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Each character has multiple Guard Breaks and they come in various forms, with various other properties depending on the character and attack.īloody Roar Extreme uses a multi-layered guarding system. These can be either a normal attack or a special move, and most non-throw-based Beast Drives are Guard Breaks. The game also features Guard Breaks, a type of attack highlighted with a gold burst and featuring a special sound effect. The attack's attribute determines factors such as the type of Guard needed to block an attack and the states that can avoid said attack, among others. With a few exceptions, all throws are considered High-attribute attacks. In turn, all of these attacks are classified as either High, Middle or Low attribute, or a combination thereof. For example, Marvel's Leg Trap (64P) is a counterattack that only works against Kick-classified attacks. These categories create specific interactions against certain moves. Standard throws are performed with 6G ( G being assigned to the Y Button by default), while command throws require more complex inputs (some being character-specific).
Throw: this category concerns all Throw-classified attacks. Beast attacks are assigned to the X Button by default, and are notated as B. Beast: this category concerns all Beast-classified attacks these attacks are only available when a fighter has already transformed. Kick attacks are assigned to the A Button by default, and are notated as K. Kick: this category concerns all Kick-classified attacks. Punch attacks are assigned to the B Button by default, and are notated as P. Punch: this category concerns all Punch-classified attacks. This is done by performing a run, releasing forward and tapping up a split second later.īloody Roar Extreme features four attack categories: Finally, a stop jump allows the player change the angle of a running jump.
Jumping while running allows fighters to cover greater distance and jump higher by using the run's momentum.
Standard jumping, which can be used in 3 directions: Up, Up-Forward and Up-Back. Lastly, characters are able to jump in various ways and, as with grounded movement, multiple types of jumps exist:
While slow, this allows characters to close or create space while crouching.
Characters are also able to shuffle by pressing down-forward or down-back. Both dashing and running can be canceled, with dash-canceling being the fastest way to move around and create space. Characters can also quick dash and run by tapping the direction twice in quick succession (dash) or double tapping and then holding (run). Pressing (and holding) forward or back will cause the character to walk at a moderate speed in the desired direction. Movement is done with the D-Pad or Control Stick, with multiple movement types existing: 1.14 Stagger State and Lever Recovery/Quick Recovery. 1.8 Damage Scaling and Aerial Diminishing Returns. 1.7 Light Guard, Heavy Guard and Guard Breaks.