Game Mechanics

Basic Mechanics

Block Height

Overhead Attacks

Overhead Attacks (often called "Overheads") are attacks that hit the opponent if they're blocking low. Usually these are airborne attacks, but they can sometimes be standing attacks.

Mid Attacks

Mid Attacks (or "mids") are attacks that can be blocked crouching, standing, or airborne. They're usually standing attacks. They're not very likely to hit a careful opponent. But their speed, range, and ease of use make them occasionally worth it, and they often play important roles in combos.

Low Attacks

Low attacks, usually done by holding down and pressing the attack button, are great for breaking the opponent's guard. Low Attacks will hit an opponent unless they are blocking low.

Blood Rush

Infobox

Blood Rush

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Blood Rush Cyanide drawn by Dual Drawn.

Blood Rush is a mode that characters can enter during combat. While in Blood Rush, a characters color palette will change, causing their skin to become colored with their blood, and their clothes to change color as well.

The effects of Blood Rush, and how characters enter Blood Rush change from character to character.

Burst

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Burst

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The burst indicator.

Burst is a mechanic that allows a character to freely break out of a combo by pressing the Special Button while in a combo. Each character starts the match with 1 Burst available, and upon using the Burst, it will be consumed. Burst cannot be regained during combat.

Infinite Prevention System

The Infinite Prevention System (or "IPS") is a mechanic designed to prevent a player or enemy from continuing a combo infinitely. Though it also serves to add more variety to combat as a whole.

IPS Strikes

If a character performs a move that they already used in the same combo, the game will give them an IPS Strike. If the player receives 3 strikes, they will immediately Burst, ending their combo. This will not consume their Burst.

Unique Character Mechanics

Rage Damage

Rage Damage is a mechanic that causes players and enemies to deal additional damage while on low health. This mechanic is currently only used by Cyanide.

The number associated with Rage Damage represents the amount of additional damage each attack will do if at 0 health. Note that normally a character with 0 health would be dead, so outside of Tag Team Combat you won't ever do the full amount of Rage Damage.

Stamina

Stamina is a mechanic unique to Nightshade where his meter recovers over time, but is consumed to attack, roll, heal, or jump. Note that he can't guard break himself this way, but if he runs out of stamina he cannot use any of these actions.

Reverse Damage Falloff

Reverse damage falloff is a mechanic that causes a character to deal more damage at further ranges. This mechanic is currently only available to Mercury.

Mercury will begin to deal additional damage past 0.75 units of distance (just about the edge of regular attack range). Capping at 2x damage 1.25 units away from the enemy. Basically this means that Pierce the Veil will do additional damage at further ranges.