Urban Legend in Limbo/Gameplay
This article describes the overall gameplay and background information for Urban Legend in Limbo.
- 1 Controls
- 2 Basic Gameplay
- 3 Occult Balls and Mystery Spots
- 4 Customization
- 5 Game Modes
- 6 Character Guides
The basic default control layout is as follows:
|E||S||L1 or R1|
In this article, buttons will be described using A/B/C/D/E. Please refer back to this chart for other control schemes. In addition, character movement will be represented using the button placement found on the number pad of a typical PC keyboard:
7 8 9 4 5 6 1 2 3
This scheme is the same as other fighting games, so if you're familiar with something else, the numbers represent the same things. In this scheme, 6 is forward, while 4 is backwards. When describing actions, always assume your character is on the left side of the screen.
The numbers 7, 9, 1, and 3 indicate the diagonal directions, which can be simulated on a keyboard by pressing the two appropriate direction keys. For example, pressing 8 and 6 (or Up and Right arrows) simultaneously would be the same as pressing the number 9.
The number 5 indicates that no direction is pressed at all.
A number or letter surrounded by square brackets (like ) indicates that the input should be held down.
Urban Legend in Limbo plays like other fighting game in most respects. Two characters fight each other on screen with a variety of moves until one player's or opponent's health bar runs out or the timer reaches 0. However, since all characters are constantly in flight and that there's no physical ground, movement is significantly different from a traditional fighting game. In the scenarios, the player can choose one character, where they'll go through a series of stages that contain a battle with another character, or in other words, a boss.
Unlike other fighting games, however, battles are in mid-air. What this essentially means is that not only can you jump upwards, but you can also jump downwards. The downwards jump acts the same as an upwards jump, just in the opposite direction.
In addition to a health bar, each player has both a spirit meter and a spell power meter. Below the timer at the top of the screen is the Occult Ball meter, which both characters share. Certain characters may also have additional mechanics represented on-screen.
In the event of a timeout, the player with more health wins. If both players have the same amount of health, then the player with more Occult Balls wins. If both players have the same amount of health and the same amount of Occult Balls, the round ends in a draw.
Movement and Flight
Moving around is generally similar for all characters, though each character may have some differences in movement and speed. 6 and 4 move the character forwards and backwards, respectively. 1, 2, and 3 will jump downwards, with either a backwards, straight down, or forwards angle, respectively. 7, 8, and 9 will jump upwards, with either a backwards, straight up, or forwards angle, respectively.
If the player is not dashing, attacking, or blocking, they will naturally gravitate towards their starting height. Once the player leaves the middle line by flying upwards or downwards, they are able to do two dashes (forwards or backwards) and one more vertical movement before being forced back to the middle line. These can be done in any order.
To perform a forward dash, quickly press 6 twice. While dashing, your character will graze projectiles, effectively ignoring them. You can extend the dash by holding 6 down. Forward dashing can be performed at any altitude, so you can jump up or down first before dashing. You can also instead hold E to dash. Forward dashing can cancel out of currently charging projectile attacks when your character is on a high or low level, not the middle.
Pressing 4 twice in quick succession will cause your character to backstep. During this backstep, your character is still grazing. However, holding E plus 4 will result in a normal backwards dash. (???) This can also be performed at any altitude. A backdash can also cancel out of a currently charging projectile attack.
The L1 and R1 buttons can essentially allow your character to move quickly in any direction; pressing Up or Down will send your character into a quick ascent or descent. Angling this will angle the movement, but this can only be used once.
Recovery and Wakeup
During knockback, you can press 6/4 plus any button to attempt a recovery.
If the stun applied to your character is below 100, you can perform a Down Evade by hitting 4 plus any button the moment you arrive on the middle level after knockback. This will send your character backwards and avoid attacks.
If your character is downed, you can press 6/4 to perform a moving wakeup in that direction.
