
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Misc
- Overkill - When a character loses all their health, they can continue to be hit causing the balloon to grow an extra 1-2% for each hit. They are still loosely bound by the juggle counter
- Super Armor - Super armor ignores the hitstun for one normal hit, and is refreshed when the juggle counter is changed.
- Example: Shion1 and Ssion2 vs Keiichi(Oyashiro Mode active)
- Shion1 hits Keiichi once. Super armor is active, so this hit is absorbed and Keiichi is still free to act.
- Shion1 hits Keiichi again. Since super armor was already used, Keiichi goes into hit stun. Juggle counter is at one now, and super armor is refreshed.
- Shion2 hits Keiichi with a Sommersault. Super armor is active again, so Keiichi does not get launched, and recovers from Ssion1's 2nd hit.
- Shion1 hits Keiichi with a Sommersault. Since super armor was already used, Keiichi gets launched, and juggle counter goes to three(+2 for Sommersault).
- Shion2 hits Keiichi with a Sommersault. Even though he is launched already, super armor was refreshed, and so he does not get relaunched and continues falling.
- Shion1 hits Keiichi with a Sommersault. Since Keiichi has no super armor, he gets relaunched, juggle counter goes to five, and Keiichi becomes invincible until he stands up again.
- Keiichi stands up, juggle counter gets reset, super armor active again.
- Example: Shion1 and Ssion2 vs Keiichi(Oyashiro Mode active)
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Hyper Mode
- The hyper bar size is ~170 units, and is charged up based on the type of attack used, disregarding actual damage received/dealt
- The hyper bar can still be charged from damage received/dealt from Overkills
- While active, the hypermode gauge is drained constantly, even while you are KOed or you are unable to control your character (Being Knocked down, burning, partially time frozen, etc. sole exception is Hanyuu's FCS: Time Stop). You are still under Hypermode if your character respawn or once you regain control, as long as the Hypermode gauge isn't depleted.
- Hanyuu's second weapon, Onigari no Ryuuou gives her a special attribute: Along with her new melee and ranged moves sets, Hanyuu's Hypermode duration is doubled with this weapon. Kakera mode "HP pool" is doubled as well, fitting the design of the 2 others Hypermodes. Therefore, Hanyuu's Hypermode lasts for 30 seconds for both oyashiro and friendship mode and kakera mode lasts roughly 45 seconds without being hit.
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Oyashiro Mode
- Gauge is filled by taking damage, dependent on type of attack, not damage taken.
- Original: Activates automatically / Expansion: Activates manually
- Duration: 15 seconds
- Upon activation of oyashiro-mode, your character is fully on your control and any enemy in melee range is knocked back.
- While oyashiro mode is active, you gain super armor, take 75% damage, and deal 150% damage.
- Expansion: If you activate oyashiro mode while being hit or being knocked out, the bar will be only at 1/4 (roughly 4 seconds).
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Friendship Mode
- Gauge is filled by dealing damage
- Activates manually
- Duration: 15 seconds
- While friendship mode is active, your shot and charged shot bars charge and recharge faster. If locked onto the same target as your ally, your shot and charged shot are also enhanced (FCS stays the same). Listen for the sound, or look for the four extra arrows to know when you are locked onto the same target.
- Expansion: While friendship mode is active, your character can chain quickly many normal and command attacks on the focused target. Once the focused target is struck by one of the melee attacks, your character can repeatedely melee attack the focused target with accelerated command attacks.
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Kakera Mode
(only available in the expansion)
- Gauge is filled by taking damage (slower than oyashiro mode)
- Activates automatically when your HP reaches 0 by a Direct Hit
- Duration: variable (roughly 23-24 seconds without being hit)
- Once kakera mode if activated, your character HP is at 100%.
- While kakera mode is active, you gain an enhanced super armor, take greatly diminished damage (roughly between 10-25% damage), and deal 150% damage. However, your HP bar is steadely drained during the duration of the Kakera mode.
- Once your HP reaches 0, Kakera mode is no longer active and you lose the buffs from it. However, you still live, and you will be KO only if you take a direct hit.
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Training
In Versus mode, you can turn it into a semi training mode with the following keys:
- F1 - Maxes life gauges and reduces balloons to 0%
- F2 - Turn CPU off (all CPU will stand in place)
- F3 - Turn CPU on (all CPU will resume action)
- F4 - Max all Oyashiro/Friendship bars
