Asura Buster: Eternal Warriors/System
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This replaces grab, a quick attack that stuns blocking opponents done with 22C input.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back
To use guard canceling you input a special or super move while you are blocking and before your opponent's attack ends in order to stop their offense or punish them.
It is one of the most important mechanics in the game and it is important that players know how and when to use it.
activated with 22ABC, each character has their own unique Boost, which makes them stronger by giving them unique properties.
The effectiveness of these Boost Modes vary by character.
boost mode gradually depletes meter and ends when it reaches zero. characters with unusable parts of their meter thus have way shorter boost durations
EX Special Moves
All characters can perform an EX move for one bar of meter by pressing 2 buttons.
EX attacks vary wildly from their original attacks
some are even an entirely new move
Your character will flash during the EX move
on hit, Causes a big wall bounce and puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.
Press 6 (forward) when in blockstun to push the opponent away, interrupt their current action and give you some breathing room. This only works if both characters are grounded.
Once per match, press ABC immediately when you're KO'ed. This will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar.
If you get hit or don't win in 10 seconds, you lose the round. If you win, then you steal the round and win instead of them.
This adds a lot of depth to the game. Timeouts will not allow you to activate Last Stand, so if one player has a life-lead, they may choose to timeout instead of being aggressive, as they may not want to take a chance by KO'ing their opponent only for them to make a comeback in Last Stand. this dynamic makes both players constantly shift from caution to aggression depending on who can use this mechanic as a trump card. if you have decent enough mixups you can force your opponent who has the lifelead to play like they are 1 hit away from death
Additionally, players may want to Last Stand after a narrow loss in Round 1, or conserve it as a Hail Mary to prevent a match ending round 2 or 3 loss.
Note: In the instance of a Double K.O., whoever activates Last Stand first wins.
Holding any backwards direction while in the air will let you block. Lows cannot be air blocked and you cannot block on your first airborne frame.
Several attacks in the game hit a character with so much power that they are flung in the air
When in aerial hitstun, press ABC to air tech. This makes you invincible until you land, but also makes you fall slowly, so the opponent might set up something while you fall. Costs 1 bar of meter.
Tech Roll / Jump
When knocked down, press a direction. You will slide along the floor in the direction pressed.
the tech roll has a punishible window so don't be predictable with it.
alternatively, you can also press back/neutral/forward jump. this will make your character bounce up but will fall slowly like a balloon. this helps avoid meaty guard breaks or meaty sweeps
both options can completely negate your opponent's okizeme if you make the right read
not using any will make the character slowly stand up after a short delay, this is the safest option but puts you at a disadvantage
While every character in the game has a set life point total of 239, each character has their own defense modifier applied to damage taken. The move's base damage will be multiplied by this modifier to calculate the final damage value.
|Alice, Chen-Mao, Goat, Rose Mary, Sittara, Yashaou||1.0|
|Leon, Rokurouta, Zam-B||1.0625|