

Each command performs a different attack. You can input A+C once or twice during the super flash for increasingly stronger versions, which will also cost 1 Trump Card icon per extra input in addition to the 2 bars.Ĭalls your support character and assists you with various abilities. Powerful super moves that cost 2 bars of meter. Stronger versions of your character's special moves which cost 1 bar of meter.

You regain one Trump Card icon when you lose a round, up to a maximum of 2 icons.Įxtend Action - Hold A, B or C (during specific attacks)Ĭhanges the property of an attack by holding the button, or pressing it again in some cases (specific to characters and buttons)ĮX Special Move - Special Move Input + A+B If you use a Power Blast while a Trump Card is active it will increase the length of the Trump Card activation timer.

While extremely powerful, all Trump Cards are vulnerable to throws, though you will still gain the Trump Card activation buff. During this time, all normals can be cancelled to any other normal once per blockstring (for example, you can chain from 5C to 2A), all normals become jump cancellable, Support Cancels require no meter and your character has no startup animation when calling supports, which also means you can call supports in the air. Also buffs your character in some character-specific way.Īfter either type of Trump Card is used, the Trump Card icon will turn into a timer that slowly drains. It can be used offensively to extend combos like a Roman Cancel from Guilty Gear, or used defensively to analyze the situation and punish an attacking opponent like a Chain Shift from Under Night In-Birth.

To throw from a dash, you must first stop your dash by pressing. Whiffing throw causes your C normal to come out instead. The Quick Combination is not treated as the same as regular normals, for example during Trump activation, it's possible to use 2A > 5B > 5C > 5AAA. Generally you cannot use two attacks of the same strength in one string except between 5A/2A.Ĭontinually tapping A will perform an auto combo that goes from weak attacks into heavy attacks, ending with an EX Special if they have the meter. when the opponent drops their combo, even slightly)Įvery character can perform chain combinations going from Weak to Strong attacks. In general, it is a good idea to hold A, B or C while being comboed to immediately recover the moment you leave hitstun (e.g.
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Has full invulnerability until you reach the ground, unless you do any action while in the air (attack, double-jump, etc.). Holding left or right while pressing A, B or C will also affect which direction you recover to. Recovery - A, B, or C after leaving hitstun in the airĪfter being hit into the air, you can recover by pressing A, B, or C. Any super jump input will always move you forward. You can only super jump forward, and not neutral or backwards. Inputting 1, 2, or 3 on the ground then quickly up to 8 or 9 will allow you to super jump. After jumping you cannot block for 10 frames. Similar to Melty Blood, while in the air after a neutral jump you can slightly alter your position by holding either 4 or 6. Inputting 7, 8, or 9 on the ground will allow you to jump in that direction. Dash type varies per character though all backdashes have frame 1 invulnerability.
