Rage of The Dragons/System: Difference between revisions

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==System==
===Mechanics Video===
<youtube>https://youtu.be/aCm-DLKnEVg</youtube>
Below are the core mechanics of the game, they're briefly explained here. If you need more of a usage guide, refer to the video above.<br>


===Gameplay Mechanics===
: These are the gameplay mechanics in ROTD explained briefly.
::*'''Spot Dodge/Roll''': A+B, allows you to dodge for a few frames or roll backwards or forwards. Generally used to avoid attacks, fireballs, etc. Both can be thrown out of.<br>
::*'''Tag-In''': B+C, Requires an alive partner to do this and your partner's tag meter to say "CHANGE OK". If your partner's tag meter isn't full, you cannot tag in your parter. Tag-ins are always followed up with an attack that can be comboed off of but can be canceled with a roll or a spot dodge. <br>
::*'''Fist Impact''': C+D, sends the opponent spinning in the air and a button combination appears above the meter bar. You can tap up before attacking to perform an air version with a different button combination but builds more meter. Most wall-based combos use first impact.
::*'''Guard Cancel''': C+D on block, uses 1 meter. Can kill if the opponent's health is low enough. Can also cause a wall hit, which can lead to combos.
::*'''Duplex Attack''': 236B+C, uses 1 meter.. can be followed up again with 236B+C when the opponent is in the air for extra damage at the cost of an additional meter. Unique partners have unique duplex attacks, some can be combined off of like Sonia & Jimmy.
::*'''Surrender''': Hold ABCD, don't hold any directions. Surrender your current character's life to your partner. Increases the surviving partner's meter to 5 instead of 3.


====Breakable Walls====
===Throws/Grabs===
Breakable walls are a good tool to extend your combos. Any knockdown near the wall will make the opponent bounce off the wall, allowing you to extend your combo.
:To do a throw, you will have to press [[File:B.png]] + [[File:Snkc.gif]] or [[File:F.png]] + [[File:Snkc.gif]]. The direction you choose is the way you throw the opponent. Throws can be broken by simply pressing [[File:Snkc.gif]] during the throw animation.<br>
<br>


Walls are exclusive to stages. These stages do not have any breakable walls.
:*Rade/Annie's Stage
:*Kang/Jones' Stage
<br>


===Health===
===Running & Backdashing===
:''Running'' - To do a run, tap and hold forward twice ( [[File:F.png]] [[File:F.png]] ). Let go to stop running. Every character has a run.<br>
:''Back dashing'' - To do a back dash, tap back twice ( [[File:B.png]] [[File:B.png]] ). Back dashes are invincible to all attacks.<br>


::{| class="wikitable" border="1" style="margin-left: 0px;"
!style="font-size: 85%"|Health Total
!Characters
|-
|style="text-align:center"|240
|Johann (Boss)
|-
|style="text-align:center"|200
|Abubo
|-
|style="text-align:center"|190
|Radel, Jones, Oni, Kang
|-
|style="text-align:center"|180
|Billy, Lynn, Cassandra, Pepe, Sonia, Jimmy
|-
|style="text-align:center"|170
|Annie
|-
|style="text-align:center"|160
|Alice, Pupa
|-
|}
<br>


====Recoverable Health====
===Spot Dodges===
Recoverable health is determined by a red bar behind your remaining health.  
:Spot dodges can be done by pressing [[File:Snka.gif]]+[[File:Snkb.gif]]. Spot dodges dodge physical attacks, projectiles, etc. But, spot dodges can be thrown out of. You can still break a throw if you're thrown out of a spot dodge. <br>
:You can regenerate health by:
 
::*Tagging in your partner regens your other partner's health. Tagging them back in causes them to lose their red health. This loss also applies to duplex.
 
