
Toy Fighter Arcade
The game offers nine playable fighters each with their own moves. These are action hero Gushiken, female action figure Roux, rabid man Cymbals, the boy Peet, wind-up frog Kaeruman, building kit bird Nejibird, action figure Hero, lizard man Mifune and female doll Vitamin. To beat the game you have to fight several of the playable fighters and the non-payable boss fighter Toyking.
Along with a "living toy"-based aesthetic, this game is a fighting game based on a point system, like Judo or Kendo. Every character starts with five points, (marked as hearts under each character's lifebar), and whoever loses their five points first in the match will be defeated.
The game has a very basic control scheme with three buttons but with deep mechanics:
Kick attack K
Punch attack P
Dodge D
This are the action buttons .
Jump up ↑
Jump forward ↗
Front dash→→
Advance / Move forward→
Run →, hold →
Crouching advance ↘
Crouching (low guard) ↓
Crouching retreat (low-mid guard) ↙
Retreat (high-mid guard) ←
Back dash ←←
Jump back ↖
This are joystick command inputs.
But there is also "Extra Inputs"
Throw P+K
Throw escape P+K inside blue throw bar
Throw reversal P+K inside red throw bar
Sidestep D+↑ or D+↓
Bomber D+P+K
Throw to back ←+P+K (except Roux)
Upper atemi (reversal) →+P+K
Lower atemi (reversal) ↘+P+K
Ukemi (breakfall) D after falling to ground
Ring kick ↓↙←K (except Hero)
Keep pressing ←←, K
Ring climb ↖ on ring limit
The game uses a three ways to score points,to be more specific :
1 Life Point: Knockdown. Achieved by draining the enemy's life bar via strikes and other attacks.
2 Life Points: Throw. Some throws can be reversed, all throws can be escaped.
3 Life Points: Bomber. The players have only five bombers per credit.
Toy Fighter has an unique ring that surrounds the characters, that mixes wide 3D stages with moving limits.
Instead of a blocking button in the vein of most Virtua Fighter-influenced games, Toy Fighter has a dodge button.
Holding it avoids most strikes in showy motions without taking any chip damage - the official website compared it to "Hong Kong movies". However, the dodges can't avoid Colored Attacks
After successfully dodging an attack, the player can use a counterattack with a strike pressing P or K.
Color Attacks are attacks have special properties, distinguishable by a color-coded effect and trail. All of them break the dodge movements.
These attacks are listed in each character's individual move list.
White → Normal strike, breaks dodge
Yellow→ Launches opponent if used as counter hit
Orange→ Launches opponent
Blue→ Knocks back opponent. High damage if used as a counter hit
Red→ Takes away 1 Life Point if hit. Highly telegraphed attack.
Toy Fighter has also a throw system where the victim can either escape or reverse the throw.
The opportunity is shown in a bar in the bottom of the screen - in it, a pointer advances from left to right through a series of colors ( Grey / Blue / Red / Grey ), and depending on the moment the player presses P+K, the counter action will be different (or a failure).
If a character is thrown while dodging, the colors will be different ( Grey / Yellow / Grey ), and the escape margin will be much smaller.
Let's talk about the super attacks in this game or should i say Bombers ,they can be activated after their Super Meter is full.
Each Bomber costs a Shot to use (shown below the Super Meter), and can be cancelled withouth spending the Shot. Each player has only five Shots per credit. Shots can also be spent for Dirty Attacks before the round starts.You can also win shoots for winning a perfect match but this option is not always put on.
There are at least four ways to act against a Bomber:
Attacking the enemy before its Bomber motion is completed.
Avoiding it with D+↑ or D+↓.
Blocking it holding ←. This method deals heavy chip damage.
Absorbing it with →+P+K. If successfully timed, the player will gain the enemy's Shot.
Unique moves are Atemis can successfully counter an enemy's attack if timed correctly.
Every character can use them, although some of them (Gushiken, Vitamin and Nejibird) have additional counters.
Normal Atemi →+P+K High attack counter.
Lower Atemi ↘+P+K Low attack counter, throws enemy if successful.
Aerial Atemi P+K after being launched Reverses juggle attempts. If the input misses, the character will rebound.
Bomber Atemi →+P+K to Bomber Absorbs Shot if timed successfully.
Gushiken's Atemi →+P+K to high kick Special throw counter against high kicks.
Vitamin's Atemi →+P+K to high punch Special throw counter against high punches.
Nejibird's Atemi →+P+K to weapon strike Special throw counter against Mifune and Vitamin's weapons.
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