PRESS ` TO PAUSE There is an ingame tutorial for instructions. But here are some techs and mechanics that aren't in the tutorial Whenever you attack an opponent, you gain back a jump, cowboy's teleport, and wizard's missile form. You can only do cowboy up air once before hitting the ground, and three times for his neutral air ninja's up air behaves the same way as cowboy's up air. You can only use it once in the air. Using either of these up airs from the ground though will let you do 2 up airs instead of 1. Training Mode Shortcuts: 0 - Open Command Menu 1 - Heal Everyone 8 - Toggle CPU 9 - Show / Hide Difficulty Slider Difficulty changes how fast the AI reacts (also you can't set any of your keybinds to ` because thats permabinded to pause) ~~Commands~~ After opening the menu you must type the first word on the left to perform the action. what the words on the left do are self explanatory Secondly you have to input a number to set it to. The numbers on the right are the ranges in which you can set these values to.
Changes: Ninja: Overall: More combo ability and damage as a whole. Standing Attack pulls back and has a longer hitbox Crouching Attack pulls back and has a more strange hitbox Upwards attack has a clean hit mechanic, hit it early! Back attack sends the enemy to the wall Fowards attack is a combo extender Air Jab hits grounded enemies more easily Air Chuk is now the biggest air hitbox in the game Divekick is only good against airborne enemies, but knocks down Kick knocks down Forward Special knocks to the wall Stomp...just watch and see Hold Y after the back special. Cowboy: Overall: A more neutral-based character, similar to literally every Samurai Showdown character, has slow moves but comical damage. Stand Attack is unaffected Forwards Attack has startup and deals more damage Backward Attack is a Samurai Showdown B+C and will make somebody go on the hit show Will It Kill Down Attack has startup and deals more knockback Up Attack is even more of a anti-air and deals more damage Air Neutral Attack 2 flings enemies away Air Side attack deals more damage in general Air Down Attack is just Airborne B+C Specials unaffected Plans: Cowboy: Make them a neutral-based character with low stun but comical damage on hits Wizard: A slower and defensive character with low damage but incredibly buffed projectiles and several "armor" moves Universal: Give everyone a move that blocks mid-move since Ninja first had that property in Fowards Special. This will be referred to as Armor.