SOAR! v3 - Open Alpha Tutorial

SOAR! v3 Open Alpha Tutorial

Play SOAR!

Within this version of SOAR! at lot of has changed in terms of control so I’ll keep this as brief and concise as possible:

BASIC CONTROLS

:desktop_computer: PC

Q - Dash

Q [When rolling or smashed] - Quick Recover

H - Open Stickers

H [x2] - Open Emotes

R [In Freefall] - Quick Fall

LMB [Tap or Hold] - Attack

E [Tap or Hold] - Swap to Primary Tricks*

T [Tap or Hold] - Swap to Secondary Tricks*

F [Tap or Hold] - Guard

Space [x2] - Double Jump

G - Infinity Atmosphere

1,2,3,4 - Skill / Tricks

:video_game: CONSOLE

Y - Dash

Y [When rolling or smashed] - Quick Recover

Dpad Down [In Freefall] - Quick Fall

Dpad Right - Open Stickers

Dpad Right [x2] - Open Emotes

B [Tap or Hold] - Attack

LS [Tap or Hold] - Swap to Primary Tricks*

LS [Hold] + RS [Hold] - Swap to Secondary Tricks*

X [Tap or Hold] - Guard

A [x2] - Double Jump

Dpad Right - Infinity Atmosphere

RS - Lock On

LB, LT, RB, RT - Skill / Tricks

*NOTE: The hold or toggle mode for Tricks can be changed by toggle “Classic Trick Mode” in the game settings.

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**ADDITIONAL NOTE: For controller users an in-game button layout will be shown based on the type of controller you are using.

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ADVANCE MOVEMENT

:desktop_computer: PC

Space [Hold] + WASD - Wall Ride*
Space [While in Wall Ride] - Wall Jump
Stand on top of grindable surface - Rail Grind
Space [While in Rail Grind] - Rail Jump

:video_game: CONSOLE

A [Hold] + LS - Wall Ride*
A [While in Wall Ride] - Wall Jump
Stand on top of grindable surface - Rail Grind
A [While in Rail Grind] - Rail Jump

MOVEMENT TIPS

  • Both your dash, wall jumps, rail jumps and double jumps are influenced by your camera so don’t be afraid to get creative with your aerial movement for both races and combos

  • Chaining different movement action will build trick points and allow you to enter high speed mode quickly, however, while in combat your max speed will be capped.

  • In V3, only certain surfaces can be used for wall riding, primarily billboards.

COMBAT OVERVIEW

Dashing

By tapping the [dash] button and a directional input the player can dart across the battlefield in various direction depending on where their camera is facing. On startup, normal dash provide a brief window of invulnerability allowing you to slip out of opponent’s attacks if you find the right spacing.

Super Armor

Some tricks or skills will have a brief yellow flash while also displaying a yellow outline on its user. This indicates the usage of super armor. While super armor is active the player can still receive damage (and even defeated) but are unable to be stunned.

Guard Breaks

Some tricks or skills will cover it’s user in a red outline, this indicates that said action following the appearance of that outline will be able break the guard of a blocking player so stay vigilant.

Grabs

Some tricks or skills will cover it’s user in a orange outline, this indicates that said action following the appearance of that outline will be a grab. Be careful as grab attacks cannot be evaded once you are caught:

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Blocking

By holding the [block] button the player will enter a guard stance, while in this stance they will neutralize all incoming damage so long as the source of that damage remains in front of them and they possess the necessary posture to keeping blocking. Blocking can be circumvented by approaching the blocking target from the back or by using block break moves. Additionally, certain skills and tricks deal substantial posture damage allowing them to chip down the opponent’s guard faster. Once the player’s posture meter hits 0 any additional attack will trigger a block break regardless of the attack’s strength or priority:

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Perfect Block / Dodges

Perfect Blocks / Dodges occur when the player taps the [block] button moments before they are struck with an attack. This will allow the player to avoid the attack entirely and take no posture or chip damage. Additionally, if the attack used against the player penalizes its user for being evaded the player may have enough time to steal the flow of battle while their opponents recover from the end lag of their attack:

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Pressure

Pressure is the currency of survivability in SOAR. This meter builds whenever you receive damage. Depending on the source of damage the pressure built may be larger or smaller. Additionally, depending on the state t player is in when damage in received the pressured built from that damage may increase (i.e. when the player is taking damage while wall-splatted).

