Disaster Club/Gameplay

Like most fighting games, Disaster Club has each player control 1 character and fight each other. The battles take place in a first-to-2 format, meaning there can be between 2 and 3 battles in any one match (although this can be increased or decreased in the options menu).
The controls are as follows:
Controls(Xbox One)	Controls(PS4) 	Controls(Nintendo Switch)	Action
Right Joystick 	Right Joystick	Right Joystick 	Move, Jump, Block
Y 	Triangle 	X 	Light attack(File:DC 1 button.PNG)
X 	Square 	Y 	Medium attack(File:DC 2 button.PNG)
A 	X 	B 	Heavy attack(File:DC 3 button.PNG)
B 	Circle 	A 	Command Normals(File:DC 4 button.PNG)
RT 	R2 	ZR 	File:DC 1 button.PNG+File:DC 2 button.PNG
LT 	L2 	ZL 	File:DC 3 button.PNG+File:DC 4 button.PNG
The control numberings will be used to explain the game mechanics bellow. All of the directions in this and the character pages assume the character is facing right.
==Meters and UI==
Timer: The timer is shown in the middle of the screen between the two health bars, and counts down from 90 seconds each round. If the timer runs out and the round isn’t over, the round is discounted and the match continues as per normal.
Health: A standard health bar, as per most fighting games. When it runs out, the character it is connected to loses.
Strike Meter: A yellow bar at the bottom of the screen. This bar is used for special offensive moves. It is filled up whenever you damage the opponent or move, and starts to go down when you block moves. The Strike Meter resets at the end of each round.
Guard Meter: A green bar at the top of the screen just below the health bar. It is used for special defensive moves. It is filled up whenever a move is blocked, Perfect Parried (see below) and starts to go down when you damage the opponent. The Guard Meter also charges a lot quicker than the Strike Meter. The Guard Meter resets at the end of each round.
==Movement==
Move (File:DC Forward.PNG or File:DC Back.PNG): The character moves.
Jump (): The character jumps. Press again in mid air to double jump.
Dash (File:DC Forward.PNGFile:DC Forward.PNG or File:DC Back.PNGFile:DC Back.PNG): The character quickly dashes over a long distance.
Airdash (Dash in air): The character dashes through the air.
Super Jump (File:DC Down.PNG- on the ground): The character jumps much higher than usual.
==Offensive Abilities==
Normal Moves (File:DC 1 button.PNG/File:DC 2 button.PNG/File:DC 3 button.PNG): a standard attack that hits mid. These and the other normal attack be linked into other normals, jumps, dashes and special moves to create character specific combos.
Crouching Moves (File:DC Down.PNG+File:DC 1 button.PNG/File:DC 2 button.PNG/File:DC 3 button.PNG on the ground): a standard attack that hits low.
High Attack (File:DC Forward.PNG+File:DC 1 button.PNG/File:DC 2 button.PNG on the ground): a standard attack that hits high
Overhead Attack (File:DC Forward.PNG+File:DC 3 button.PNG on the ground): a standard attack that hits overhead
Special moves (File:IMG 0408.PNG + File:DC 1 button.PNG/File:DC 2 button.PNG/File:DC 3 button.PNG/File:DC 4 button.PNG): Perform a special move exclusive to that character.
Super Moves (File:DC HCF.PNG + File:DC 1 button.PNG+File:DC 2 button.PNG/File:DC 3 button.PNG+File:DC 4 button.PNG): Drain half of the Strike Meter to do an extremely powerful move exclusive to the character.
Finishing Strike (File:DC 1 button.PNG+File:DC 2 button.PNG+File:DC 3 button.PNG+File:DC 4 button.PNG on the last round): Requires a full bar of Strike Meter. This move immediately kills the opponent.
Overclock (File:DC 1 button.PNG+File:DC 2 button.PNG+File:DC 3 button.PNG+File:DC 4 button.PNG when you are at least a round down): Your character gains a massive damage boost, regenerates health and takes less damage for a short time. The effects of Overclock increase the more rounds the opponent is ahead of you. You can only use Overclock once per match.
===Command Normals===
Grab (File:DC Forward.PNG + File:DC 4 button.PNG on the ground): The character grabs the opponent. Hitting any directional input except down will throw the opponent in that direction. Grabs cannot be used during combos unless specifically stated otherwise.
*Forward Throw (File:DC Forward.PNG during grab): Throws the opponent a distance away. Most forward throws put a large distance between you and the opponent.
*Back Throw (File:DC Back.PNG during grab): Throws the opponent backwards. Most back throws are purely for switching sides with the other character.
