Midnight Cyan

Shared rules of every fight

Core Mechanics

Understand why a 4v4 match begins with two available characters, how the team grows, and where to spend each gauge.

A 4v4 team that grows during the match

You select Point, Shooter, Vertical, and Assault, but a standard match opens with only Point and Shooter available. Trigger a Break or lose a round to assemble the next teammate. The order is Point → Shooter → Vertical → Assault.

Available fightersTeam health capAssemble Gauge capSkill Gauge cap
280,0001 bar100
390,0002 bars125
4100,0003 bars150

New health arrives as recoverable gray health during the current round; later rounds begin at the new cap. Some descriptions of the intermediate gray-health behavior conflict, so this guide retains only the consistent cap values.

Break and stage transitions

Moves with the Break property behave differently at an arena edge. At a soft wall they transition to the next area, end the combo, and leave the attacker with a strong next-turn advantage. At the final hard wall they cause a wall splat that can support a slower pickup or setup.

  • A successful Break assembles the next teammate if one remains.
  • It grants one bar of Assemble Gauge and expands team resources when a new ally arrives.
  • Ground throws near an edge award Break benefits; the exact follow-up differs from attacks that wall splat.
  • Stage transitions clear some placed objects, an important cost for setup characters such as Magneto.

Assist, switch, extend, or defend

ActionInput conceptCost and use
Assemble AssistDirection + ACalls Shooter, Vertical, or Assault; normally governed by cooldown.
Member ChangeDirection + T, or T during a valid assist windowSwaps the Point with that teammate and exchanges their slots.
Assemble RushNeutral A during an attack1 Assemble bar; universal combo extension or pressure cover.
Assemble CounterBack + L + A while free1 bar; parry-like defensive callout, punishable on a bad read.
CrossoverDirection + L + A during blockstun1 bar; guard-cancel that calls a teammate to reset pressure.
Crossover ReflectQuick Assemble, or L + A, against Crossover1 bar; a precisely timed Perfect Reflect disassembles the opponent.

Skill Gauge and offense

SpendCostRule
Extra Skill25Enhanced or alternate special, often with stronger knockdown utility.
Super Skill50Primary combo cash-out; can chain into Super Assemble.
Super Assemble50 + 1 Assemble barAdds an ally’s Super and may be repeated for a three-Super chain.
Ultimate Skill100Invincible cinematic reversal/cash-out; cannot use Super Assemble afterward.
Tōkon Assemble150Available only with the full team when the opponent is one round from victory.

Skill Gauge carries across rounds. That makes “save 150” a multi-round plan, not a requirement to build the entire bar in one round.

Defense hierarchy

  1. Guard correctly. Stand for high/mid, crouch for low/mid, and remember that grounded throws cannot be blocked.
  2. Instant Block deliberately. Timing the block as an attack lands removes chip and grants extra Skill Gauge.
  3. Spend one Assemble bar only when needed. Counter calls out a gap; Crossover escapes blockstun.
  4. Expect the reflect. Repeated Crossovers become dangerous against players ready to Perfect Reflect.