>>516271763Matches are 3 out of 5 rounds. 45 seconds per round. Resources do NOT reset between rounds at all.
Neither supers or character specific resources.
Buttons:
A (Light) – Fast attack
B (Medium) – Generally a plus on block cl.B or a special cancellable f.B with good range
C (Heavy) – Higher Armor Pierce and damage, perfect for Dire Critical starters
D (Spell) – Unique for each character.
5A is fast and for frame advantage.
2A is usually a fast low you can combo after. Mid for some characters.
6A is the universal anti-air button.
j.A is a fast air to air.
B is a proximity close/far button with cl.B being good for pressure and f.B being good for poking.
2B is a longer ranged low attack.
j.B is often a crossup.
5C is a big damage attack, great for critical hits into Dire Critical specific combos. Universally unsafe on
guard.
2C is a sweep.
j.C is usually the go-to jump-in for more damage with a better air to ground hitbox.
D moves typically use up Spell meter, but offer something different for each character.
j.D is typically your air knockdown move, but this varies from character to character.
214/236/22AB = Magic Blast (Level 1 Super)
214BC = Enchant Charm (Level 2 Super)
236BC = Last Sorcery (Level 3 Super)
DP (and invincible supers) are typically Dire Critical state on block/recovery, so more stun and damage.
Critical Hit = Counter Hit state. If an attack is interrupted by the opponent doing a faster one, this state is
incurred. No extra hitstun provided, but the same combo you were going to do will now inflict more
damage and more stun than usual. In other words, Critical Hit does double damage. The rest of the strikes
in the combo are unaffected. Worth noting that special and super moves that don’t knock down will SKD
on critical hit. Special and super moves that soft knockdown on normal hit will cause a hard knockdown
on Critical Hit.
Dire Critical = Enhanced Counter Hit state. If specific moves like invincible reversals or command (cont.)