::*Surrendering refills your partner's health depending on how much health your current character has. The more health your character has, the more you give to your partner on a surrender.
===Rolling===
::*Elias' Maximum Delierum or Hell or Heaven moves refill 5-10% of his total health on hit.
:To roll, press [[File:f.png]][[File:Snka.gif]][[File:Snkb.gif]] or [[File:b.png]][[File:Snka.gif]][[File:Snkb.gif]]. The direction you choose determines the direction you roll. Rolls are another evasive move, but unlike spot dodges, they cannot avoid hits. Rolls shrink your hitbox, allowing you to move under some attacks like projectiles. You can get hit and thrown out of a roll.<br>
<br>
 
 
===Tag-In===
:To tag in your partner, press [[File:Snkb.gif]]+[[File:Snkc.gif]] in neutral. They must be alive and the "CHANGE OK" bar below their health must be full to tag in. All characters do attacks on tag in which can be canceled with a roll or spot dodge.<br>
 
 
===Duplex Attack===
:To perform a duplex attack input 236[[File:Snkb.gif]]+[[File:Snkc.gif]], you must have at least one bar of super meter, your partner must be alive and the "CHANGE OK" bar must be full. Duplex attacks are super tag-in attacks that deal much more damage. You can follow up for another bar of super meter by doing 236[[File:Snkb.gif]]+[[File:Snkc.gif]] again. Each character team (teams are the characters who appear next to each other in the character select, example: Billy & Lynn) has their own unique duplex.
 
 
===Impacts===
:Impacts are done by pressing [[File:Snkc.gif]]+[[File:Snkd.gif]]. Upon doing an impact, your character's attack will have a faint shadow around them and if the impact hits, you will see a combination of buttons above the super meter. Each character has a unique impact combo and the impact combo can be changed by tapping [[File:u.png]] after landing the impact. There's two types of impact combos: Air Impacts and Ground impacts. Ground impacts build less meter but can combo into special / supers easier. Air impacts build much more meter but struggle to combo into most special / supers.<br>
 
 
===Guard Cancels===
:Guard cancels are done by pressing [[File:Snkc.gif]]+[[File:Snkd.gif]] on block. You must have at least one super meter to perform a guard cancel. Guard cancels interrupt the opponent's attacks and send them flying away from you.<br>
 
 
===Surrender===
:To surrender, hold [[File:Snka.gif]]+[[File:Snkb.gif]]+[[File:Snkc.gif]]+[[File:Snkd.gif]] while in neutral to surrender your current character's health to your partner and give you a maximum of 5 super meter instead of 3. Your partner must be alive to surrender.<br>
 
 
===Stage Walls===
:Stage walls are found on every stage except for Radel/Annie's stage and Jones'/Kang's stage. Walls allow you to extend your combos with wall hits (usually seen as (WH)). Wall hits are done by doing any knock-down move near a wall. This includes throws, guard cancels, sweeps, etc. When the opponent hits the wall, they'll bounce off the wall and give you time to do another attack. Walls can only be used once and will break if hit again, extending the stage.<br>
 


===Stun===
===Stun===
Stun determines if you can continue a combo on knockdown or not. When stunned, your combo counter will continue. Some characters can stun you in one combo, most need resets to stun. You can shake out of stun by moving your movement controls back and forth. Stun recovers automatically as long as you don't get hit.
:Stun is an invisible meter that each character has, after a certain amount of hits taken. A character be put into a unique stun animation, allowing the combo to continue. Stun lasts for 3 seconds.<br>
 


::{| class="wikitable" border="1"
===Guard Break===
!style="font-size: 85%"|Stun Total
:Guard breaks happen when your invisible guard meter hits 0. When a guard break occurs, a shattering animation will play, leaving you open for attack. <br>
!Characters
|-
|style="text-align:center"|999
|Johann (Boss)
|-
|style="text-align:center"|110
|Abubo
|-
|style="text-align:center"|100
|Billy, Lynn, Radel, Annie, Cassandra, Oni, Pupa, Elias
|-
|style="text-align:center"|90
|Pepe, Sonia, Jimmy
|-
|style="text-align:center"|80
|Alice, Jones, Kang
|-
|}
<br>


===Guard===
It is rare for a guard break to occur and even rarer to actually capitalize off of a guard break. Guard breaks usually happen mid-pressure but never happen since guard cancels exsist.


::'''Guard'''
::{| class="wikitable" border="1"
!style="font-size: 85%"|Guard Total
!Characters
|-
|style="text-align:center"|999
|Johann (Boss)
|-
|style="text-align:center"|130
|Abubo
|-
|style="text-align:center"|120
|Kang
|-
|style="text-align:center"|110
|Jones, Radel
|-
|style="text-align:center"|100
|Elias, Jimmy, Cassandra, Pepe, Oni
|-
|style="text-align:center"|90
|Sonia, Billy, Lynn, Annie
|-
|style="text-align:center"|80
|Alice, Pupa
|-
|}
<br>
====Guard Breaking Moves====
Somes moves instantly break guard. Here are some examples.
:*Jones' 236C.
:*Oni's 236-236D fully held charge.


