Post by m0th64 on Sept 27, 2016 6:03:44 GMT
Before you get started playing such a serious competitive game, it's important to understand the core mechanics that make Tom & Jerry in War of the Whiskers such an intricate fighting game.
First, we'll discuss the basic controls:
Control stick to move, press A to jump. All characters in this game can double jump, but more on that later.
B and Y are your character's jab combos. By repeatedly pressing the buttons, most characters can perform a combo of up to three hits with these inputs. Some character allow the button to be mashed, while others require more timing to perform the combos. If the inputs are not timed correctly, the attack may not come out at all, or the animation may come out without a hitbox, leaving you vulnerable to a counterattack. These combos are most characters' primary damaging tool, but they provide a lot of wakeup invincibility, so be sure to watch out after your opponent finds their bearings.
X performs a grab, but only if you're standing directly beside an opponent or an item. Otherwise, the grab won't come out at all. Once an enemy is grabbed, you can press X again to release them, B to throw them horizontally, and Y to throw them vertically. Throws in this game provide no wakeup invinicibility to the opponent, so try to throw them into a position that you can jab them as they try to get back up! If you're near a wall, simply throwing them against the wall created an easy combo. Otherwise, you may want to go for a grab release to continue into a jab, or throw them into a stage hazard or offstage to cause massive damage.
R allows your character to block. This causes you to take reduced damage from attacks, and some hits will even do no damage at all during this time. However, you are susceptible to grabs while blocking, so use this sparingly!
Z without your berzerk gauge filled performs a taunt, while pressing Z with a filled berzerk gauge will cause your character to enter berzerk mode, indicated by the character glowing red for a short time. During this time, the character will take no damage from most attacks, so fill up your gauge and beat your opponent down!
Finally, B and Y in the air allow characters to perform aerial attacks, but only during a double jump, not just a single jump. B aerials are typically body slam attacks: These can be angled slightly but send your character almost straight down on to the stage. They have a lot of end lag, but do a lot of damage. Y aerials perform divekicks: These attacks can be angled and the direction can be controlled mid-attack. They also have very little landing lag, making them a fantastic movement option for many characters as well as a great tool for offensive pressure. Use these moves to weave around your opponent and keep the pressure on.
Advanced Techniques:
So you've mastered the basics, now it's time to spice things up a little.
Double Jump Cancelling: By jumping, then quickly double jumping and pressing Y, characters can perform a lot of aerial attacks in quick succession. This allows even the biggest characters to weave around opponents with ease, finding openings to attack or avoiding thrown items.
Platform Waveland: By double jump cancelling with proper timing, you can perform a divekick up onto a platform. This causes characters to slide onto the platform, and they can perform other attacks during this slide animation. Master this technique to catch your opponents off guard with your platform movement.
TurtlzDash: By double jump cancelling low to the ground, characters can slide across the floor of the stage while attacking. This allows players to mix up their landing options and movement even more.
First, we'll discuss the basic controls:
Control stick to move, press A to jump. All characters in this game can double jump, but more on that later.
B and Y are your character's jab combos. By repeatedly pressing the buttons, most characters can perform a combo of up to three hits with these inputs. Some character allow the button to be mashed, while others require more timing to perform the combos. If the inputs are not timed correctly, the attack may not come out at all, or the animation may come out without a hitbox, leaving you vulnerable to a counterattack. These combos are most characters' primary damaging tool, but they provide a lot of wakeup invincibility, so be sure to watch out after your opponent finds their bearings.
X performs a grab, but only if you're standing directly beside an opponent or an item. Otherwise, the grab won't come out at all. Once an enemy is grabbed, you can press X again to release them, B to throw them horizontally, and Y to throw them vertically. Throws in this game provide no wakeup invinicibility to the opponent, so try to throw them into a position that you can jab them as they try to get back up! If you're near a wall, simply throwing them against the wall created an easy combo. Otherwise, you may want to go for a grab release to continue into a jab, or throw them into a stage hazard or offstage to cause massive damage.
R allows your character to block. This causes you to take reduced damage from attacks, and some hits will even do no damage at all during this time. However, you are susceptible to grabs while blocking, so use this sparingly!
Z without your berzerk gauge filled performs a taunt, while pressing Z with a filled berzerk gauge will cause your character to enter berzerk mode, indicated by the character glowing red for a short time. During this time, the character will take no damage from most attacks, so fill up your gauge and beat your opponent down!
Finally, B and Y in the air allow characters to perform aerial attacks, but only during a double jump, not just a single jump. B aerials are typically body slam attacks: These can be angled slightly but send your character almost straight down on to the stage. They have a lot of end lag, but do a lot of damage. Y aerials perform divekicks: These attacks can be angled and the direction can be controlled mid-attack. They also have very little landing lag, making them a fantastic movement option for many characters as well as a great tool for offensive pressure. Use these moves to weave around your opponent and keep the pressure on.
Advanced Techniques:
So you've mastered the basics, now it's time to spice things up a little.
Double Jump Cancelling: By jumping, then quickly double jumping and pressing Y, characters can perform a lot of aerial attacks in quick succession. This allows even the biggest characters to weave around opponents with ease, finding openings to attack or avoiding thrown items.
Platform Waveland: By double jump cancelling with proper timing, you can perform a divekick up onto a platform. This causes characters to slide onto the platform, and they can perform other attacks during this slide animation. Master this technique to catch your opponents off guard with your platform movement.
TurtlzDash: By double jump cancelling low to the ground, characters can slide across the floor of the stage while attacking. This allows players to mix up their landing options and movement even more.