(last updated: 07/31/19)
The CONTROL ability represents some fighters' ability to tweak their attacks to meet changing needs in a battle. Perhaps an opponent leaves an exploitable opening in their defense, or maybe something in the environment can lead to unforeseen advantages. Or perhaps a fighter is versatile enough to use their attacks in new and interesting ways. Improvisation on the battlefield can often make or break a victory. Fighters who draw from several different styles such as Rugal, have a wealth of advanced fighting experience such as Krauser, or are highly unpredictable and adaptable in fights like Angel are examples of likely candidates for CONTROL.
With the CONTROL ability, an effect can be added to the next attack to make it just a bit more effective. The +control Active Ability should be entered prior to an attack or interrupt using the syntax '+control/ < effect name > ', such as '+control/priority'. If the action taken is not an attack or interrupt, the benefit from +control will be lost. Effects added by +control only last one turn, i.e. you must use +control each turn you want the added effect. The normal costs for that effect will apply to your next attack as if it always had that effect. This ability is effective on normals as well.
Like all Active Abilities, +control will prevent the use of any other Active Abilities this turn.
You can re-use +control to change the flag you applied. In other words, you can't +brace then +control. Nor can you use +control than +brace. But you can enter +control/proximity then +control/atk+ to change from applying PROXIMITY to applying the ATK+ flag instead. However, you cannot cancel your use of +control once you have used it.
CONTROL can add one of the following effects per turn:
- PROXIMITY - No cost change in the attack.
- PRIORITY - Adds % super cost to the attack.
- CRUSH - Adds % super cost to the attack.
- PRESS - Adds % super cost to the attack.
- SAP - Adds % super cost to the attack.
- ATK+ / DEF+ / INT+ / EVD+ - No change in costs.
- DEADLY - No change in costs. (Requires the DEADLY trait)
- COUNTER - If the user possesses the COUNTER ability, adds % super to the cost of the attack. If the user does not possess the COUNTER ability, adds % super to the cost of the attack, unless the attack is also VARIABLE, in which case it adds % super to the cost of the attack. Note that using +control/counter will turn any REFLECT attacks into counters. The COUNTER effect will not be applied to PROJECTILE attacks. It the user decides to attack instead of interrupt for that turn, then the ad-hoc COUNTER effect will not be applied and the super cost not charged.
- REFLECT - If the user possesses the REFLECT ability, adds % super to the cost of the attack. If the user does not possess the REFLECT ability, adds % super to the cost of the attack, unless the attack is also VARIABLE, in which case it adds % super to the cost of the attack. Note that using +control/reflect will turn any COUNTER attacks into reflects. It the user decides to attack instead of interrupt for that turn, then the ad-hoc REFLECT effect will not be applied and the super cost not charged.
If you try to use +control and the combat system refuses due to insufficient super, you can use the keyword 'forced' to force CSYS to let you apply the flag anyway. In other words, type:
+control/< flag > forced In this case, the CSYS will apply the flag to your next attack but if you do not have the resources to do the attack, it will prevent you from using the attack anyway.
In TOP: +control does not count as Active Ability use
D Rank: Access  use of +control per fight
C Rank: Access  uses of +control per fight.
CAPTURE can now be added ad-hoc.
B Rank: Access unlimited use of +control per fight.
SHIFT can now be added ad-hoc.
A Rank: Access to the +modify command to allow a second change.
DASH can now be added ad-hoc.
S Rank: Ability to control PL up/down in exchange for speed by using
+control/pl+ and +control/sp+
SIG ABIL: Access to +control damage types onto attacks.
Overdrive effects can be added ad-hoc to supers/maxes/ultras.
While in TOP, +control does not count as an Active Ability usage, so you will be able to use any other Active Ability in conjunction with +control in the same turn.
D Rank - This is a fighter's first step into being able to modify their attacks on demand. At one use per fight, it's a special case, akin to a Dramatic Moment, as they flex their growing ability to alter their moves as needed as well as identify when would be best to focus on doing so.
C Rank - As a character gets more comfortable doing whatever the ability represents, they can find time to execute that action twice per fight. Also, characters with C Rank or above can add the CAPTURE effect to an attack.
NOTE: CAPTURE cannot be applied ad-hoc to SHIFT or DASH attacks. CAPTURE can be applied ad-hoc to PROJECTILES, but the attack will lose the PROJECTILE debuff mechanic.
B Rank - At this point, the character is comfortable adapting their moves on demand. Altering their moves with ad-hoc effects prevents the fighter from using other Active Abilities such as +rush or +smash, but is still a powerful and flexible tool. Also, fighters with B rank can now add the SHIFT effect ad-hoc.
NOTE: You cannot apply the SHIFT effect to attacks with the PROJECTILE or CAPTURE effects. You can apply SHIFT and DASH to the same attack, gaining the benefits of both, but doing so will build  stacks of PREDICTABLE instead of just .
A Rank (Modify) - With enough experience, the fighter can even modify an attack even further. In addition to +control, fighters can use the additional free action +modify to add a second change. The +modify command works identically to +control in every way. So, for example, using +control/crush and +modify/atk+ would add both CRUSH and ATK+ to the next attack.
Also, fighters with A Rank CONTROL Can now add the DASH effect ad-hoc. NOTE: You cannot apply the DASH effect to attacks with the PROJECTILE or CAPTURE effects. As above, DASH can be added to a SHIFT attack but doing so will build  stacks of PREDICTABLE instead of just .
S Rank (PL+/SP+) - The fighter is completely comfortable with adding effects; now the fighter has learned how to make their existing attacks stronger or faster as well. By using +control/pl+ will raise the Power Level by 1 in exchange for giving up 10 speed; +control/sp+ will lower the Power Level by 1 in exchange for gaining 10 speed. This is definitely new ground for being able to alter your attack list on demand. It can work both for mind games (misleading opponents by throwing Normals that are 1 power level higher or lower than usual) as well as just having the right tool for the right situation.
Signature Ability -- COMMAND
Some characters have such an impressive command of their fighting style that they can literally change the entire nature of moves on demand. A crushingly powerful kick can chain into an immediate follow-up throw when it never used to before. A signature arm bar can become laced with chi the moment a fighter identifies his or her opponent's weak aura for fending off energy attacks. Fighters that have this degree of command can be wildly unpredictable and infinitely adaptable. With the proper diversity in skills, they always seem to have just the right move for every situation that comes up.
- You gain access to +control/phy, +control/thr, +control/chi,
- There is no inherent cost for adding types to an attack,
and the cost of the attack will NOT go up due to adding
another damage type to it.
- If your psi stat is 0, you cannot use +control/psi.
- If your chi stat is 0, you cannot use +control/chi.
- Only +control can be used to add damage types, not +modify.
- You also gain access to add Overdrive effects,
- There is no inherent cost for adding Overdrive effects, and these
effects will follow the same rules as regular Overdrives.
- You can +control a Type and/or an Overdrive and still +control and
+modify other effects such as ATK+ in the same turn.
IMPORTANT NOTE - While you can mechanically add damage to your attacks at will, you still must be IC about them. For example, you can't just add THROW to a projectile just because it seems like an OOCly effective option unless you can pose the attack in such a way that the THROW property on the projectile makes sense. For the record, throwing someone first then hitting them with a PROJECTILE is NOT a valid justification for a THROW/CHI projectile. Above all else, BE IC when using the flexibility this feature allows you. Do not apply types onto attacks if you can't pose them properly with that additional type.