Only applies if the player using this skill is the Room Master. Powerful reinforcements appear in Mega Force missions, like Linda Bobo, Mike and Jacky Noboru Increases SPD and JMP by 3 when Voltage is Max. SPD and JMP increases when Voltage is at Max Increases damage by 15% when HP gets to 25% or below It only grants this damage bonus to First Attacks of Combos, Aim Attacks and Weapons. Increases damage by 30% to Counter Attacks Revives twice with 50 HP when HP reaches 0 Gives Max Voltage at the start of the round These HP increases vary depending of the game mode, in Tournament, it grants 150 HP per kill, while on Mega Force it grants 45 HP per kill. Increases damage by 20% when Voltage is at Max Reduces charge time of Hold Attacks by 30% Increases damage by 20% when HP gets to 25% or below Voltage charges 15% faster when giving or taking damage ![]() Increases damage by 50% for every player or NPC kill for a short time Revives once with 50 HP when HP reaches 0 Listed below are the skills by type (meaning by which buff/move/attack/stat they replace or add). To see the list of Inherited skills, go here. Once the system could not fit anymore inside, it will not replace any empty skill slots. There are also skills that can only be obtained with special Card Materials, these cards can be obtained by doing certain missions or events and also from Lucky Draw and Mora Shrine.Ĭard Materials will always succeed in adding the skill to the accessory, however, players can only use one Skill Card per synthesis.īe wary that the accessory are limited to 8 slots, and each skills fills up the slots. Synthesis skill success chances are heightened greatly if you put the right type of material (power, trick or life) in first when doing synthesis. These skills can be obtained anytime in the Future Lab. Icicle Wand's weak hold attack does not qualify, nor does Fairy style's charged weak last attack.This section of the wiki is dedicated to listing information about skills that are not inherits from accessories. Note: These attacks need to be able to hit the opponent from the back without being a grab or attack that automatically breaks guard (ex. A (currently incomplete) list of such attacks is shown below: Sometimes, an accessory will have a non-jump attack that can work as a cross-up. Certain strong jump attacks, including the Fairy style's strong jump attack, or jump special attacks, like Twin Blade -Moon-'s jump special, can also work quite well as cross-ups. Often times, the player doing the cross-up will jump right over an enemy and then turn around, using the weak jump attack to hit the enemy's behind. The most commonly used cross-up move is the generic weak jump attack, which is usually a quick jump, punch, or hit that is usable in the air. If the NPC happens to be slow to turn around, then players can simply use the cross-up to land the first attack on said NPC and repeatedly attack and hitstun the NPC to death.Īttacking characters that are guarding from the side may result in the hit going through guard if the hit comes in from more towards the back or in the hit getting guarded if the hit comes in more towards the front of the character. On the other hand, many NPCs are capable of blocking any attack that happens to come in front of them whenever such NPCs are not in the middle of initiating an attack, making frontal approaches to higher-rank NPCs in Mega Force missions inadvisable. Thus, this mechanic is used very often when players approach one another in GAT. Any player, regardless of guard mode, is fairly susceptible to a cross-up, as a Manual Guard user will be hit if he/she fails to guard in the direction the cross-up is coming in, and an Auto Guard user will be hit if he/she fails to turn around in time to meet the attack. Manual Guard allows the user to freely block by pressing the special button while standing without aiming, whereas Auto Guard allows the user to block if his/her attack's button input happens to match that of an opponent when both attack at the same time. In GetAmped2, there are two modes of guard, Manual Guard and Auto Guard. Below is a closer examination at how the cross-up mechanic applies to GetAmped 2. Such a mechanic involves a player landing attack behind the opponent's guard, allowing that attack to pass right through said guard. ![]() ![]() A cross-up is a commonly used combat mechanic in various fighting games and is usually known in GetAmped 2 as "JP Style".
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