SNK Heroines: Tag Team Frenzy

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File:Switch SNK HEROINES Logo8.png

Introduction

  • Information for this wiki comes from two sources:

Game Systems

Button Config (use layout picture)

Arcade Layout:
LHI
GSD
Light Heavy Item
Guard Special Dream Finish
L+G = Throw
H+G = Tag
4/6+G = Roll
[During Guard] 4/6 = Guard Cancel

L > L > H = basic blowback combo 66 (Dash) > H = also causes blowback L>L>L>S>D = Basic/Common combo

Tag Combo Basics: [First Chara] dH / S > TAG cancel > dH

Default PS4 Controller Button Config:
□		Light
△		Heavy
X		Throw
○		Special
R1		Dream Finish
R3		Use Item
R-Stick	Use Item (With direction influenced positioning)
Default Switch Controller Button Config:
Y			Light
X			Heavy
B			Throw
A			Special
R			Dream Finish
R Stick Button	Use Item
R-Stick Tilt		Use Item (With direction influenced positioning)


(button notation here)

Movements

                  up (u)
                    |
 (ub)  up left - 7 8 9 - up right (uf)
     
     (b)   left - 4 5 6 - right (f)

(db) down left - 1 2 3 - down right (df)
                    | 
                  down (d)

General Gameplay Overview

  • Your buttons are L(Light/Weak), H(Heavy/Strong), S(Special), Throw, Guard, Dream Finish (Will be referred to as D for ease), and Tag.
  • Unlike other SNK games, you can air dash here. Air dashing is very important for mobility, since air dashes are very quick. Instant air dashing -- hereafter referred to as IAD -- is especially important if you want to increase your overall damage output.
  • Guarding is relegated to a button in SNK Heroines, as opposed to holding away from the opponent. Holding the Guard button puts up a shield that will block everything that’s not a normal throw. You can roll by pressing left or right while guarding, and you can air dodge by pressing Guard while airborne. Air dodging stops any forward momentum you might have had as you sway away, but you give up any aerial offense you may have planned to do. This WILL, however, let you avoid anything, even throws. Be cautious, though, as you can be punished if you land in their face afterward. Rolling takes you past an opponent or their attacks, but you can be thrown during the latter end of a roll, as well as hit as you’re coming out of one, so that’s something to look out for.
  • Speaking of guarding, your shield has a limit to what it can take. If it takes one too many hits, it’ll shatter, and your character will be left stunned. It should be noted that guarding against supers doesn’t deteriorate your shield at all. Other ways your shield can deteriorate, though, are with Guard Cancel rolls, done by pressing left or right while blocking an attack. Guard Cancel evasions take away some of your SP to do, but unlike standard rolls, they’re totally invincible all the way through. In the event that your Spirit Gauge, or SP, is too low, however, your shield will deteriorate faster every time you do a Guard Cancel roll. Be very careful so you don’t waste all your resources! Editor note: (props to @HBJohnXuandou on Twitter for pointing this out to me)
  • One last point about guarding is that while you’re holding up your shield, your SP won’t regenerate, so be mindful about balancing your SP.
  • The majority of your normals can only be hit once during a combo without a reset in the juggle state. SP items (technically assists based on your partner) will reset the juggle state when they hit the opponent, while other items will give you room for raw tags, which will reset the juggle state as well. Thief Arthur is the only exception to this rule.
  • Dash attacks are an exception to the above rule. If you can hit a dash attack during a juggle, it will connect. It will wallsplat and crumple the opponent, regardless of height. If you do another dash attack after, it will knock the opponent down, but they can still be juggled, since you can tag when it hits. Another dash attack from your tagged character will wallsplat and crumple them again.
  • If you start a combo with a jumping normal on a standing opponent, this normal can be hit a 2nd time to continue your juggle, but no more after without resetting. Thief Arthur, as with other certain cases, is an exception to this rule.
  • Almost every character can pop the opponent into the air with a close Heavy attack that can be jump cancelled to follow it up. The exceptions to this are Kula, Luong, and Mian, all of which will be detailed later.
  • Speaking of being airborne, jumping is important in this game. Air dashes are fast, and are a great way to close the distance in a hurry. However, it does bear mentioning that doing so can and will get you hurt severely by anyone that’s on the ball. Heavy attacks and jumping attacks put people into a juggle state, while standing Light attacks let the opponent flip out and land on their feet. If you wonder why jumping attacks aren’t usually noted in the character sections later on, it’s because most characters have pretty decent jumping Light attacks (for some, it’s their jumping Heavy attacks) that can be used as an air-to-air, and by and large, those aren’t too hard to suss out. The main point, though, is that you should be careful about how and when you should take to the air. Keep air dodging in mind, as well as your spacing, so you don’t eat a hard punish for trying to leave your feet.
  • Like in a standard KOF game, certain special moves can be used multiple times in a combo, provided you can actually hit them.
  • Ground throws can be broken. Air throws and command throws can't be broken. Standard Throws deplete 1 and ½ bars of your opponent’s Spirit Energy (SP) as well as doing damage to them. Throws make you invulnerable to items until the throw is done, as do certain super animations.
  • Unlike with some throws in KOF, you can't Fall Break a throw once it's happened, regardless of the throw. It is possible to OTG the opponent after a throw.
  • Speaking of, you can break your fall in quite a few situations by pressing Guard as you’re about to hit the floor. You can press left or right and Guard to roll in the desired direction as you tech the fall. You can’t do this to throws or certain moves that cause a hard knockdown state, however.
  • Your Spirit Gauge (SP) is directly tied to your health gauge. The less health you have, the more SP you have. Special moves typically take slightly more than one bar of SP, tag cancels take about two and a half bars of SP (neutral tags don’t incur a cost), and supers take 4 bars of SP. Your SP will slowly replenish on its own, and will replenish faster as you fight. If a character isn’t currently active, their SP will replenish faster still.
  • Counter hits deplete SP as well as health. The stronger the counter hit, the more SP you lose, with supers depleting 1 and ½ bars.
  • If your SP hits 0, and you do a special move, it will be suuuper weak and won't produce any knockdown.
  • Your partner's SP gauge is separate from yours; you can see it underneath your main character's SP/Health gauge.
  • Raw tags have invul, so you can use them to evade attacks.

