Difference between revisions of "Phantom Breaker: Extra/System"

From Mizuumi Wiki
Jump to navigation Jump to search
m (Fixed typos)
(Guard and Recovery)
Line 32: Line 32:
 
A Guard Crash leaves players vulnerable for a set amount of time before control is regained, an aerial ''Guard Crash'' result in a hard knockdown. The only option to escape the vulnerable state of Guard Crash is Emergency mode.  
 
A Guard Crash leaves players vulnerable for a set amount of time before control is regained, an aerial ''Guard Crash'' result in a hard knockdown. The only option to escape the vulnerable state of Guard Crash is Emergency mode.  
  
===Recovery===
+
 
When place in certain hit states, players can use recovery to minimize further damage from their opponent. Pressing any attack button will register recovery, multiple presses will hasten the action. There are four states when recovery becomes an available option
+
===Air Guard===
*Air stun
+
Similar to Guarding, Air Gaurd can be accomplished by pressing any direction other than 6 during a jump. Air guard is susceptible to low attacks, 2L+SP, Ex Specials, Phantom Breakers. Furthermore attack that hit right under the character cannot be air guarded. Air guard stun appears universal (still testing) and doesn’t last very long however the Guard gauge damage is double while air guarding.
*Soft Knockdown (face Up)
+
 
*Hard Knockdown (face down)
+
===Guard Cancel===
*Wall Bounce
+
Guard canceling allow players to cancel their guard stun animation. Guard canceling give some invincibility frames upon activation. Player can cancel out of Guard stun with
 +
* Counter Burst
 +
* EX Special
 +
*Phantom Breaker
 +
*Hi-jump/dashes (Quick/Extra)
 +
 
 +
:*Gaurd canceling will weaken the Gaurd gauge and certain attack limit guard cancel ability.I.E Kurisu Ex-Flame Thrower special does 9 hits of guard stun. It can only be guard Cancel after the 9th hit.
 +
 
 +
===Nullify Attack===
 +
An alternate guarding technique that can potentially mitigate the drawbacks of guarding. To Nullify Attack Players must press 6 as the attack connects. Special properties of Nullify attack include but not limited to
 +
 
 +
*Decreases guard gauge damage
 +
*negating chip damage
 +
*reduce guard stun significantly.
 +
*increasing Tension meter by 0.25
 +
*increase Burst Meter by 5%
 +
 
 +
After a successful Nullify attack players have the option to cancel into any action other than Overdrive. There are two types of Nullify Attack, ''SlipShift Dodge''(Quick) and ''Protection''(Hard).
 +
 
 +
:''Slip-shift Dodge'' is Quick’s Nullify Attack, Character will perform A sway and dodge the opponent attack. Additionally slip-shift slowdown mechanic will be active and the User can the recovery frames. Guard Crash is seemingly impossible as using it doesn’t decrease the guard gauge. Slipshift dodge is an exceptional tool against zoning but is weak against normal pressure, especially one that starts from a low attack. Slipshift Throw loses to kara cancel as well.  
 +
 
 +
:''Protection'' is Hard’s Nullify attack. Character perform a Guard pose and that drastically freeze opponents on contact. Protection’s Freeze makes it an excellent tool against pressure also unlike Slip-shift dodge, it is usable in the air. This is significant as players have an option against Air Unblockable attacks. Conversely, it’s very weak against projectile zoning as projectiles aren’t affected by the freeze and its impossible to use Protection against multi-hit projectile. Additionally, Protection can still experience guard crash.
 +
 
 +
===Air Recovery===
 +
Being Air stun will leave character vulnerable in the air, being susceptible to juggles. A button indicator will appear above the respective player burst meter signaling air recovery is possible. Performing an air recovery will have character glow green and be immune to any further attacks until they landed on their feet. It’s possible to cancel Air Recovery frames before landing but doing so end the invincibility. A character that falls to the ground without Air Recovery will do Instant Recovery automatically.’’
 +
 
 +
::''Note that air stun is much shorter when characters are cornered. Thus it’s possible to air recover faster than usual.''
 +
 
