Asura Buster - Eternal Warriors

## *Controls*

Asura Buster is a 3 button 2D fighting game.

**A** - Light

**B** - Medium

**C** - Heavy

### *Numpad Notation*

Asura Buster uses Numpad notations. This entire Wiki, each character and every notation used for the game uses this notation system so learning it is essential.

## *System Mechanics*

**Break Fall** - When in aerial hitstun, press ABC to air tech. Makes you invincible until you land, but also makes you fall slowly, so the opponent might set up something while you fall. Costs 1 segment of meter.

**Launcher** - Press 2 attack buttons while on the ground to preform a Launcher. Launches the opponent vertically, can be combo'd universally with A,B,C combo. Preformable in the air, and during most character's dashes.

**Push Block (Advancing Guard)** - Press 6 when in blockstun to push the opponent away and give you some breathing room.(if on keyboard, don't push both at the same time, you're not gonna advance or block, just look like a dummy)

**Guard Breaker** - 22C. Does what it sounds like it does.

**Ultra Hop** - Jump while dashing to jump at a noticeably faster and longer distance. Integral to certain combos.

### *Key Mechanics*

#### **Boost Mode !**

22ABC. Each character has their own unique Boost, which makes them stronger by giving them unique properties. The effectiveness of these Boost Modes vary by character.

#### **Last Stand** !

Once per Match, Press ABC ***IMMEDIATELY*** when you're KO'ed. Will Activate Last Stand Mode. You have 10 seconds to defeat your opponent, who carries over their life bar. If you get hit, or don't win in 10 seconds, you lose the round. If you win, then you win the round. This adds an extreme amount of depth to the game. Timeouts will not allow you to activate Last Stand, so if one player has a life-lead, they may choose to timeout instead of being aggressive, as they may not want to chance KO'ing their opponent only for them to make a comeback in Last Stand. Additionally, players may want to Last Stand after a narrow loss in Round 1, or conserve it as a Hail Mary to prevent a match ending round 2 or 3 loss.

*Note: In the instance of a Double K.O.!, whoever activates Last Stand first, wins.*

#### **Hop Attack**

Certain characters *(Chen-Mao, Goat, Leon, and Yashaou)* have hops instead of dashes, and can interrupt their hop into any aerial normal 1 time per each side they face, or cancel into an Aerial Special. For example, If Leon is facing right, then back-hops to aerial B, he cannot use a back-hop attack until he faces the opposite direction. *Aerial Specials are exempt from this limitation.*

### *Other Terms*

**Wake up -** Used to describe a character's state after they have been knocked down and are about to regain the ability to act.

**Okizeme(Oki) -** Attacking an opponent when they're about to wake up, usually with meaty attacks or mixups.

**Meaty Attack** - Performing an attack early on okizeme to gain a lot of frame advantage and bait reversals. **Note**: In this game, you can meaty on the first frame of the enemy's wake up to prevent any kind of reversals and force them to block. This work because on the first frame of the wake up you cannot do anything but block. In practice, this means that you can create situations where the opponent can't even reversal out of your attacks and is forced to block or get hit.

**Footsies** - A term used to describe the neutral game where both players are attempting to find an opening in their opponents defense.

### *Super Meter*

Each character has a Super meter with a different length, impacting how much bar is needed for a Super or Boost Mode activation. Super meter can be built only by getting hit and by activating Last Stand. Super Meter also increases passively and at a fixed rate.