Mechanics in Detail
For a summary of mechanics in comparison to Melee, see details.
Energy
The biggest new feature is the Energy meter. Shields, specials, lag-canceling, and holding opponents all consume Energy.
Each character has the same energy pool and regeneration speed. The last chunk of used energy, the ligher chunk on the meter, regenerates more quickly; it can help to space out big specials and avoid lag-canceling or using shield immediately after for the fastest regeneration potential.
Familiar
- Lag-canceling: 50% landing lag, rounded up, plus one frame; costs energy to perform based on move's landing lag
- Wave dashing; air dodges send into free fall
- Moonwalking, charlie walking
- Ledge mechanics, including right-stick options and 100%+ animations
- DI/SDI/ASDI
- Grabs, throws
- Teching (wall, ground, ceiling)
- Shields, light shields, shield dropping, 20XXTE-style Axe method support, command shield drop if control stick is down and Special (B) is pressed
- Wall jumping
- Powershield, parry (see differences)
- All throws can be buffered with right-stick (not just down throw)
- Shield options can be buffered with right-stick
- V-canceling
- Throws use a set weight
- Crouch canceling (nerfed)
Differences
- Reverse aerial rush possible during initial dash, but not during run
- Initial dash can be canceled on first two frames
- Most specials require energy to use, based on the amount of impact they have
- Holding consumes energy, grabs cannot be mashed out of; pummeling accelerates energy use
- Certain moves that hit upward (up throws, etc) can be DIed further sideways as they become more stale
- Ledge invincibility begins later the more times the ledge is regrabbed; always ends on the same frame
- If grabs collide, they will cancel out
- If a grab trades with an attack, grab is released if hit is above a knockback threshold
- Powershield window is shorter
- Powershield still takes heavy shield stun but removes light stun, and consumes no energy
- Parry window after releasing shield: only provides enhanced super armor; take damage, but suffer no hit stun
- Powershield and parry both negate projectiles
- If hit during first few frames of a double jump, jump will be refreshed
- Dodge panic: pressing grab (Z) during air dodge will cancel movement into a stall that can grab ledge after a delay
Shields and Energy
- Powered by energy meter
- More HP
- Regenerate slower
- When shield breaks, character crumples and falls to the ground
- Shield stun has two phases: heavy (full) stun, and light stun
- During light shield stun, character can spot dodge and roll
- Lag-canceling can be performed regardless of how much energy is available and will consume energy down to 0
- Specials cannot be used with insufficient available energy
- Holding consumes energy, and will release when energy reaches 0
Controllers
Currently officially supports GameCube (via Wii U/Switch adapter in native mode), 360/XB1 (and compatible), PS4, and keyboard
Button/key rebinding will be improved later in testing, as well as support for more controllers (e.g. Mayflash in PC mode, Switch Pro)
To get GameCube controllers to work on Windows, Zadig can be used to install a generic driver; see Dolphin's guide for detailed instructions. Mac/Linux seem to work without hassle.
A copy of Zadig is bundled in the installation folder
If you can already use controllers in Dolphin, it should work in Antistatic too. In the future, this process might be an automated option
Control rebinding
Basic controller rebinding is available in the in-game controls menu, but is early in development and only changes default controls. Keyboard rebinding still needs a lot of work.
Advanced
Advanced control rebinding can be accessed through the console (bound to `; close with escape, ctrl+d, or enter with nothing entered).
Basic help is provided by using mapping
on its own:
Usage: mapping [controller ID]
Prints mapping for controller ID, as well as lists available button/axis actions
Usage: mapping [controller ID] bind [button/axis name] [button/axis action] [axis value (keyboard only)]
Binds button/axis to action for controller ID
Usage: mapping [controller ID] save
Saves current mapping as the default for controller's kind
Usage: mapping [controller ID] reset
Resets mapping to original values for controller's kind
Usage: mapping [controller ID] default
Resets mapping to current default for controller's kind
Usage: mapping list
Lists all default and saved mappings
Usage: mapping list [controller kind]
Lists all default and saved mappings for controller kind (e.g. standard, gcn_native)
See also: controller (all)
Lists active controllers; if all is specified, includes all connected controllers
Examples
Keyboard rebinding
Rebind the space bar to shield, and save as the default.
Note that all keys are case-sensitive right now; letters should be lowercase (e.g. w
, not W
), special keys should be capitalized (e.g. RETURN
), and numbers are either e.g. A_0
(number row) or KP_0
(number pad)
Press ` to open the console.
