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SYSTEM

DOUBLE DRAGON REVIVE

  • BATTLE SYSTEM
  • FINISHING BLOW
  • STRATEGY

Battle Mechanics

Unlike traditional beltscroll action, you can break free from the limits of 4-directional movement and jumps, for a more free-form, high-speed action experience with parkour and swinging jumps. Stage gimmicks allowing you to insta-kill enemies keep the gameplay high intensity.

Basic Attack

Basic Attack

Close-ranged attacks with speed to compensate. Pressing the button repeatedly performs a combo string. The same input can also perform different attacks in certain situations, such as when close to a wall.

Basic Attack [Variation Example]

変化例

Landing an attack on an enemy near the wall triggers a powerful follow-up attack, a Wall Strike. Position yourself strategically within the stage.

Unique Attack

Unique Attack

An action unique to each character, with various traits such as dealing elemental damage or sending enemies flying in a different direction. Find the right move for your current situation to gain the upper hand in battle!

Grab

Grab

Pressing the button when close to a target performs a “grab” action. You can then unleash your choice of violence on the enemy you've grabbed, from punching and kicking to tossing them away or into a wall. You can pick up nearby objects that can serve as weapons to perform a variety of actions with them, throwing them into enemies and more!

Grappling Technique [Derived Example]

派生例

Grabbing an enemy near the wall can trigger a flashy Wall Crash attack, slamming the enemy into the wall. Make a strategic choice between tossing the enemy into a gimmick or group of foes or dealing major damage to the enemy you grabbed!

Hyper Blow

Hyper Blow

The armor property allows you to withstand attacks, making this a good choice when you're surrounded by enemies.

Mid-air Hyper Blow

Mid-air Hyper Blow

The aerial Hyper Blow performs a rapid descent from mid-air, with an additional shock-wave sending enemies flying when executed from above a certain altitude. You can lay waste to entire groups of enemies by unleashing this attack after gaining height with actions such as the wall jump.

Finishing Blow

Finishing Blow

Activated using 100% of the Dragon Orb Gauge gained as you play.

Dragon Orb Gauge

Dragon Orb Gauge

The Dragon Orb Gauge fills up based on the player’s actions, but attacking alone doesn’t stock up much gauge. Keeping up a combo without taking damage, incorporating weapons and the environment into your gameplay, and other special techniques help provide bonus gauge.

Gameplay Tips

There are instant kill gimmicks placed throughout each stage, activated by knocking enemies into them. These can take out even the sturdiest enemies in a single blow.
Responding to specific enemy attacks with the right move of your own triggers a Critical Assault. These will be crucial to your progress.
Triggering Critical Assaults builds up Dragon Orb Gauge quickly, so be sure to go for it when you can.

Instant Kill Gimmicks

Instant Kill Gimmicks

There are instant kill gimmicks placed throughout each stage, which take out enemies in a single blow regardless of their remaining health. You can make quick work of stages by using these on powerful foes.

Critical Assault

Critical Assault

When enemies unleash certain attacks, they have a time window during which a bonus counter attack can be performed.
Responding correctly to the enemy’s action performs a Critical Assault, netting you extra Dragon Orb Gauge and stunning the enemy.
You can tell when the enemy is vulnerable to a Critical Assault by the blue glow effect. Find the best way to deal with each attack.

Critical Assault, Example 1

Critical Assault, Example 1

Al’s powerful tackle attack is susceptible to Critical Assaults.
This formidable attack cannot be blocked, but by countering during his lunge rather than dodging, you can unleash a Critical Assault.

Critical Assault, Example 2

Critical Assault, Example 2

Burnov has a special ability to resurrect once after he’s been downed.
Hitting him while he’s down will trigger a Critical Assault, preventing him from standing up again.