*Up Throw ( during grab): Throws the character up. Most up throws are combo openers.
*Down Throw (File:DC Down.PNG during grab): Pushes the opponent into the ground. Down throws are the highest damage throws characters possesses, but usually cannot be comboed out of and knock the opponent down.
*Release (File:DC 4 button.PNG during grab): Lets go of the character. The character who was grabbed can act before the one who grabbed them can.
Wall Bounce (File:DC Back.PNG + File:DC 4 button.PNG): A universal attack that knocks the opponent into the wall and reflects them back toward the character. There can only be one Wall Bounce attack per combo (although other wall bounces can be caused by special moves).
Launcher (File:DC Down.PNG + File:DC 4 button.PNG on the ground): A universal attack that knocks the opponent upwards into the air.
Refresher (File:DC Down.PNG + File:DC 4 button.PNG in air): A downward attack that ground bounces the opponent. Uses an eighth of the strike meter. Like with Wall Bounce, there can only be 1 Refresher per combo.
Unblockable ( + File:DC 4 button.PNG on the ground): A universal attack that can’t be blocked and can be comboed out of. Requires half of the Strike Meter to perform.
Auto Combo (Mash File:DC 4 button.PNG): An automated 6 hit combo, with the opponent being knocked into the air on the 3rd hit and being knocked to the ground on the 6th. In the air, the character just performs the last three hits. Every hit before the last can be cancelled into other attacks. The auto combo will also lose potency overtime if used in succession.
Exclusive Command Normal ( + File:DC 1 button.PNG/File:DC 2 button.PNG/File:DC 3 button.PNG): Perform a command normal exclusive to the character.
===Advanced===
Knockdown Rush (Dash + File:DC 1 button.PNG+File:DC 2 button.PNG/File:DC 3 button.PNG+File:DC 4 button.PNG): A dash that knocks the opponent down when it hits. Uses up an eighth of the Strike Meter.
Air Hurl (File:DC 3 button.PNG+File:DC 4 button.PNG when the opponent is knocked down): An attack that knocks the opponent back into the air, allowing the combo to continue. Uses a quarter of the Strike Meter. Only one Air Hurl can be used per combo.
==Defensive Abilities==
Block High (File:DC Back.PNG): Blocks high, overhead and mid range attacks.
Block Low (File:DC Down.PNG): Blocks low attacks and high attacks miss completely.
===Knockdown options===
Roll (File:DC Forward.PNG or File:DC Back.PNG when knocked down): Your character rolls and stands up. The roll is completely invincible.
Delay Getup (Hold File:DC Down.PNG while knocked down): Your character does not get up until you let go of down. Can be held for up to 3 seconds.
Air Roll (File:DC Forward.PNG/File:DC Back.PNG/File:DC Down.PNG in the air after escaping a combo): The character flips in mid air in the direction inputted.
===Advanced===
Push Block (File:DC 1 button.PNG+File:DC 2 button.PNG/File:DC 3 button.PNG+File:DC 4 button.PNG when blocking a melee attack): Knocks the attacking opponent away. Uses up half of the Guard Meter normally. However, if the Push Block is timed just as the attack lands, it performs a Perfect Push Block, which only uses up a quarter of the Guard Meter.
Charge In (File:DC 1 button.PNG+File:DC 2 button.PNG/File:DC 3 button.PNG+File:DC 4 button.PNG when blocking projectiles): Perform an invincible dash. Uses up half of the Guard Meter. As with Push Block, timing the Charge In correctly will result in a Perfect Charge In, which only uses up a quarter of the Guard Meter.
Perfect Parry (File:DC 1 button.PNG/File:DC 2 button.PNG/File:DC 3 button.PNG/File:DC 4 button.PNG while being comboed): If the button pressed is the same as the one the opponent is pressing while attacking you and you timed it correctly, the character will perform a Perfect Parry. This halves the damage of the attack and builds the Guard Meter, although it doesn't break the combo. Cannot be used on Supers and some specials.
Return Fire (File:DC 3 button.PNG+File:DC 4 button.PNG while being comboed): An invincible, unblockable attack that knocks the opponent away and frees the character from combos. Uses up the entire Guard Meter. Doesn’t build Strike Meter, unlike most attacking moves.
Throw Escape (File:DC Forward.PNG+File:DC 4 button.PNG while being grabbed): Pushes the opponent who tried to grab you away. 
==Throttle System==
Each character has two unique throttles that change how they play, similar to the variation system in Mortal Kombat X. Throttle can range anywhere from new moves, special moves gaining new properties or even stat boosts. The character's throttle is chosen before the start of each battle.
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