This sub-page of the gameplay section covers several of the game's options for movement and cancelling. Work those feet of yours and learn how to combo with the best of them!
Movement and Cancelling
- Input Command - Directional Stick
The most basic of all movement options in Darkness Trigger, Walking may be rather slow in comparison to other options, but it's also the least risky to use. It also slowly builds up the Trigger Gauge, which can be better explained over here.
Dash & Run
The most often-used movement option in the game, a Dash can close some distance between the player and their opponent. In order to perform a Run, the player must hold down the forward direction after performing a dash. Not only does it allow the player to cover distances quickly, it also builds their Trigger Gauge at a fairly quick rate.
However, there is some recovery after doing a dash or run, during which you cannot block but can cancel into most attacks. Because of this, it is usually a good idea to use this with a plan of attack in mind. Thankfully, it's also possible to cancel that recovery animation by performing a Dash Brake, which is done by inputting the command for a Perfect Guard just as you finish the dash.
A Backdash is mainly used to evade some attacks, thanks to their startup invincibility, as well as create some distance between the player and their opponent. However, like the dash, it also has quite a bit of recovery, meaning it can be punished with a quick enough counterattack from the opponent.
A Recovery is a reversal maneuver where, when lying down on the ground, the player gets back up on his feet and potentially escape an opponent about to perform an OTG (off-the-ground) move. Aside from the neutral recovery, the variations of this move include the Forward Roll, which is done by holding forward, the Backward Roll, which is done by holding backward, and a Quick Recovery, which is done by holding down.
A Ground Tech is a reversal maneuver where, upon crashing into the ground, the player quickly recovers from being knocked back by their opponent. It's quite useful in terms of making an instant recovery, but it is rather slow and the opponent can easily mix you up right after when given the chance.
In addition, a Ground Tech cannot be performed when hit by any move that causes hard knockdown.
Stagger and Stun Recovery
Speaking of which, there are some moves that can cause one to stagger, meaning they're briefly helpless to all attacks and even throws for a short time. Good players can take advantage of their opponent being staggered by whaling on them, so if you happen to get staggered yourself, you've gotta get yourself un-staggered fast by mashing those buttons.
If ever the opponent manages to attack you repeatedly, you'll eventually become stunned. This means that you will be unable to do anything for a much longer time, including techs. If this happens to you, you can recover from this state by rapidly moving the joystick around while mashing those buttons, but you gotta do it real fast since you're wide open.
Of course, you can also become un-stunned by getting attacked again, but you probably don't want to let the opponent do that since it will just let them execute another devastating combo and eventually kill you in the process.
Jumping is a crucial movement option in most fighting games, and Darkness Trigger is no exception. With the exception of Serges, all characters can double jump, which is done simply by jumping in midair. In Sonic's case, he can even perform a triple jump, meaning he can jump in the air twice.
As the name implies, a High Jump is a kind of jump that allows the player to jump at a higher height than normal. As useful as that might sound, performing a High Jump will disable the use of a double jump, but air dashes are still available for use.
Speaking of which, an Air Dash is basically the same movement as a Dash and a Backdash, only in the air. Of course, unlike a normal Dash, a forward Air Dash cannot be held down in order to cover more distance, but it still builds a little Trigger Gauge upon usage.
An Air Tech is basically the same thing as a Ground Tech, only the player recovers while in midair. Of course, you can also choose which direction you can perform the maneuver, meaning you can move slightly forward when doing a forward Air Tech, move slightly backwards when performing a backward Air Tech, or just recover in place when using a neutral Air Tech.
The Chain Combo system allows normal attacks to be cancelled into other normal attacks. While several characters have their own rules as to which normals can cancel into which, the general flow of the system is A > B > C. For most characters that have an attack as their Trigger, the C button can be followed up with a D button.
A Special Cancel is done by cancelling from most normal moves to a special move or super attack. Like the Chain Combo, this is mainly used to create combos.
Dash & Jump Cancel
Some attacks can be cancelled with a Dash Cancel, where the player rushes a short distance forward after an attack, or a Jump Cancel, where the player cancels into either a normal jump or a high jump after landing an attack.
A Meteor Cancel is a maneuver used to cancel from almost any attack, allowing players to create new combo chains, blockstrings, and mixups at a near-instant. The move comes in three different variations and it costs either 25% or 50% Trigger Gauge, depending on the situation.
- Cyan Meteor Cancel is used during the startup/early active frames of an attack in which the opponent isn't on blockstun or hitstun. It can also be used during movements or moves that don't attack or in a neutral state. It uses up 25% of the Trigger Gauge and doesn't slow down time that much, which makes it good for feints.
- Gold Meteor Cancel is used during the startup/active/recovery frames of an attack in which the opponent is on blockstun or hitstun. It uses up 50% of the Trigger Gauge, but slaps opponents with the most slowdown, making it good for combo chains.
- Orange Meteor Cancel is used during the late/recovery frames of a move in which the opponent isn't on blockstun or hit stun. It also uses 50% of the Trigger Gauge, but slaps opponents with a decent amount of slowdown, making it good to reset whenever you leave yourself. However, it has a very high framerate, so you have to time it carefully.
Regarding the Cyan and Orange Meteor Cancel, not all attacks can be Cyan or Orange MC'd. A red X along with a yellow "!" will appear above the character if you attempt to do so during those attacks.
Limit Break Cancel
There are some attacks that can be cancelled with a Limit Break Cancel, meaning the player immediately activates their Limit Break after connecting an attack. However, this comes at the cost of reducing the duration of the Limit Break by half. It might sound like a rather costly move, but it can allow for some great combo opportunities, so make the best of it!
Simply put, a Clash occurs when an attack from each fighter connects at the same time. In this state, the player can follow it up with another attack, a jump, or a dash, among others, provided they can be cancelled into. Of course, the opponent can do this as well, so it's best to act quickly. In addition, the chances of a clash actually happening are really low, and are thus highly-unexpected and able to throw anyone off-guard for a moment.