Dashing with 66 or 44 will allow a character to graze projectiles, passing through them undamaged and unaffected.
Blocking and Barrier Guard
When hit, a character can block if the player is holding a back direction (1, 4, or 7). If a character blocks an attack, the character takes far less damage, often none, but may suffer a penalty.
Blocking melee attacks will incur no penalty. Blocking special attacks and spell cards will deplete your health by a small portion of the original damage.
If you press the C button while blocking, a blue barrier will surround your character and the opponent will be pushed further back than usual. However, the amount of time before your character can act (i.e. blockstun) is increased compared to blocking normally.
Each character has a set of standard moves available to them. Moves using A button are melee attacks.
Pressing the A button while very close to the opponent results in a light melee attack. These have short range but come out relatively quickly. Pressing the A button additional times after one connects will start an automatic combo. The 3rd move of an auto-combo is the non-directional heavy melee attack. The 4th move of an auto-combo is a directional heavy melee attack. Holding a direction before the 4th hit of the auto-combo will change the move accordingly. The 5th and finishing move of an auto-combo is a special move. Again, holding a direction before the 5th hit of the auto-combo will change the move accordingly.
Pressing the A button while anywhere not close to the opponent results in a heavy melee attack. Pressing a direction (2, 4, 6, or 8) while pressing A will result in different attacks.
There are also additional melee attacks that can be performed while forward dashing. 66A and 66B will result in different dashing attacks.
Melee attacks can be chained into projectile attacks to create combos.
Pressing the B button will result in a projectile attack. As with heavy melee attacks, a direction can be held to change the move that comes out.
Holding the B button will begin charging a more powerful projectile attack that is shot when the button is released. Holding the button until a bright flash appears indicates a fully charged projectile. Charging projectiles allows the player to float slowly in any direction without being pulled back to the center line while charging, but the character cannot block or graze while doing so. The only way to stop a charge is to fire the projectile or cancel into a backdash with 44.
Each time you use a projectile attack, it spends one spirit meter (the flames next to the spell card gauge). This meter can be refilled by not attacking.
Projectile attacks can be chained into special moves during combos.
In addition to the standard moves, each character has a set of special moves unique to her. The details of these moves are highly dependent on the character. Special moves are performed by pressing a direction and the C button. Like projectile attacks, each of these uses up one spirit meter.
Spell cards are powerful super moves used in combat. Similar to Immaterial and Missing Power, characters must declare spell cards before using them. Unlike Immaterial and Missing Power, there is no time limit to use a spell card after declaring it. There is a short delay before declaring a spell card and using a spell card.
You can only declare a spell card if you have the minimum amount of spell power required by the card. Spell power is gained by both dealing and taking damage (except for chip damage). The more spell power you have when the card is used, the more damage the spell card does.
Once you are ready to declare a spell card, the spell card will be outlined in white (1 bar) or green (2 bars). You then declare the spell card by pressing the D button, which causes a brief pause and a cut-in of your character to occur. After this happens, the name of the spell card will be shown under your characters's portrait and life bar and you will no longer gain spell power. At any time afterwards until the round ends, you can use your spell card by pressing the D button again, which empties the spell power gauge and allows you to gain spell power again.
You can perform a Quick Declare by quickly pressing D twice while attacking; this will cancel your current attack and declare the spell card. You need to have at least one full spell card gauge for this. You can then press D again to use the spell card.
In addition, you can perform an Interrupt Declare by quickly pressing D twice while guarding. You need to have at least 1000 points in your spell card gauge to use this, but it will knock the opponent back, canceling their combo, and declare your spell card.
If a character has at least 1 Occult Ball, they can perform one more special move unique to them. Collecting more Occult Balls improves the attack (e.g. more damage, faster startup, etc.). When used, a character gains a blurry outline for the duration of the Occult Attack. If the character is hit at this time, their Occult Attack disappears and one of their Occult Balls is stolen by the opponent.
