Transformation Fighter Information

The Basics

Controls

  • A — Light Punch
  • B — Light Kick
  • C — Heavy Punch
  • D — Heavy Kick
  • AB — Boost (Uses 5% Health)
  • CD — Transformation (Uses 50% Rage)
  • AC — Alternate Throw (Slower startup, minor throw invul, Special features)
  • BD — Universal Overhead
  • 2 + BD — Universal Sweep
  • When Close, 4 or 6 + C or D — Throw
  • 28 — Super Jump (Uses 1 Air Action, can be used at 0 Air Actions)
    • When at -1 on Air Actions, you cannot air block.
  • While blocking, 6 + BD (During Transform, Also In Air) — Guard Rush (Uses Cool)
  • While blocking, 4 + AC (During Transform, Also In Air) — Break Out (Uses Cool)

Systems

Rounds

  • Vampire Savior-esque, Best 2 out of 3
    • Players start the match with full HP, full Max HP, and 1 Miracle each.
    • The timer starts play at 90 seconds.
    • If a character is KOed and still has a Miracle remaining, then play stops momentarily, the KOed character regains full life, the clock is increased by 30 seconds and play continues.
      • Opponents can use movement actions during the Miracle animation, but cannot attack or use anything that creates an attack box.
      • The fallen character can use any available wake up options in lieu of proper movement during this animation.
    • If a character is KOed and has NO Miracles left, then they lose the match.
    • In case of ties, resolution is by Number of Miracles, then Remaining Hit Points, and THEN Maximum Hit Points

Health

  • Has an average maximum of 1,000 points
  • Divides into Hit Points & Max Hit Points
  • Fighter is KOed when they go below 0 Max Hit Points OR if an attack that is not blocked brings them below 0 Hit Points

Health Recovery

  • Hit Points by default recover slowly over time, up to your Max Hit Points
  • At base if a character is not in a hit state (read: Neither blocking nor getting hit by something) they regain health at a rate of 25 HP every 36 ticks, or 41 2/3 HP every second.
  • If a character IS in a hit-state then this state of affairs changes.
    • A character that is just blocking (with no Max HP damage taken) stops gaining HP for the duration of the block, until they either attack or do something else. Health regen starts immediately after leaving these states
    • If a character takes Max HP Damage, then health regeneration is stopped for 1 full additional second after leaving the hit-state.

Damage Dealing

  • Any attack that actually hits does 100% of its base damage to Hit Points and 50% damage to Max Hit Points
  • Any Special Attack that is blocked does 25% base damage to Hit Points and 10% damage to Max Hit Points
  • All other attacks that are blocked do 10% base damage to Hit Points and 0% damage to Max Hit Points
    • If a character is reduced to 0 HP or lower but is not taking Max Hit Point damage, then they instead lose Max Hit Points equal to the difference. If this damage reduces them to 0 Max HP or lower, then the character is KOed
  • Characters that are being comboed get a 5% Defense Increase each hit until they are able to recover.
  • Characters gain a 10% Defense Increase for every 200 Hit Points lost, lasting until the end of the current round.
    • All these Defense buffs are multiplicative, so if you are 10 hits into a combo (+50% Defense) and are below 600 HP (+30% Defense), then your defense modifier is 195%, not 180%
    • Attack Damage = Damage / Defense%, rounded up.
Counter and Critical Hits
  • This Game uses both Counter and Critical Hits
    • Counter Hits happen when Either the Defender has a Critical Hit tag on their current frames, OR when the Defender is in a Counter Hit-able state.
    • Critical Hits happen when the defender is in a counterhittable state AND has a Critical Hit tag on their current frames.
  • Counterhits are generally not announced, but will be noticeable due to a red flash on the target during hitstun, as well as differing hit sparks and effects.
    • Counter Hits give the attacker a +10% Damage Boost until the end of the current combo.
    • Counter Hits also grant a minor amount of additional frame advantage to the attacker. (approximately 10% more hitstun than normal)
    • Moves with Counter Hit properties will activate them on this type of strike, though some effects may be lessened.
  • Critical Hits are announced, and will cause the entire screen to flash red while the target flashes white during hitstun.
    • Critical Hits give the attacker a +25% Damage Boost until the end of the current combo.
    • Critical Hits give a more significant amount of frame advantage to the attacker (usually 25% more hitstun than normal)
    • Some moves will have enhanced properties on a critical hit as well.
    • A rare few moves have properties that make getting Criticals useless with them. HOWEVER, some of these may have the Critical Carry tag applied to them, in which case the next attack after them gets ITS critical effect applied instead.
      • Critical Hit effects can only be applied once per combo, barring unusual special circumstances. You cannot double up on the damage bonus in any case.
  • Please Note : Most light attacks and some specials may not have the "Critical Hit" flag set at all, so getting hit out of them will almost never result in a Critical Hit

Boosts

  • Are unique to each individual character, and are always activated with AB.
  • Cost a set amount of Health, usually 5% per use.
  • This amount may increase or decrease depending on how useful the move is to the individual character's game.
  • ! Important Note ! : The damage dealt in this way MAY cause Cool & Rage gains. Still not sure about this.

