![]() If the player spends another bar after Boost, they enter Surge, which boosts power more and gives them infinite skill gauge for a limited time. Once activated, a burst barrier surrounds a fighter and acts like a Street Fighter Alpha Counter. By spending a special bar, players can enter a mode that increases attack and speed for a limited period. If that wasn’t enough, there’s also a mechanic called Boost. Players can parry incoming attacks, which, if done successfully, will stagger the enemy, opening them up for attack. This allows them to push an opponent back during pressure, whether they’re doing it to drive them away or to make a seemingly safe attack string or special punishable. By holding guard and pressing forward, players are able to push-block. This may be one of the first arena fighting games to present an easier way out of those pressure situations. ![]() Support attacks and tags cost 50% while combo breakers cost 100%. However, those supports are limited by a bar. This can be done through a tag-in or during specific special attacks performed by your point character to set up some pressure situations. There are also two assist support attacks per character and the ability to switch to an assist character. ![]() Like other arena fighting games, you’ve got your light attack strings, an armored heavy attack, a jump, sidesteps, a grounded homing dash, an airdash, three ground specials and two aerial specials (all limited by a constantly recharging skill gauge), a grab, and a super (which grows stronger depending on the number of special bars you have). Demon Slayer brings a lot to the table when it comes to combat, and some of that comes from traditional 2D fighters.
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