Matrimelee/Controls

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Control Layout

Movement

Run / Forward Dash -

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Run or Dash forward. Some characters have different movement options.


Back Dash -

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Dash backward. Back dash has Invincibility Frames.

  • Can be used as an alternative to back rolls.

Forward / Back Roll -

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+ AB

Input 6 or 4 + AB to roll

  • Has recovery and can be thrown


Recovery Roll -

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+ AB

Can only be done after being knocked down.

  • Fully invincible.
  • Allows you to retain recoverable health after being knocked down.

Jumps

Normal Jump -

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Input 7, 8 or 9 to jump.


Double Jump -

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(Air only)

Input 7,8 or 9 to jump again after another jump.


Super Jump -

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- then -

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Input 1,2 or 3 while grounded then quickly 7,8 or 9 to jump higher than a normal jump


Hyper Hop -

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- then tap -

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Input 1,2 or 3 then tap 7, 8 or 9 to perform a hyper hop. Hyper hops are quick horizontal hops that can be used to quickly get in on an opponet


Short Hop - tap

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Can also be done during Double Jumps

  • Heavy recovery frames on landing, making it very difficult to combo
  • Heavy landing frames are very punishable to tripguard
  • Can air throw and air-to-air guard from a short hop


Kuroko

Call Kuroko - BC

Calls the Kuroko out into the fight.

  • The Kuroko can only be used on certain stages.
  • Follows the one who called it out.
  • Takes hits from both players, even projectiles.

Return Kuroko - BC (Only when active)

Press BC again to return the Kuroko to the sidelines. This can only be done when the Kuroko is active.


Throw Kuroko -

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+ BC

When the Kuroko is behind you, pick him up and throw him at your opponent.


Kuroko Shield -

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+ BC

When the Kuroko is in front of you, pick him up and use him as a shield to absorb attacks.


Kuroko Projectile - C + D on hit with the Kuroko

Sends the Kuroko quickly at your opponent.

  • Hard Knockdown on hit.


Attacks

Normal Attacks

A - Light Punch

B - Light Kick

C - Heavy Punch

D - Heavy Kick


Great Attacks

Great Attack - CD

Launches the opponent to the wall with a hard knockdown.


Launcher -

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+ CD

Launches the opponent into the air.


Guard Cancel - CD On Block

Consumes 1 Stress Meter.

  • Can be grabbed out of.

Throws

Throw - Close

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+ C

Throws can only be done while close to the opponent and inputting 6 or 4 + C.

  • Same input to tech or break throws.


Aerial Throw - Close

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+ C

Jump and input 6 or 4 + C. Can be used to end combos for some characters.

  • Air only.
  • Some characters can't air throw.


Matrimelee
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