free game trainers

Tuesday, July 15, 2008

Akatsuki Blitzkampf

PC | Windows | ISO | 260MB

In terms of Blitzkampf's play style, it is regarded as relatively "old school" in comparison to many other dōjin fighter releases such as Melty Blood, Eternal Fighter Zero, or Big Bang Beat, as many of the systems and conventions in the game are rather similar to several late 90's fighting games created by Capcom. For example, many players allude to the parry system, which resembles the ones from the Street Fighter III installments. The gratuitous amount of extra modes the game provides (such as Survival, Time Attack, or SUGOROKU) and the ways that they are unlocked is largely reminiscent of a console release of an arcade fighting game, further reinforcing the semi-retro feel. In other words, the game focus is upon space control and careful footwork instead of flashy combos and intense aerial combat.





Basic gameplay controls:

A - Light attack, tech roll
B - Medium attack
C - Hard attack
A+B - Throw (possible in air, breakable)
B+C - Parry (possible in air)
motion+B+C - Supers
A+B+C - MAX (level 3) Super
Press any button to tech roll just before hitting the ground; you can't mash or drum inputs for this. Hit one button, one time.

System notes:

[i]Chains are usually A -> A and A -> B, beyond that they are character-specific. For example Akatsuki can chain d+B or close B into far B, and B into C. Marilyn can chain her standing C into lighter attacks. Command normals can be chained into from any cancellable attacks.

You can cancel specials into supers or MAX supers. Charge specials can be super cancelled into the super version of the move simply by pressing B+C after it connects. Example: Soldat's C flash kick cancelled with B+C during the first 2 hits.

Parries have a whiff animation, and during the whiff you can't break throws (this also applies to being thrown while parrying a projectile). If you parry in the air, the recovery will transfer over upon landing. If you parry a projectile, you recover normally. Whenever you parry a non-projectile you can either cancel into another parry (for multi-hit attacks), or do nothing, which results in a canned standing/crouching/air attack, which knocks down and is cancellable. If a normal/special gets parried, it can't be canceled into a speical/super (on that particular hit). If you parry a multi-hit attack, you must parry all the hits or you'll get counter-hit when the canned parry followup comes out. Cross-ups cannot be parried.

You can air block (or parry) everything except low attacks, but blocking moves in the air makes them do 1.5x the guard bar damage. For an extreme example, Soldat's C flash kick cancelled on the 2nd hit into his flash kick super does about 90% guard bar if air blocked. Also, getting A strength invincible anti-airs air blocked generally leaves the AAer completely safe.

If someone fails to tech roll, you can OTG them.