Cool/Super Meter

  • Idea is Focus and Stability when under pressure
  • Governs EX moves, Super Moves, and contributes to Limit Breaks
    • EX Moves cost 25% Cool Meter to use.
    • Desperation Moves (Supers) cost 50% Cool Meter to use.
      • This game does support Super Cancels. They are free to perform, provided you already have the meter for the super.
      • HOWEVER, Super Cancels can only be done on hit or block from special moves.
    • Guard Rushes cost 25% Cool Meter to use.
      • A defensive mechanic wherein the user does a slower than normal short dash that has Super Armor (all heights). The dash is cancellable into backdashes, EX moves, or Supers. For EX moves, the Armor property carries over for a short moment. Beware, you can still take chip damage during this, as well as be thrown.
    • Break Outs cost 50% Cool Meter to use.
      • A more standard defensive reversal, with a huge fforwards hitbox to almost guarantee usefulness. Beware of baits and cross-up attempts that would go around it, however. Invulnerable to all for most of the attack.
    • Limit Breaks either require 50% Cool Meter & 50% Rage Meter OR 50% Cool Meter & Immediately End Transformation State to use.
      • Can Limit Cancel (Cancel supers or specials into Limit Breaks) as well, and this does change some properties of the Limit Break, usually to make them more accessible during combos.
  • Ways to Gain Meter
    • Passively over the course of the round
    • When dealing damage to the opponent
    • When damage is dealt to you
    • As a lump bonus when you are forced to use a Miracle
    • At a higher passive rate when low on life

Heat/Rage/Transformation Meter

  • Meant to, at base, be the main comeback mechanic of the game.
  • Governs Transformations
    • Transformations cost 50% Rage Meter to use.
      • Base transformation is a Burst, meaning that it has a 0-damage blockable starting hit that pushes away attackers, long-ish invulnerability, but is vulnerable to throws for its duration, and vulnerable to all attacks during its recovery.
        • This Transformation lasts 12 seconds.
      • If you hit CD while in the middle of an attack, you perform an Offensive Transformation. This burst has a somewhat faster startup, and adds a hefty amount of blockstun and hitstun to the starting hit, as well as making it launch either upwards (default) or forwards (hold 6).
        • This Transformation lasts 8 seconds.
      • If you are transformed, CD while in blockstun will cause your character to do a proper Defensive Burst, with longer invulnerability and much longer recovery. Still vulnerable to throws for its duration, though. Mostly meant to get you out of a bad situation or horrible combo.
        • This ability IMMEDIATELY ENDS YOUR TRANSFORMATION, so use wisely.
    • Limit Breaks either require 50% Cool Meter & 50% Rage Meter OR 50% Cool Meter & Immediately End Transformation State to use.
      • Can Limit Cancel (Cancel supers or specials into Limit Breaks) as well, and this does change some properties of the Limit Break, usually to make them more accessible during combos.
    • In Transformed state the basic combo theory for ALL characters changes from Normal -> Command Normal -> Special/EX Special -> DM -> Limit Break to a more Hunter Chain-inspired theory, progressing as Light Normals (Chain once between Punch & Kick) -> Heavy Normals (Chain once between Punch and Kick) -> Command Normal -> Special/EX Special -> DM -> Limit Break. Chains can be done in any order, as long as the overall order is preserved. These chains can be done on hit or block, so all characters can benefit somewhat from this change.
    • In Transformed state all characters gain +1 Air Action, which means that on starting any jump sequence they can do an extra Air Dash or Midair Jump more than normal. If you superjump and are still above 0 Air Actions, you can block during your jump.
    • Additional Transformation bonuses are unique to the individual character.
  • Ways to Gain Meter
    • Passively over the course of a round
    • When damage is dealt to you
    • At a higher passive rate when low on life
    • At an even higher passive rate when out of Miracles.

Characters

Elemental Base Base Character Summoned Monster Weapon Domains
Acid Sagat Addu (Image) Tri-Section Staff Water (Death), Chaos, Destruction, Liberation
Air Guile Kirin (Image) Estoc Air (Pure), Community, Good, Nobility
Crystal Abel Crysolax (Image) Macuahuitl Earth (Life), Glory, Purification, War
Death Zangief Yamaraj (Image) Gauntlets Death, Balance, Deathbound, Dream
Earth Birdie Minotaur (Image) And My AXE! Earth (Pure), Cavern, Protection, Strength
Fire Ken Phoenix (Image) Dual Claws Fire (Pure), Courage, Greed, Renewal
Forces ??? Mithral Dragon (Image) ??? Forces, Dragon, Spell, Wrath
Ice Chun Li Adlet (Image) Staff/Halberd Water (Life), Cold, Family, Pride
Lava E. Honda Salamander (Image) Hammer Earth, Fire, Craft, Rune
Life ??? ??? (Image Unavailable) ??? Plant, Hunger, Luck, Magic
Light Akuma (Gouki) Ghaele (Image) ??? Fire (Life), Inquisition, Mind, Sun
Elemental Base Base Character Summoned Monster Weapon Domains
Lightning Fei Long Raiju (Image) Tonfa Air, Fire, Law, Storm
Metal Ibuki Marut (Image) Greatsword Earth (Death), Metal, Mysticism, Retribution
Mist ??? Belker (Image) ??? Air, Water, Illusion, Mentalism
Nature Blanka Chimera (Image) Natural Weapons? Animal, Competition, Moon, Trickery
Ooze Twelve Mezlan (Image) Amorphous Weaponry Earth, Water, Envy, Slime
Shadow Dictator (M. Bison) Nightwave (Image) Saber Fire (Death), Darkness, Knowledge, Lust
Sound Guy Jubjub Bird? (Image) ??? Air (Life), Celerity, Healing, Windstorm
Space Ryu Lhaksharut (Image) Shortsword & Shield? Travel, Creation, Pact, Wrath
Time Gouken ??? (Image Unavailable) Twin Spears & Longbow Time, Fate, Planning, Sloth
Void Claw (Vega) Katpaskir (Image) Scythe Air (Death), Pestilence, Portal, Summoner
Water Necro Nereid (Image) Shawl/Spiked Chain Water (Pure), Charm, Ocean, Oracle
18 done / 22 up / 22 goal

Proposed Game Mechanics

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