The Killing Blade Plus Arcade

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The game uses 4 buttons and 8 way in a typical KOF setup with A for Low Punch, B for Low Kick, C for High Punch and D for High Kick.

Defend against the opponent's attack to minimize damage. Normal attacks give no damage when blocked but special attacks do small damage when blocked. Stand defend for high attacks, crouch defend for low attacks. Throws are unblockable, however.
When close, or + C Grab a nearby opponent to throw him. Tap the joystick left or right, any fighter can dash forward in a burst of speed, or hop back away from the enemy. Try to link an attack or throw the opponent.
When dizzied, spin the joystick and tap buttons rapidly. When you are dizzied by a barrage of blows, you are left vulnerable to attack. Reorient yourself before your opponent attacks.

Tap the joystick up twice and any fighter can travel higher or longer in mid-air by double jumping. With this, you can set up a variety of aerial attacks.
Pressing A + B buttons together. Use this maneuver to side-step safely from an incoming attack.

Press B + C buttons together to perform a strike between weak and strong power. This allows you to strike through the defense of a constantly guarding opponent.

Press A + C buttons together to fill up and build your blue power meter much faster. However, you are left vulnerable to enemy attack while doing so.

Press A + D buttons together to tag between your partners. While both members share the same life gauge, it is imperative to switch between your fighters for offensive and defensive variety.

In Rage Mode A + B + C, press B + C + D buttons together to unleash maximum potential with a burst of rage anytime during battle. During Rage Mode, both red and blue power meters become a draining yellow timer. In this duration your offensive strength is bolstered, allowing you to inflict more damage. You can also perform a single devastating blow with Final Strike. Once the rage timer is over or you perform a Final Strike, both power meters are depleted. You can only build up blue power, but your red power is nulled for the rest of the match, disabling your ability to amass power for your Super Specials. This is why you only use Rage Mode in the direst moments.

Certain characters have special moves that only work if entered as a linker to an ongoing special move.

With a full blue power meter, press C + D together to initiate Super Combo. When the first blow hits, you have a chance to maul the enemy with a precise 10-button sequence of attacks. The combo depends on the character. The Super Combo ends if you mess up a button in the sequence.

With a full red power meter, input your fighter's red command move for a Super Special move, oftentimes a more powerful version of one of his specials. Each fighter may have one to three Super Special moves, and they are crucial in dealing a critical blow to the opposition.

Your blue power gauge fills up by defending enemy attacks. With a full blue gauge, initiate Super Combo by pressing C and D buttons. Once the first hit connects, tap the 10-button sequence above your power bar to pummel the enemy. The Super Combo will be interrupted by a wrong button input. Devastate your opponent with a rapid-fire stream of brutal attacks! You can restore blue power faster by the Power Charge skill, but that leaves you open to attack.
Each warrior has an array of special attacks, all of which builds the red power gauge. Be sure to master these moves and their effects during battle to have an edge over the opposition.
With a full red meter, input your fighter's command move for a Super Special move.

By pressing the ABC buttons together, your character enters Rage Mode, converting your gauges into a Rage timer. The timer duration inversely proportional to the amount energy left in your vitality gauge for the round. Aside from a tremendous damage boost to your attacks, you can perform a devastating blow with a Final Strike. Using this finishing move prematurely ends Rage Mode no matter how much time remaining. After the rampage subsides, the character is fully spent, and your red power gauge is disabled for the rest of the match.

Team members can switch at any time during the fighting match, but are out of commission when their vitality is completely drained. There is also a stamina meter which drains as a fighter takes damage. If the stamina is too low, the fighter will not be able to execute super moves.

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