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SOTN

18 bytes added, 21:41, 18 January 2023
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*The game requires every direction of a motion to be inputted exactly, no input approximation is included in the engine. For example J+874126+J would result in a failed wingsmash due to the missing 3 diagonal.
*Special move inputs are non exclusive and can be buffered into each other or from other actions. For example a jump can be inserted into the airslash Blade Dash / Air Slash move input just before pressing attack: 823+jump+attack
*Inputs for spells, Wing Smash and Richter special moves are buffered/(stored ) for 19 frames or until 25 frames have passed since . You must press the next button started being held. For example if you hold up for 15 frames it will only be stored for another 9 frames in the motion for an airslash before you have to input downrequired sequence within that time frame.
*After holding a direction for 29 Tetra Spirit requires at least 32 frames it stops being counted towards an input with the exception of some hold or charge movescharging up.
*Typically Gravity Boots have a shorter buffer window of 16 frames. *Charge moves allow you to hold the first charge input as long as you want to before finishing the motion. *Spells require pressing the activation button at least one frame after completing the motion input.
*Some character states can ignore inputs or clear the input buffer entirely.
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