ombo echanics


Time Flux Sonic uses my own button and combo system similar to Marvel Vs. Capcom 2, by MVC2 buttons I mean he has 2 seperate punches and kicks mapped to 1 button that is usable in combos only.

X = Punch/2
Y = Kick/2
Z = Power Charge/Hyper Move Activator
A = Classic Action
B = Time Flux Action
C = Ability Activator (check abilities for specifics).

The Chain Combo system is simple and straight forward, Normals > Specials > Hypers. His combos however are not limited to being chains only, his specials have different properties that could lead to reseting the chain. Button mashing to chain easily will not result in a continued chain, timing the button press is the only way.

Click the links to check the animations when he turns green for the button press timings. There is no normal chain after Kick 2.


Stand Punch 1 Stand Punch 2 Stand Kick 1
Crouch Punch 1 Crouch Punch 2 Crouch Kick 1
Air Punch 1 Air Punch 2 Air Kick 1


Specials and level 1 and 2 hypers can be canceled during anytime a move from the previous branch hits. Check Attacks for level 3 spcifics. New to this version is the special property of the homing target. It allows you to cancel into homing attack from other air special moves during certain animation times.


niversal ttack lash

It activates when Time Flux Sonic and his opponent hit each other simultaneously. Everything pauses for a few secs as the starting music plays after which they both start attacking, as each hit "connects" a hit spark will show. While this is going on the players must mash buttons as fast as they can to beat one another out. Whoever succeeds gains 1 third of their power stock and a free oppotunity to punish the loser.



Created by Hadoabuser.