System Mechanics

## Controls

Movement - **D-pad**

Place trap - **Square**

If you hold down the square button you can see red squares highlighting the spaces your trap will effect.

Shoot - **Circle**

Every character has a different clip size, the only way to reload is to shoot when you have no bullets left

Search - **Triangle**

Holding down triangle will cause you to slow down and search, while searching you can see where your opponent has placed traps (but not which kind of trap they are). If you walk over to one you'll begin a timing mini-game, if you fail the trap will activate, if you succeed the trap will be removed from the map and your opponent will not get it back. If you are attacked while defusing the trap will activate.

Detonate - **Cross**

Used exclusively to detonate switch traps.

Select Trap - **L1/R1**

Change camera - **L2/R2**

## Traps

**Switch Detonator** - Activated remotely. These are the strongest trap in terms of space control since they can be detonated at any time. They can even be detonated while being defused. They are shown to have a range of 2 spaces, but in actuality it's more like 1.5. The explosion will also knock down and can destroy unit shots.

**Gas Trap** - Activated ~7 seconds after being placed. These have the widest range, but since they are time release they can be difficult to use effectively. If you chain together pitfalls near a placed gas trap you can stall for a bit to give the gas time to go off. Mostly though you'll want to place them in otherwise open areas to deter your opponent from being there.

**Pitfall** - Activated as soon as they are stepped on. They keep a character stuck in place for a few seconds, less time if the buttons are mashed. There's enough time to melee an opponent if you want to either knock them down or send them to the next space (possibly containing another trap) or shoot them if you want the damage. If you do neither they'll take a small amount of damage upon getting out of the trap (~a melee attack's worth). If 2 characters are on the same space as a pitfall activates the character who placed the pitfall will not be stuck.

**Force Panel** - Activated as soon as they're stepped on. They force a character to keep moving in a given direction. While moving a character can activate any trap they pass. If a character hits a wall they'll take some damage and get knocked down.

**Mine** - Activated as soon as they're stepped on. They'll explode and have a range of 1 space. Mines do a bit less damage than switch bombs, but still knock down and can still destroy unit shots.

**Bombs** - Activated when an explosion touches their space. Bombs are the highest damage trap at slightly more damage than a switch bomb, and are used primarily to add damage to other traps. Placing one near a mine or switch will noticeably increase the damage and can make a single mistake very costly. They can also be used to effectively extend the range of switch bombs. If a player fails to defuse a bomb they will cause it to explode by itself.

## Character Speed Values

Characters move at different speeds, the characters are (from fastest to slowest):

Elg>Tenrou>Lou>Rem>Van>Tico>Abdoll>Bishous>Dyn

(Note, tico's green alt costume has more steps per second, but the steps travel less distance, so it's just an aesthetic difference)

## Character Health Values

Note, damage is somewhat random, it's a very small difference and generally doesn't affect the number of traps you would have to take in order to die, but it makes health impossible to determine in terms of any kind of "health points" values, instead here are the chracracters ranked from most to least health:

Dyn/bish>Van/Rem/Lou>Elg/ten/tico>abdoll

"/" represents less than one switch bomb's damage worth of health, ">" represents more than one switch bomb's damage worth of health

## Character Shot Damage Values

Since damage is somewhat random, the characters listed as even could very well have minor differences in terms of shot damage. The characters listed from most damaging shot to least damaging shot are:

Dyn\*>Bishous\*>Abdoll>Tico>Van/Rem\*\*>Lou>Elg/Ten\*\*

\*This assumes up close so that all bullets hit, if only one bullet hits it's around the level of van/rem

\*\*these characters have the same damage shots.

## Character Weight Values

Weight values effect how far characters are launched by explosions, it's important to know if you're placing traps to combo into each other, but TBH it's mostly useless knowledge. The weight values are:

abdoll/van/bish/elg\*: 2

Tico/lou/rem/ten\*\*: 3

\*elg is more like, 2.3. I rounded down.

\*\*ten is more like, 2.5. I rounded up.