 +
===Instant Recovery===
 +
In the event where air recovery isn’t possible due to attack causing soft knockdown or blowback attacks, players can only use instant recovery which is identical to Air recovery but near the floor level.
 +
 
 +
:''Both Air and Instant recovery see characters as air born so they introduce landing recovery which is Throw punishable.
 +
===Get-Up/Tech roll===
 +
Hard knockdown disables air and instant recovery and forces character on the ground, to avoid further damage player can use Get up or Tech roll. Get-up has characters rise to their knee, while tech roll has Characters sliding away from the opponent. Opponents can attempt to OTG while the character is Knockdown, and OTG hit will result in a counter hit. Furthermore, certain OTG can force Instant Recovery instead of get-up/tech roll.
 +
 
 +
:Get Up and Tech roll are susceptible to OTG, but the player can Throw tech as long they were not crossed up. Unlike the other recovery, this doe snot auto correct.''
 +
 
 +
 
 +
 
 
   
 
   
 
{{PBE}}
 
{{PBE}}
  
 
[[Category:Phantom Breaker: Extra]]
 
[[Category:Phantom Breaker: Extra]]

Revision as of 07:39, 14 July 2019

Gauges

Burst Meter

The Burst meter can be accumulated by certain movement options, attacks connecting, defending attacks, taking damage, and clashing. The Meter can be filled to 200% (Quick, Hard) & 400% (Extra). Burst Meter will gradually fill on its own when the Life bar falls below a certain point or if Tension mode is active. The amount of meter gain during this is only up to 100% (Quick, Hard) or 200% (Extra).

Overheat is a state in which Burst meter change to a red bar that acts as a timer, during this time no meter can be gained and certain meter option is disabled. Action that incurs overheat are

  • Set Burst
  • Overdrive
  • Phantom Breaker
  • Emergency Mode.

The duration of Overheat varies from the action performed prior to overheat. Burst meter reset after every round and each style builds The Burst meter at a different rate. Additionally, Characters have different Burst meter build rate.

Tension Meter

The Tension Meter is universally shared resource between both Player. The meter adjusted attack damage accordingly to the current tension meter value. Essentially the more tension builds during matches, the higher damage output is done. Tension can be accumulated by dashing (3 times), guard crush, counterbalancing, and nullifying attacks. If Tension meter is filled to max, special mode activates where players Burst meter regenerates on its own and damage is significantly higher. Tension Mode last for about 5 and then it reset the tension meter. Each time tension mode has completed during the round, it reset the meter with 10% increments. Tension mode does not carry over rounds, and Set Burst can end Tension Mode prematurely.

Life Bar

Life Bar is pretty identical to another fighter, as players take damage it begins to deplete. A red tail can be seen once the life bar has taken damage. this red tail is recoverable life. It'll recover slowly over time but players can use Overdrive to speed up the process. If player experience a Guard crush then all recoverable life is lost. While chip damage is present, a player cannot be KO from chip damage.

Guard Gauge

The Guard Gauge is mostly invisible until the character guards an attack, a transparent force field will appear around the character during a guard, indicating the guard gauge current state. The transparent force field is White when the guard gauge is healthy and will slowly turn to red as it takes damage. A Warning message will appear at the corner of the screen, signaling that the next attack will Gaurd Crash. These actions will weaken the guard gauge

  • Guarding an attack
  • Guard Canceling
  • Nullifying Attack
  • Attacks being Reflected

Style have different Base Guard Gauge value. Extra having the most and Quick having the least

Guard and Recovery

Guarding

PBE has a Auto Guard in a place where if the player remains neutral, They'll guard any Mid and Overhead attack. In order to guard low attack players have to crouch. Players can still guard like traditional fighters. This feature is disabled when a character has their back turns, which then guard need to be inputted manually. Players also have the ability to guard in the air. If players guard an attack after a Warning" signal has appeared, they'll experience a Guard Crash.

