Table of Contents

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Introduction

The aim of this page is to give you a quick crash-course on the basic combat mechanics of SSR3. It's recommended to use a pre-made build for beginners when reading this page because you'll be able to play the game at a basic level relatively quickly.

Version Differences

There are two main differences between the RJ and BA version of the game:
  • Different Finalize forms.
  • Exclusive Giga cards.
Here are the exclusive cards for each version:

‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‎‎‎ ‎‏‏‎‎‏‏‎ Black Ace Exclusive Giga Cards
Image Card Name Description
Wing Blade A three column jet attack which has a breaking property if used on the same column as the opponent. Also has extra additional attacks which can be inputted as his name pops up when used as a dimmer card. Pressing LLR will result in a 150 damage invis piercing sword attack which also has the break property. Pressing RRL will result in a 160 damage multi-hit shooting attack which pierces through any objects.
Darkness Hole Deletes viruses under 250 HP and bosses/opponents under 500 HP.
Thousand-Kick An extremely long multi-hit kick attack.
Break Time Bomb Summons a highly damaging and tanky time bomb which also has the break property
Mu Rejection A temporary buff allows you to regenerate a Mu barrier each time you move. It can be destroyed with attacks that have the break property

‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎‎‎Red Joker Exclusive Giga Cards
Image Card
Name
Description
G-Meteor Lazer‎‎‎‏‏‎‎‏‏‎‎‏‏ A three-column, high-damage, multi-hitting lazer attack which also also pierces invis. In addition to that, it also has the ability to crack any type of panel and creates holey panels from already cracked panels.
Destroy Missile Fires multiple missiles on any targets who are on normal panels.
Buster MAX Temporarily maxes out the stats of the Rock Buster and also grants it a special ATK+ stat buff.
Ox Tackle A high damage, one column breaking attack infused with the fire element.
Dopple Mirror Summons a mirror which drains the HP of any target in front of it.

You can go to the Battle Card Database for more in-depth information on these cards.

Finalize Forms


Black Ace Features
- Element: Null
- Weakness: None
- Double Lock-On Damage
- Airshoes + Floatshoes
- Auto Lock-On
- Buster MAX*
- Quick Gauge
- No Charge Shot

Red Joker Features
- Element: Null
- Weakness: None
- Double Lock-On Damage
- Super Armor
- Status Guard*
- Buster MAX*
- No Charge Shot

※Please make sure to read Red Joker's page to truly understand how status guard works.
If you want to learn more about how both forms work, you can visit their respective pages:

※The stats of the Rock Buster are different depending on which version of Buster MAX is used. There's a difference between the ability version of Buster MAX (from Finalize, Noise Cards and Warrior Soul and the Buster MAX (Giga Card):
  • Buster MAX (Ability) = ATK:5 / RPD:5 / CHG:5
  • Buster MAX (Giga Card) = ATK: 10 / RPD:5 / CHG: 5

To learn more about the stats behind the Rock Buster and its customisation options, you should visit the following page:

Main Objective

The main objective of the game is to bring your opponent's HP down to 0 through various means or to win through the damage judge by being the player who has dealt the most overall damage throughout the 15 turns of a match. The next few sections will go over through the various means of achieving this objective.

Rock Buster

One of your most basic and important weapons in SSR3 which has far more uses than merely dealing damage to the opponent. There are plenty of ways you can use the Rock Buster and what's more, it can functionally quite differently when using other Noises or through customizing it with the help of Abilities and Noise Cards.

Buster Pellets

Whilst holding down the B button, Rockman will lift his arm and rapidly shoot at the opponent with small buster shots, also known as "buster pellets" or just "pellets" until you release the B button:

imageプラグインエラー : 画像を取得できませんでした。しばらく時間を置いてから再度お試しください。
From a glance, it may seem as though the buster pellets aren't much of a threat at first, they are still incredibly useful against certain types of Barriers as well as objects (with certain stats, which will be mentioned in the Customization page).

Charged Shot

You can also wait for a while for Rockman's buster to glow green, as well as hear a sound effect which indicates that the Rock Buster has finished charging. You can then press B to perform a Charged Shot:


Compared to a pellet, a charged shot (frequently referred to as CS):
  • Inflicts more damage.
  • Is a completely different attack for each Noise.
  • It can be changed to a completely different attack through Noise Cards.
  • It can be further customized to have certain properties added to it through Abilities & Noise Cards.