Occult Attacks are performed by pressing A+B or R2 on the default PS4 controller layout.
Strange Last Words
If a character has at least 4 Occult Balls, they can spend all of them to use their Strange Last Word, an extremely powerful attack that is slow to start up and cannot be comboed into. The more Occult Balls spent, the higher the damage.
Strange Last Words are performed by pressing C+D or L2 on the default PS4 controller layout.
Occult Balls and Mystery Spots
During the course of a match, Mystery Spots will appear in the center of the stage, bringing with them various temporary battle effects. There is a 5 second countdown and a visual effect before Mystery Spots appear every 20 seconds. Mystery Spots last for 9 seconds.
Mystery Spots also summon an Occult Ball. Touching the Occult Ball's capture field, indicated by a ring around the Ball, will knock it away and light up a wedge around the ball in the player's color (red for P1, blue for P2). When the Mystery Spot is over OR if the Ball is touched 7 times in total, the player with more light wedges captures the Ball and it is automatically added to the Occult Meter in their color.
|The 7 Mystery Spot effects are:
In the PC version of the game, players can create profiles using the Profile menu. Each profile contains a name, an icon, and key configuration data.
In Story mode, you'll select a character and play through about five matches to progress through that character's storyline. At first, you can only choose Reimu's short story, followed by Marisa's and Kasen's story. Eventually, the rest will unlock, until you clear everyone's but Sumireko's. After beating Sumireko's story, you'll unlock Reimu's true story mode.
PS4 only. After beating Reimu's true story mode, you'll gain access to a more difficult Extra mode featuring Reisen.
Vs Com allows the player and a computer-controlled character to fight each other in a single battle.
Same as Vs Com, except the player fights another player.
Vs Player/Vs Com Hotkeys
- F12: Enables or disables training mode. While training mode is on, the timer stops, both players regenerate health whenever they are in a neutral state and the hotkeys below become available.
- F1: Sets maximum health for both players in 10% increments. Changes between 100%, 90%, 80%, 70%, 60%, 50%, 40%, 30%, 20%, and 10%.
- F2: Sets spell power for both players. Changes between always 2 bars, always 1 bar, and normal in-game behavior.
- F3: Sets the amount of possessed Occult Balls.
- F4: Sets maximum spirit for both players in 20% increments. Changes between 100%, 80%, 60%, 40%, 20%, and 0%.
- F5: Forces a Mystery Spot to appear. Mystery Spots do not appear while training mode is activated unless this key is pressed.
- F6: Changes auto-blocking for both players. Changes between no auto-block, normal auto-block, and auto-Barrier Guard.
PS4 only. Allows you to play matches online.
PS4 only. Kasen teaches the player how to play the game using Reimu as a guide.
These simple guides describe each character's moveset.
- Urban Legend in Limbo/Gameplay/Reimu Hakurei
- Urban Legend in Limbo/Gameplay/Marisa Kirisame
- Urban Legend in Limbo/Gameplay/Ichirin Kumoi
- Urban Legend in Limbo/Gameplay/Byakuren Hijiri
- Urban Legend in Limbo/Gameplay/Mononobe no Futo
- Urban Legend in Limbo/Gameplay/Toyosatomimi no Miko
- Urban Legend in Limbo/Gameplay/Nitori Kawashiro
- Urban Legend in Limbo/Gameplay/Koishi Komeiji
- Urban Legend in Limbo/Gameplay/Mamizou Futatsuiwa
- Urban Legend in Limbo/Gameplay/Hata no Kokoro
- Urban Legend in Limbo/Gameplay/Fujiwara no Mokou
- Urban Legend in Limbo/Gameplay/Shinmyoumaru Sukuna
- Urban Legend in Limbo/Gameplay/Kasen Ibaraki
- Urban Legend in Limbo/Gameplay/Sumireko Usami
- Urban Legend in Limbo/Gameplay/Reisen Udongein Inaba