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Universal Mechanics & Rules

Core Rules

      The tempo of combat and music is 130bpm, combo timing should be roughly in subdivisions of beats     Each team consists of 2 Playable characters + 1 Assist (either Playable or Assist-Only) -All characters can assist via Motion+Assist 1/2 (inputs per character) -The Assist character can only make assist moves and can be hit, but does not have a health bar    

Shorthand:

Playable Character = PC Assist Character = AC   Damage received as both loss of HP and Red HP that recovers while switched out (a la MvC2)    

Input Rules

  6 Button System   LP - HP - Assist PC LK - HK - Assist AC   Follows Magic Series rule: Light (punch and/or kick)->Medium->Heavy   *Tap a light button a second time, you get the medium   ie: LP-MP-HK, LK-LP-MK-HP     KEEP INPUTS SIMPLE   Nothing more complex than a Carnage Scissors input (Half Circle+Forward/Back), use simple inputs such as Down-Down, quarter circles, etc to leave execution difficulty to timing and not input motions.    

Input Timing

  All input timing is based around a 130 BPM tempo, and subdivisions of that for faster motions.   The goal behind this is to remove a layer of execution difficulty while still giving the satisfaction of executing the inputs   Timing is measured in Beats, subdivisions should be primarily half, quarter, thirds, and possibly fifths    

Health Bars

  Damage is dealt to characters in a few ways:   -Health is lost by taking damage   -Red Health is health lost that can be recovered while subbed out   -Red Health lost on snapback or call in TBD   *50% lost on snapback only?    

Super Gauge

  Each player has 5 bars of Gauge they can spend to use Super Moves, typically costing 1 or 3 bars for a big payoff.  

Combo Finishers:

  Some supers reset the fight to neutral, placing both players back to the start positions of the fight.   These typically are the hardest hitting moves in a character's moveset designed to end a combo for the largest payout at the cost of ending your combo.    

Universal Moves

  If a character doesn't have one of these, it's a gimmick, not a norm.   Launcher: Down+HP   -Uppercut style move that sends the opponent straight up at super jump height   Burst: LP+HP+LK+HK   Dash: LP+HP   -(can be crouch cancelled a la MvC2)   Tag: HP+HK   Grab: LP+LK   Snapback: 236 Assist   -On hit, knocks the active character off screen to force the other back in   -Effect on recoverable health TBD    

Burst System

  -Every character has 1 Burst, encouraging players to bait out burst for a punish while also acting as an answer to loops and infinites.   -Can be used both while in hitstun and on it's own as a risky combo tool   -Receive increased chip damage after use   -Each Burst advances the stage background to it's next level of destruction    

Infinite Prevention System

  This system doubles as both a means of preventing infinites and establishing how combo routes for huge combos are handled     After a unique attack of any type lands 3 times in a combo, every hit in the combo past that point has increasingly less hitstun     -By design you can go through a Light-Medium-Heavy basic combo twice with the third go around breaking them free after a couple hits   -Characters like Bali take advantage of this system with flexible combo routes

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