Shield

By pressing the Y button, Rockman will create a shield:


This will allow you to block many attacks and avoid taking any damage. If you also block something successfully, you can later on cancel the shield into any other action except the shield itself of course. You can cancel your shield after successfully blocking an attack at any time before the full shield animation itself ends:


As shown in the above GIF, after successfully blocking the Freeze Knuckle, Rockman was able to cancel into the time-freeze battle card Quick Gauge (also known as a "dimmer") by pressing the A button.

These are the actions you can cancel into after a successfully blocking with shield:
  • Movement
  • Battle Cards
  • Rock Buster
  • Kawarimi

So far shield sounds like a powerful defensive option, which it can be (especially when we introduce the Noise System), but it is a very risky move to keep spamming for many reasons.

Shield Recovery

While you can cancel shield into another action after blocking an attack successfully, if you shield without blocking any kind of attack, you will be stuck in Shield Recovery and can't move until Rockman fully recovers from this part of the shield animation.

The shield will be no longer there to protect you, instead you're wide open for a punish with most battle cards, even slower cards if timed correctly:


As you can see during the slowed down part, Rockman doesn't completely return to his regular position; this leaves him defenceless and unable to do anything to avoid the Stun Knuckle. Keep in mind that the timing to whiff-shield-punish with a Knuckle series card is extremely tight and that it's very easy to punish whiffed shields with faster cards.

Shield Break

Shields also cannot block attacks with the Break Property and there's quite a few cards with said property which can completely turn the tide of a match.

Destroy Upper is one of those cards, it is a very slow attack with a break property that removes 5 status resistance related abilities (which are covered in the Customization page), here's an example of it in action:

imageプラグインエラー : 画像を取得できませんでした。しばらく時間を置いてから再度お試しください。

The opponent initially has status guard, but after hitting them with Destroy Upper, all of their status resistance abilities have been removed, leaving them vulnerable to all sorts of status effects which can be deadly.

Destroy Upper itself is extremely slow and can be very easily avoided by simply dodging it with movement, making it extremely hard to land during a match. However, if constantly you spam shield in a predictable manner, Noises like Gemini will have an easy opportunity to combo you to death.

Shield Break Recovery

There's also another kind of shield recovery which can be more dangerous, and that's Shield Break Recovery. When your shield's broken by an attack with the break property, you are still stuck in the shield animation until it ends but without the protection from the shield itself.

If you combine this with certain cards/resources, you can not only break the shield but also get bonus damage thanks to the shield break recovery. Below is an example highlighting this:


The Strong Swing Mega Card is able to prevent the opponent from being in a blinking state (more on that later) thanks to its Wood element. Due to it being a time-freezing card, it's able to keep the opponent in place after breaking their shield and leaves them in a very long SBR (Shield Break Recovery) which nets you a juicy punish.

Charge Loss

As you may have noticed, after shielding the glow around Rockman's buster is gone, meaning a charge has been lost. This isn't too much of an issue but there are many situations where losing a charge can be quite disadvantageous. More of those situations will be covered in the Strategy & Tactics section.

While it may sound like blocking with shield is now pointless, it is still a very strong defensive option which allows you to block damage without having to use any sort of resource and there are quite a few situations where blocking with shield is useful:
  • Blocking slow and react-able attacks.
  • Blocking a highly damaging attack based on reading the opponent (more riskier).

Another important aspect of shielding which is closely related to damage is the fact that you can also prevent the opponent from gaining Noise, which will be covered later on this page.

Summary

So in to put it in summary:
  • Don't spam shield.
  • Use it against slow and react-able attacks.
  • Use it as a read IF you have a good read on your opponent's habits.
  • Never ever shield on a Null Panel if your float shoes have been removed (more on this in here).
  • If you're behind an object, shielding is more safer.

Custom System

You may have noticed this gauge on the top-right which asks you to press the L or R button once it's full:


Once the Custom Gauge is full and either player has pressed L or R, the turn will end and a Custom Screen will appear:


This is where you'll be selecting your cards from. The next sections will break down both the Custom Gauge and Custom Screen so you can have a good understanding of it.

