The above video is a primer on the game's systems and how they work.
This image describes the joystick controllers for this game:
~Subsystems and Mechanics~
Run and Backdash
Super Jump:
Styled after "CAPCOM VS SNK 2". Allows for aerial drift, with a short-hop variant that provides you further aerial drift into air combos.
Dashing Normals:
Styled after "JoJo's Bizarre Adventure: Heritage for the Future". Can be done off run or back dash (after the startup). Allows you to close the distance between you and your opponents for a quick swipe.
Advancing Guard:
Basic push back. Uses 100 units of guard bar. Pushes opponent roughly ½ screen.
Forward/Backwards Tech:
Hold PP or KK during liedown. Unlike normal wakeup, this recovery option has 1f of recovery, meaning that well placed meaties beat it.
Engage:
Universal launcher. Can be jump cancelled. Above the guard bar will be your Engage meter.
You get 3 max, you can build it by getting hit, but it can charge normally.
You can guard or jump cancel Engage as well and it skips the guard bar recharge timer. Using it raw costs ½ Engage Bar, cancelling from a normal/block uses 1, specials 2, and supers all 3. Guard Cancel version causes a hard knockdown, does good damage (can't kill), but you can't jump cancel.
Safe Fall:
AB before hitting ground on soft knockdowns. Has landing recovery.
Custom "Magic Series" system:
Simple magic series chain system. Here are the rules
Applies to both ground and air normals.
Can go from same strength P>K and K>P but only once.
Can only go from A/B>C/D. Not the other way around.
Can go from stand to crouch and crouch to stand on lights and standing heavies.
Sweeps cannot chain into anything. 2Cs cannot chain to 2Ds
Rapid fire normals will be char specific.
Dash normals cannot chain normally.
Special and Limit Cancels:
Window upon landing is 10f.
Character-specific, as to which normals have special cancels.
Counter Hits:
Causes a knockdown on aerial opponents. Also gives you 25% of a full bar of Limit Break meter, and 50% of a full bar of Engage Meter.
Juggle System:
Relatively simple and freeform:
Hitting grounded normals vs. an aerial opponent will cause them to air reset, air reset is fully invul. This only applies if said normal does not knockdown.
There are no Juggle Points. Juggling is gravity-based. A gravity constant is subtracted from the yaccel.
Formula: (AirMoveCount - 1) * Gravity Constant (0.1333)
Ground bounce vel is directly correlated with the yaccel. You can OTG off this but only once.
Limit Breaks:
The game's super move mechanic. Cost 1 bar.
MAX Limit Breaks cost 3 bars and can let you turn the tide of the match if done right.