$ controller all # list out all controllers
0. keyboard: keyboard
$ mapping 0 bind SPACE shield
$ mapping 0 save # saves as the default keyboard layout
Saved mapping file
RETURN
ESCAPE
BACKSPACE
TAB
SPACE
EXCLAIM
QUOTEDBL
HASH
PERCENT
DOLLAR
AMPERSAND
QUOTE
LEFTPAREN
RIGHTPAREN
ASTERISK
PLUS
COMMA
MINUS
PERIOD
SLASH
A_0
A_1
A_2
A_3
A_4
A_5
A_6
A_7
A_8
A_9
COLON
SEMICOLON
LESS
EQUALS
GREATER
QUESTION
AT
LEFTBRACKET
BACKSLASH
RIGHTBRACKET
CARET
UNDERSCORE
BACKQUOTE
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
CAPSLOCK
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F11
F12
PRINTSCREEN
SCROLLLOCK
PAUSE
INSERT
HOME
PAGEUP
DELETE
END
PAGEDOWN
RIGHT
LEFT
DOWN
UP
NUMLOCKCLEAR
KP_DIVIDE
KP_MULTIPLY
KP_MINUS
KP_PLUS
KP_ENTER
KP_1
KP_2
KP_3
KP_4
KP_5
KP_6
KP_7
KP_8
KP_9
KP_0
KP_PERIOD
APPLICATION
POWER
KP_EQUALS
F13
F14
F15
F16
F17
F18
F19
F20
F21
F22
F23
F24
EXECUTE
HELP
MENU
SELECT
STOP
AGAIN
UNDO
CUT
COPY
PASTE
FIND
MUTE
VOLUMEUP
VOLUMEDOWN
KP_COMMA
KP_EQUALSAS400
ALTERASE
SYSREQ
CANCEL
CLEAR
PRIOR
RETURN2
SEPARATOR
OUT
OPER
CLEARAGAIN
CRSEL
EXSEL
KP_00
KP_000
THOUSANDSSEPARATOR
DECIMALSEPARATOR
CURRENCYUNIT
CURRENCYSUBUNIT
KP_LEFTPAREN
KP_RIGHTPAREN
KP_LEFTBRACE
KP_RIGHTBRACE
KP_TAB
KP_BACKSPACE
KP_A
KP_B
KP_C
KP_D
KP_E
KP_F
KP_XOR
KP_POWER
KP_PERCENT
KP_LESS
KP_GREATER
KP_AMPERSAND
KP_DBLAMPERSAND
KP_VERTICALBAR
KP_DBLVERTICALBAR
KP_COLON
KP_HASH
KP_SPACE
KP_AT
KP_EXCLAM
KP_MEMSTORE
KP_MEMRECALL
KP_MEMCLEAR
KP_MEMADD
KP_MEMSUBTRACT
KP_MEMMULTIPLY
KP_MEMDIVIDE
KP_PLUSMINUS
KP_CLEAR
KP_CLEARENTRY
KP_BINARY
KP_OCTAL
KP_DECIMAL
KP_HEXADECIMAL
LCTRL
LSHIFT
LALT
LGUI
RCTRL
RSHIFT
RALT
RGUI
MODE
AUDIONEXT
AUDIOPREV
AUDIOSTOP
AUDIOPLAY
AUDIOMUTE
MEDIASELECT
WWW
MAIL
CALCULATOR
COMPUTER
AC_SEARCH
AC_HOME
AC_BACK
AC_FORWARD
AC_STOP
AC_REFRESH
AC_BOOKMARKS
BRIGHTNESSDOWN
BRIGHTNESSUP
DISPLAYSWITCH
KBDILLUMTOGGLE
KBDILLUMDOWN
KBDILLUMUP
EJECT
SLEEP
APP1
APP2
AUDIOREWIND
AUDIOFASTFORWARD
XInput (e.g. XB1): rebind X to jump, B to special
Press ` to open the console.
$ controller all # list out all controllers
0. keyboard: keyboard
1. XInput Controller: standard
$ mapping 1
A attack
B jump
...
$ mapping 1 bind X jump
$ mapping 1 bind B special
$ mapping 1 save
Saved mapping file
Reset all saved mappings to original
Option 1, using rm
Press ` to open the console.
$ rm ~/mapping/standard.default
Option 2, also reset controller
Press ` to open the console.
$ controller all # list out all controllers
0. keyboard: keyboard
1. XInput Controller: standard
$ mapping 1 reset
Reset mapping
$ mapping 1 save
Saved mapping file