Custom Gauge

The default speed of the custom gauge is usually 8-9 seconds, but it can be changed using the Quick Gauge and Slow Gauge battle cards:
  • Quick Gauge = 4-5 seconds.
  • Slow Gauge = 12-13 seconds.
While it may not seem like much at first, changing the speed of the custom gauge can greatly affect the match in many ways which you can read up-on in the General Strategies section.

Another thing to note about the custom gauge is that when you are in any sort of stun, whether that's being in a flinch state or a paralyzed state, you cannot end the turn by pressing L or R until you recover from the stun.

Custom Screen Breakdown



1) Card Image:
  • The image related to the card.
2) Card Name:
  • The card's name.
3) Card Element:
  • The card's element, for more info on other elements, see here.
4) Card Class:
The card's class. There are three different classes:
Standard Class:
  • A very common class of cards. The size of standard cards is quite small.
Mega Class:
  • A class of cards which are a slightly larger than standard cards. They can overlap other cards on the custom screen.
Giga Class:
  • The largest class of cards. They have a higher chance of overlapping other cards on the screen compared to the Mega class.
White Card:
  • These cards can be of any of the three other classes, but they ignore some of the card selection rules which will be covered next.
5) Support Card / Single Use:
  • Overlapped cards which will give you the choice to either use them as a Support Card or as a Single Use card.
6) Damage Value:
  • Shows you the damage value of a card.
7) Attack Star:
  • Shows how many attack stars a card will have (the Customization section explains this more in detail).
8) Custom OK Button:
  • The button that is pressed once you have chosen the cards you want to use.

Card Selection

Now that the custom screen has been broken down, it's time to go over the card selection rules in the card selection screen.

Most cards can only be chosen either horizontally or vertically:


However, there are quite a few exceptions to this rule and those exceptions are:

Identical Cards
Copies of the same card will bypass the horizontal/vertical card selection rule as long as they aren't overlapped. For example, despite these two Giant Axes not being next to each other vertically or horizontally, they can still both be selected:


There's also no quantity limit when choosing cards that are identical in the custom screen, if you have five giant axes, then you can add all of them to your hand.

White Cards
These cards also bypass the card selection rules and can be added to your hand in conjunction with any other card if they don't overlap. If you have multiple White Cards, you can add as many of them as you can to your current selection as well. Here's an example card order you can create with White Cards:


Brotherband:
Brotherbands behave just like white cards in that they ignore the card selection rules (as well as function in a unique way, covered here) but they also cannot be overlapped by other cards:


SSS/MS also cannot be overlapped by other cards, but they work in a completely different way all together and you can read up on how they work here.

Lock-On Attacks

Whilst you have a battle card in your hand, press the Down button to activate Lock-On mode. Whenever an enemy steps into your lock-on range, a reticle will pop up around the target and if you press the A button, Rockman will dash up towards the enemy and attack with the battle card currently in your hand.


Before further explaining how lock-on works, it's best to note the main lock-on types which will be focused on in this section will be the default lock-on and auto lock-on since they are the most effective and common types of lock-on. The other lock-on types will be explained in the Customization section.

Lock-On Ranges

This is the range of the default lock-on at the 3x5 range:

If the opponent is anywhere near the red-squares, whether that's through a lock-on attack, a normal attack which moves them forward or by simply being stationary, then you will be able to lock on to them. For example, in this instance:


This is where the opponent is currently on the lock-on range map that was shown earlier:

In PvP, you can also target people diagonally if both you and the opponent are on the opposite corner:


However, at the 3x5 range, you cannot target the enemy diagonally with lock-on if they do an attack that makes them take one step forward:



When Area Eater is used to close the gap, the lock-on range stays consistent with the above image. For example, if the area is reduced to 3x2, then your default lock-on essentially becomes a manually toggle-able auto lock-on due it targeting anything that's 1 square in front of Rockman.



If the area is reduced to 3x3 or 3x4, then Rockman's lock-on range will cover the small little gap where he wasn't able to target the enemy with his lock-on as shown in the 3x5 lock-on gif.

This makes the default lock-on more consistent and effective, since locking-on to your opponent diagonally from the side is now guaranteed.

The range of auto lock-on is pretty self-explanatory. It will lock-on to the enemy wherever they are and it's very consistent.

Charge Cancelling

最終更新:2020年10月07日 05:53