Items

General

- Items appear in bubbles. Items you receive are random.

- Items are granted if you fulfill certain criteria during a match. These are also random.

If you Guard Crush your opponent, you have a 100% chance of receiving an item.
If your health falls below 20%, you have a 100% chance of receiving an item (only once per battle). This item will ALWAYS be an SP item.
If you’re stunned, you have a 100% chance to receive an item (only once per battle).
If you cause a certain amount of damage during a combo, you’ll get an item. The chance of getting one depends on the damage you do.
If you TAKE a certain amount of damage during a combo, you have a chance of getting an item. The chance likewise depends on the damage you’re taking.
Successfully throw break and you have a 50% chance of getting an item.
Knock your opponent into the wall, and you have a 40% chance of getting an item.
Get knocked into the wall, and you have a 30% chance of getting an item.

- Items can be used at almost any time, whether you're being hit, stunned, or whatever else is happening. You can’t use items during certain supers, however.

- You can only hold one item at a time. Picking up another won’t let you receive it, unless it’s the SP item, which will take the place of the one you have.

- You can press left or right on the analog to make your partner set most items on the corresponding side. Pressing UP or DOWN will make that item drop differently.

Characters

Athena Asamiya

Kula Diamond

Mai Shiranui

Nakoruru

Leona Heidern

Yuri Sakazaki

Shermie

Sylvie Paula Paula

Zarina

Love Heart

Mian

Luong

Mui Mui

Terry Bogard

Thief Arthur

Customization Information

(info on costumization here)

External Links

(link to google doc of SNKH gameplay tweets)

Reference Links

SNK Heroines: Tag Team Frenzy
General

ControlsCustomizationItemsPatch NotesSystem

Characters

Athena AsamiyaJeanneKula DiamondLeona HeidernLove HeartLuongMai ShiranuiMianMissXMui MuiNakoruruShermieSkullo ManiaSylvie Paula PaulaTerry BogardThief ArthurYuri SakazakiZarina