A Guard Crash leaves players vulnerable for a set amount of time before control is regained, an aerial Guard Crash result in a hard knockdown. The only option to escape the vulnerable state of Guard Crash is Emergency mode.


Air Guard

Similar to Guarding, Air Gaurd can be accomplished by pressing any direction other than 6 during a jump. Air guard is susceptible to low attacks, 2L+SP, Ex Specials, Phantom Breakers. Furthermore attack that hit right under the character cannot be air guarded. Air guard stun appears universal (still testing) and doesn’t last very long however the Guard gauge damage is double while air guarding.

Guard Cancel

Guard canceling allow players to cancel their guard stun animation. Guard canceling give some invincibility frames upon activation. Player can cancel out of Guard stun with

  • Counter Burst
  • EX Special
  • Phantom Breaker
  • Hi-jump/dashes (Quick/Extra)
  • Gaurd canceling will weaken the Gaurd gauge and certain attack limit guard cancel ability.I.E Kurisu Ex-Flame Thrower special does 9 hits of guard stun. It can only be guard Cancel after the 9th hit.

Nullify Attack

An alternate guarding technique that can potentially mitigate the drawbacks of guarding. To Nullify Attack Players must press 6 as the attack connects. Special properties of Nullify attack include but not limited to

  • Decreases guard gauge damage
  • negating chip damage
  • reduce guard stun significantly.
  • increasing Tension meter by 0.25
  • increase Burst Meter by 5%

After a successful Nullify attack players have the option to cancel into any action other than Overdrive. There are two types of Nullify Attack, SlipShift Dodge(Quick) and Protection(Hard).

Slip-shift Dodge is Quick’s Nullify Attack, Character will perform A sway and dodge the opponent attack. Additionally slip-shift slowdown mechanic will be active and the User can the recovery frames. Guard Crash is seemingly impossible as using it doesn’t decrease the guard gauge. Slipshift dodge is an exceptional tool against zoning but is weak against normal pressure, especially one that starts from a low attack. Slipshift Throw loses to kara cancel as well.
Protection is Hard’s Nullify attack. Character perform a Guard pose and that drastically freeze opponents on contact. Protection’s Freeze makes it an excellent tool against pressure also unlike Slip-shift dodge, it is usable in the air. This is significant as players have an option against Air Unblockable attacks. Conversely, it’s very weak against projectile zoning as projectiles aren’t affected by the freeze and its impossible to use Protection against multi-hit projectile. Additionally, Protection can still experience guard crash.

Air Recovery

Being Air stun will leave character vulnerable in the air, being susceptible to juggles. A button indicator will appear above the respective player burst meter signaling air recovery is possible. Performing an air recovery will have character glow green and be immune to any further attacks until they landed on their feet. It’s possible to cancel Air Recovery frames before landing but doing so end the invincibility. A character that falls to the ground without Air Recovery will do Instant Recovery automatically.’’

Note that air stun is much shorter when characters are cornered. Thus it’s possible to air recover faster than usual.

Instant Recovery

In the event where air recovery isn’t possible due to attack causing soft knockdown or blowback attacks, players can only use instant recovery which is identical to Air recovery but near the floor level.

Both Air and Instant recovery see characters as air born so they introduce landing recovery which is Throw punishable.

Get-Up/Tech roll

Hard knockdown disables air and instant recovery and forces character on the ground, to avoid further damage player can use Get up or Tech roll. Get-up has characters rise to their knee, while tech roll has Characters sliding away from the opponent. Opponents can attempt to OTG while the character is Knockdown, and OTG hit will result in a counter hit. Furthermore, certain OTG can force Instant Recovery instead of get-up/tech roll.

Get Up and Tech roll are susceptible to OTG, but the player can Throw tech as long they were not crossed up. Unlike the other recovery, this doe snot auto correct.



Phantom Breaker: Extra
General

ControlsFAQHUDSystem

Characters

CocoaEndeFinGaitoInfinityItsukiKurisuLMMeiMikoto NishinaMikoto WRenRiaRimiShizukaSophiaTokiyaWakaYuzuha