::If you're looking for more info, check out the [[Rage_of_The_Dragons/In-Depth_System|In-Depth System Guide]]


[[Category:Rage of the Dragons]]
[[Category:Rage of the Dragons]]
{{Rage Of The Dragons}}
{{Rage Of The Dragons}}

Latest revision as of 20:32, 8 March 2022

Mechanics Video

Below are the core mechanics of the game, they're briefly explained here. If you need more of a usage guide, refer to the video above.


Throws/Grabs

To do a throw, you will have to press B.png + Snkc.gif or F.png + Snkc.gif. The direction you choose is the way you throw the opponent. Throws can be broken by simply pressing Snkc.gif during the throw animation.


Running & Backdashing

Running - To do a run, tap and hold forward twice ( F.png F.png ). Let go to stop running. Every character has a run.
Back dashing - To do a back dash, tap back twice ( B.png B.png ). Back dashes are invincible to all attacks.


Spot Dodges

Spot dodges can be done by pressing Snka.gif+Snkb.gif. Spot dodges dodge physical attacks, projectiles, etc. But, spot dodges can be thrown out of. You can still break a throw if you're thrown out of a spot dodge.


Rolling

To roll, press F.pngSnka.gifSnkb.gif or B.pngSnka.gifSnkb.gif. The direction you choose determines the direction you roll. Rolls are another evasive move, but unlike spot dodges, they cannot avoid hits. Rolls shrink your hitbox, allowing you to move under some attacks like projectiles. You can get hit and thrown out of a roll.


Tag-In

To tag in your partner, press Snkb.gif+Snkc.gif in neutral. They must be alive and the "CHANGE OK" bar below their health must be full to tag in. All characters do attacks on tag in which can be canceled with a roll or spot dodge.


Duplex Attack

To perform a duplex attack input 236Snkb.gif+Snkc.gif, you must have at least one bar of super meter, your partner must be alive and the "CHANGE OK" bar must be full. Duplex attacks are super tag-in attacks that deal much more damage. You can follow up for another bar of super meter by doing 236Snkb.gif+Snkc.gif again. Each character team (teams are the characters who appear next to each other in the character select, example: Billy & Lynn) has their own unique duplex.


Impacts

Impacts are done by pressing Snkc.gif+Snkd.gif. Upon doing an impact, your character's attack will have a faint shadow around them and if the impact hits, you will see a combination of buttons above the super meter. Each character has a unique impact combo and the impact combo can be changed by tapping U.png after landing the impact. There's two types of impact combos: Air Impacts and Ground impacts. Ground impacts build less meter but can combo into special / supers easier. Air impacts build much more meter but struggle to combo into most special / supers.


Guard Cancels

Guard cancels are done by pressing Snkc.gif+Snkd.gif on block. You must have at least one super meter to perform a guard cancel. Guard cancels interrupt the opponent's attacks and send them flying away from you.


Surrender

To surrender, hold Snka.gif+Snkb.gif+Snkc.gif+Snkd.gif while in neutral to surrender your current character's health to your partner and give you a maximum of 5 super meter instead of 3. Your partner must be alive to surrender.


Stage Walls

Stage walls are found on every stage except for Radel/Annie's stage and Jones'/Kang's stage. Walls allow you to extend your combos with wall hits (usually seen as (WH)). Wall hits are done by doing any knock-down move near a wall. This includes throws, guard cancels, sweeps, etc. When the opponent hits the wall, they'll bounce off the wall and give you time to do another attack. Walls can only be used once and will break if hit again, extending the stage.


Stun

Stun is an invisible meter that each character has, after a certain amount of hits taken. A character be put into a unique stun animation, allowing the combo to continue. Stun lasts for 3 seconds.


Guard Break

Guard breaks happen when your invisible guard meter hits 0. When a guard break occurs, a shattering animation will play, leaving you open for attack.


If you're looking for more info, check out the In-Depth System Guide

ROTD Navigation

General
Controls and Notation
HUD
System
In-Depth System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Unplayable Characters
Johann