ADVANCED MECHANICS

OVERDRIVE METER

Units
1 bar is equal to 33 meter points- to a maximum of 3 bars, or 99 meter.

Gaining
Connecting with a Light Attack awards 6 meter.
Connecting with a Heavy Attack or Special awards up to 12 meter.
The opponent connecting any manner of attack awards 4 meter.
No meter is awarded for connecting with an Overdrive Special, Super ability, or any attack made during Hyperdrive.
Connecting with projectile Specials eligible for meter gain awards 12 meter points, or 6 meter points if the projectile has been active for 25 or more frames.

Spending
Performing an Overdrive Special requires 1 bar and will consume 1 bar.
Performing Hyperdrive requires 2 bars and will consume 2 bars.
Performing a Super requires only 1 bar, but will consume all remaining meter to scale the damage up, dealing maximum damage at 3 bars.

JUGGLE

Overdrive Specials, Super abilities, most attacks made during Hyperdrive, and Command Heavy Attacks can hit and juggle any airborne Robot who is not invincible, even if the Robot had already been hit while airborne, or is airborne as a result of being hit. Command Heavy Attacks not powered with Hyperdrive are limited in the number of times they may juggle.

COMBO DAMAGE SCALING

After a certain number of hits performed in a combo, damage caused by each hit will begin to scale by the following model. Hits following the initial hit of a target combo or multi-hit attack will not progress the scale. Hyperdrive will regress the scale by 1 hit upon activation.

HITSDAMAGE
1-2100%
380%
470%
560%
650%
740%
830%
920%
10+10%


DASH

Normal Dash in either direction lasts for 25 frames, with a travel speed specific to the Robot. Backwards Dash will always travel more slowly than forwards dash by an amount specific to the Robot. During backwards normal Dash, the first 20 frames are fully invincible

Dashing in either direction to activate Hyperdrive is shortened, lasting for 15 frames instead of 25

HYPERDRIVE

Hyperdrive is a special attack mode accessed by inputting Dash during a connected non-Super attack. 2 bars of Overdrive meter are required to Dash in this way. The duration of this Dash is shortened to 15 frames instead of 25 frames. During these frames, the hitstun or blockstun of the target stops counting and is also extended by 5. After dash recovery, hitstun or blockstun resumes counting, and the dashing robot may perform attacks in Hyperdrive mode for 105 frames afterwards.

Hyperdrive allows most attacks to juggle the opponent. Attacks which sweep the opponent will not juggle. Overdrive Specials will not work during Hyperdrive, and instead will be regular Specials. Super abilities will work, but will complete the duration of Hyperdrive.

SUPER LEVELS

Overdrive Super abilities have increased properties depending on how many whole bars of meter are consumed. Damage scales up depending on total meter consumed. Performing a Super ability of any level consumes all remaining meter.

Level 1
1 bar; No invincibility or resistance

Level 2
2 bars; Projectile resistance through startup and active frames

Level 3
3 bars; Full invincibility through startup and active frames; If projectile ability, absorbs lower level Super projectiles

THROWS / THROW TECH

Throws may be aimed by holding left or right before inputting throw, and will throw forward by default. Throws cannot be blocked, but may not target an opponent in hitstun, blockstun, any airborne state including pre-jump, any knockdown state, full invincible state, during the first 4 frames of wakeup, or during the remainder of the cycle following a state of hitstun or blockstun.

After a throw connects, the opponent has 5 frames to tech the throw by inputting a throw. In the case both Robots connect with a throw on the same frame, a tech occurs automatically. Throw tech puts Robots in a brief state of hitstun and pushback with identical recovery time.

KNOCKDOWN BOUNCE / WAKEUP

Robots become invincible upon first hitting the ground (going into a bounce animation), as a result of any attack that knocks them down. From this point until wakeup, they remain invincible for 60 frames. During the first 4 frames after wakeup, the Robot is invincible to throws.

PRE-JUMP / JUMP RECOVERY

There are 4 frames before the Robot leaves the ground. The Robot is considered airborne and cannot act for the duration.

There are 4 jump recovery frames when the Robot lands. The Robot is considered grounded and cannot do further actions for the duration.

PUSHBACK

Robots may act when affected by pushback on the ground, so long as they are not also affected by hitstun or blockstun. Attacking will immediately clear pushback, with the exception of a Light Attack that was cancelled from another Light Attack.

PROXIMITY / PROJECTILE GUARD

When grounded, close to, and facing an opponent who is in the startup or active frames of an attack, the Robot will not move backwards when pressing back- instead the Robot will stand block.

When grounded, close to, and facing a projectile launched by the opponent, the Robot will not move backwards when pressing back- instead the Robot will stand block.

PROJECTILE PRIORITY

Projectile strength can be normal, Overdrive, or Super. Projectiles of the same strength deactivate one another upon contact. Projectiles of greater strength will deactivate the lesser strength projectile and continue its trajectory. It is also possible for projectiles to miss one another, due to how high or low the trajectory is- in which case neither projectile will be affected by the other.

PROJECTILE RESISTANCE

Some abilities offer Projectile Resistance for a certain period of time. During these frames, the robot is invincible to standard projectiles, and damage received from Overdrive or Super projectiles is reduced by half.

ABILITY QUEUE

Robots may queue Special abilities, Super abilities or Dash while in certain states. The last required input must be pressed within 16 frames or fewer upon exiting the following states:

Performing a standard Throw
After being hit while airborne but not knocked down
While affected by wakeup
While affected by hitstun
While affected by blockstun