Quick Recovery

Quick Recovery is a new mechanic to SOAR. Once your pressure bar is max by pressing the [dash] button while stunned you can quickly duck out of an opponents combo. Exercise caution however, as if your opponent is keeping track of when you can quick recovery they may try to bait it and get you in another combo which you couldn’t immediately escape from. Additionally, there are states in which you will be unable to quick recover:

  • When hit with a grab trick or skill
  • When down-slammed by a smash attack
  • When hit with an AoE-type Infinity Atmosphere
  • While the player is guard-broken or dazed

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Horizontal Combo Extension [Linking]

Horizontal combo extending in SOAR can be tricky if you don’t know what to look for. The catalyst needed to combo extended is forcing your opponent into a rolling / knockback state. While they are in this state, you will need to utilize skills and tricks that specific target opponents in that specific state allowing you to “re-stand” them and continue into another combo. Due note that links are not guaranteed to grant a combo as the opponent may gain enough pressure to initiate a quick recover and escape your extended combo. To remedy this keep track of when your opponent gains and uses their quick recovery, if you find the right time to extend your combo the additional damage your receive will be worth it:

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Vertical Combo Extension [Launching]

Vertical combo extending in SOAR is a tad simpler. Specific tricks (i.e. Super Kick, Power Slide, etc.) will send an opponent skyward upon a successful hit. If you follow up this launcher quickly enough you will be able you extend your damage in an aerial combo. Depending on the skill or trick the follow up will either have to be performed manually by the player or automatically by the skill itself:

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Skill Modifiers

The various skills your road provides can have different forms or functions depending on the context in which they are performed. For example, “Gale Bomb” and “Gale Crush” have damage modifiers that get applied based on the height at which those skills are used. similarly other skills may have modifiers that require to hold a specific key or apply a specific effect on a target before use.

RPM

This is the life blood for Storm Riders. RPM is the meter you need to keep track of if you want to make a comeback from a losing situation. RPM can be gained simply by giving or receiving damage but there are certain skills that do not generate RPM for various reasons. As such, it is up you as a Storm Rider to figure the optimal combos and skills that will get your RPM bar filled in the least amount of time to keep an edge against your opponent.

Ultimate / Infinity Atmosphere

This is the pinnacle of Storm Riding, once you’ve entered your Road Awakening you can tap the [awakening] button yet again to launch that road’s ultimate technique a.k.a its Infinity Atmosphere. This attack can come in a variety of forms (i.e. an AoE blast, a beam attack, a slash, etc.). Regardless, Infinity Atmospheres are meant to change the tide of battle if it hasn’t already ended the fight. Depending on the strength of the Infinity Atmosphere there may be repercussions for missing or whiffing this attack so use it with care:

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End Lag and Recovery

In SOAR, players are punished for using unsafe moves with improper spacing or timing. Most skills and tricks in-game will induce a recovery period for the player if they are blocked, missed or dodged. Keeping this in mind, ensure that before you commit to a big attack you do the proper setup to guarantee it lands true or exploit openings made by your opponent to land a cheeky counter-attack.

COMBAT TIPS

  • Quick Recovery can only be performed when you pressure meter is filled to max and has a 1 second cooldown

  • Be mindful that some skills and tricks have recovery if they are blocked, whiffed or evaded!

  • Time your perfect blocks with skill and tricks that put opponents in end lag for whiffing

  • Not every skill or trick has the ability to ‘re-stand’ rolling or down slammed targets. Be sure to combine moves that link into each other!

  • Hitting targets that are in wall splat will cause them to build pressure and be able to escape combos sooner!

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