![]() Zero spins the Triple Rod either above his head or in front of him (if used in the air). Can hit the opponent if they walk or jump into it. Zero holds up the Shield Boomerang to reflect projectiles. Which is an outward slash, an inward slash, then an overhead swipe. If you repeat the motion three times Zero will do his traditional three hit saber combo. Also Zero has autoguard on the attack and the charged version only hits with the wave, not the slash itself. This applies to all other moves that can be charged like the Z Saber, counting the Buster shot and Triple Rod. No specials, supers, or exceeds, plus the charge will end if hit. Like the Buster Shot you have to charge the HK version of this move to make it the charged saber slash from Mega Man Zero, and Zero must charge it fully to execute the charged slash or nothing will happen, and while doing so you can only use command normals. If fully charged the shot can pass through any projectile, even supers. A normal shot, oddly unlike other special moves will inflict no chip damage(damage on block) if blocked. This move can also be used while jumping. Zero either shoots a single shot from his Buster Shot for the LP version or begins charging a larger shot for the HP version (if you hold the buttton). Special Attacks Buster Shot = QCF or 236 + Punch Based off of the wall scaling in previous Megaman games. Zero jumps off of the corner of the screen. Sankaku Tobi/Triple Angle Jump or Triangle Jump = in the air and against the corner of the screen, press diagonally up and forward Can pass under mid-level attacks such as projectiles. Zero does a low hitting slide kick which sweeps the opponent. Zero stabs low with the Triple Rod while standing. Naname Shitazuki/Diagonal Lower Stab = DF or 3 + LK Zero thrusts forward with the Triple Rod up to three times. Hits OTG/off the ground (when opponent is knocked down). Zero drops down stabbing with the Triple Rod single-legged pogo stick style, and if it hits he bounces off to the other side of the screen. Extra Normal Attacks/Command Normals Jump or Jumping Kahouzuki / Jump or Jumping Downward Stab = D or 2 + LK in the air Zero teleports behind the opponent then shoots them with the Buster Shot. Tensou Buster Shot / Transfer Buster Shot = (when close) - B/F or 4/6 + HP+HK Zero grabs his opponent and uppercuts them away. Throws Upper = (when close) - B/F or 4/6 + LP+LK 2.2 Extra Normal Attacks/Command Normals.In addition to the regular Super Special Move, each character also has an ‘Exceed’ move which can only be performed once when the player’s life is less than half. ![]() ![]() Once the timer runs out, the gauge returns to Lv. When the gauge is full, its reaches MAXIMUM level and a MAX Activation occurs.ĭuring MAX Activation, the gauge will change into a timer and the player gains the ability to cancel any of their moves anytime (in addition to Super Special Moves and Guard Cancels). 2, the player can perform Super Special Moves, a Guard Cancel Attack or a Guard Cancel Front Step maneuver. The Groove gauge fills as the player lands attacks against the opponents or guard attacks. The game uses a different type of Power Gauge known as the Groove Power Gauge System, which has three levels. ![]() The player can perform this technique while guarding from an opponent’s attack, which will consume one Power Gauge level. One new technique introduced in the game is the Front Grand Step, which allows the player to cancel attacks with a forward dash. Capcom onlineĮach match begins with a dialogue exchange between the player’s character and the opponent. However, the game does not use the Team Battle format, but follows the traditional round-based one-on-one format. The gameplay is based on the KOF series (particularly The King of Fighters 2002), with the same four button configuration and many of the same techniques.
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