Basic Fight Mechanics
|PUNCH AND KICK|
|/||Basic attacks that are different while standing, jumping, running, crouching or near-lying and likewise change if certain directions are held or pressed in conjunction.|
|Basic attacks (Punch, Kick, Weapon, Simple Magic) but only available while in Deity Mode.|
|Forward direction + Guard Button quickly. A grappling move who must be performed within close range of the opponent. The attack differs if you hold the opponent on his side, his back, while he's grounding, jumping, laying or against a wall. You also have Throw combo, with a special button combination to do in the start or the end of a throw move.|
|A high and middle light guard is constantly activated unless you make an attack. The character do an evasive or blocking move in function of the opponent high or mid attack, most of the time, shoulder and arm movements. Press Down for blocking low attack. As a light guard, the Defence Reflex are vulnerable to Guard Break Attack.|
|It can block various attacks, even Guard Breaks attacks, but it comes at the cost begin more vulnerable to Projection or Astonishment effect. As the Light Guard, you have to press Down to blocking low attack.|
|(High/Mid/Low) Back direction + Guard Button quickly. In a short delay, the characters put themselves in a Hold position and can counterattack a regular attack from the opponent, the result is a armlock/leglock or judo like attack. Depending on the attack, the player will have to direct his countering move in the opposite direction (for example, for counter a high attack put: Low Back Direction + Guard Button). Some fighters have a Great Hold that can counter any attack, but with low damages, without taking account of if it is a high, mid or low attack.|
|It allows the character to recover after being launched into the air (Air control) or knocked down (Ground control) to escape or, even, to use a landing or rising attack.
You can also recover from a knock down before falling by pressing just when the fighter is about to touch the ground, the fighter will, then, spring back up.
In certain condition, this recovery move is unable, for example, when a character is knocked into a spiral falling animation.
|The character will make a mockery against his opponent, this move lightly reduces the opponent's Deity gauge filling. Taunts are unavailable in Tag Battle or Typhon modes as their inputs are being used to other mechanics.|