Midnight Cyan

Rules of the fight

Core Systems

Read the gauges as choices: Tension buys flexibility, Burst buys survival or momentum, and the wall converts corner pressure into damage and Positive Bonus.

The four things the HUD is telling you

DisplayHow it movesDecision it creates
HealthFalls from hits and chip; character defense and guts affect effective durability.How much risk remains acceptable this round.
TensionBuilt by active play; retreat and passivity can lead toward Negative Penalty.Spend on Roman Cancel, Overdrive, Faultless Defense, or character tools.
BurstStarts full, persists between rounds, and refills over time and while taking damage.Spend 100% on Psych Burst or 50% on Deflect Shield / Counter Blitz.
R.I.S.C.Rises while blocking and falls after being hit or otherwise reset.High R.I.S.C. makes the next confirmed hit more dangerous; escape pressure before the wager grows.

Universal actions worth learning first

6P · anti-air

Every fighter has a forward Punch with upper-body invulnerability from the first frame. Use it against many jump-ins and extended midrange attacks; confirm the follow-up on your character page.

2D · sweep

A universal low that causes hard knockdown. The reward is time to run offense, even when a higher-damage route was possible.

5D · Dust

An overhead that must be blocked standing. A fully charged hit can launch into a Homing Jump sequence; the charge is reactable and risky.

Throw

A fast answer to passive close defense. Throws lose to jump and backdash, so they work because the opponent is respecting strikes.

Roman Cancel is a decision editor

A standard Roman Cancel costs 50% Tension and cancels actions that normally cannot be canceled. The color follows the situation, so learn the purpose before the color name.

ColorWhen it appearsFirst practical use
RedYour attack connected or is still in active hit/block interaction.Convert a stray hit, extend a combo, or keep pressure after a risky commitment.
PurpleYour attack has missed or moved into recovery.Make a whiff harder to punish or alter the scramble.
BlueNeutral or standard movement.Slow the opponent, observe their commitment, and take space.
YellowDuring blockstun.Interrupt pressure and reset distance; it is punishable if the attacker blocks it.

Advanced layers are drift RC and canceling the RC itself. They change position and conserve some meter, but neither is required for a first functional game plan.

Wall Break and Positive Bonus

Repeated corner hits build wall damage. A final hit breaks the wall, deals extra damage, resets both fighters toward mid-screen, and awards Positive Bonus. Positive Bonus temporarily improves meter flow and combat stats, so a wall break often trades guaranteed corner position for damage and resource momentum.

Three uses of the Burst Gauge

ActionCost / conditionUseMain risk
Psych Burst100%; context determines Blue or GoldBlue escapes hitstun/blockstun; Gold in neutral grants Positive Bonus on hit.A baited Burst can be blocked and punished; the resource persists between rounds.
Deflect Shield50%; while guarding, including blockstunAutomatically covers blockable highs/lows/cross-ups and creates major pushback when struck.Whiff recovery is punishable.
Counter Blitz50%; 6D during eligible counter-hit slowdownEasy hard knockdown, Burst lockout on hit, strong carry, guaranteed wall break near the corner.Often less damage than a practiced character combo; not available from every counter-hit.