- Attack On Titan Tribute Game Camera For Roblox Codes
- Attack On Titan Tribute Game Website
- Attack On Titan Tribute Game Online
- --[[Jarredbcvs' 3DMG script, Credit to ephriam1090 for the wounderful idea, also credit to
- some other person for the the meta tables. If Your reading this eather your in the credits
- or your someone like Particie and Stole the script. Anyway, DO NOT CLAIM THE SCRIPT whoever you
- ]]
- for i = 1, 100 do
- end
- lp=game.Players.LocalPlayer
- pl=lp.Character pl.Humanoid.WalkSpeed=30
- tol.Name='3DMG'
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'CharacterMesh' then v:remove() end end
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'Hat' then v:remove() end end
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'Shirt' or v.ClassName'Pants' or v.ClassName'ShirtGraphic' then v:remove() end end
- pants=Instance.new('Pants', pl)
- shirt.ShirtTemplate='http://www.roblox.com/asset/?id=117999568'
- pants.PantsTemplate='http://www.roblox.com/asset/?id=117998236'
- local bp = Instance.new('BodyPosition',pl.Torso)
- local bgdest = Vector3.new()
- local gas = nil
- local numq = 0
- local nums = 0
- bg.maxTorque = Vector3.new(0,0,0)
- bp.P = 1500
- torso = pl:findFirstChild('Torso')
- ra = pl:findFirstChild('Right Arm')
- rl = pl:findFirstChild('Right Leg')
- rs = torso:findFirstChild('Right Shoulder')
- rh = torso:findFirstChild('Right Hip')
- neck = torso:findFirstChild('Neck')
- rj = pl:findFirstChild('HumanoidRootPart'):findFirstChild('RootJoint')
- rootpart = pl:findFirstChild('HumanoidRootPart')
- Part = function(x,y,z,color,tr,cc,an,parent)
- p.formFactor = 'Custom'
- p.BrickColor = BrickColor.new(color)
- p.Transparency = tr
- p.TopSurface,p.BottomSurface = 0,0
- Weld = function(p0,p1,x,y,z,rx,ry,rz,par)
- local w = Instance.new('Motor',par or p0)
- w.Part1 = p1
- return w end
- local msh = _
- if num 1 then msh = Instance.new('CylinderMesh',par)
- elseif num 2 then msh = Instance.new('SpecialMesh',par) msh.MeshType = 3
- elseif num 3 then msh = Instance.new('BlockMesh',par)
- elseif num 4 then msh = Instance.new('SpecialMesh', par) msh.MeshId='http://www.roblox.com/asset/?id=1185246'
- elseif num 5 then msh = Instance.new('SpecialMesh',par) msh.MeshType = 'Wedge'
- elseif type(num) 'string' then msh = Instance.new('SpecialMesh',par) msh.MeshId = num
- msh.Scale = Vector3.new(x,y,z)
- wPart = function(x,y,z,color,tr,cc,an,parent)
- local wp = Instance.new('WedgePart',parent or Weapon)
- wp.Size = Vector3.new(x,y,z)
- wp.CanCollide = cc
- wp.Anchored = an
- return wp end
- hair= Part(.1,.1,.1,'Dark orange',0,false,false,pl)
- hairm=Mesh(hair,'http://www.roblox.com/asset/?id=16627529',1.05,1.05,1.05)
- if (not vDebounce) then
- anime=Instance.new('Model',wep)
- hit1w= Weld(hit1,s1,0,0,0,0,0,0,anime)
- hit2w= Weld(hit2,s2,0,0,0,0,0,0,anime)
- if hit.Parent:findFirstChild('Humanoid') ~= nil then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-math.random(3,10)
- local teller=Instance.new('Model',hit.Parent) teller.Name='-'..math.random(3,10)
- hum= Part(.1,.1,.1,',0,false,true,teller)hum.Name='Head' dm=Mesh(hum,3,0,0,0)
- hum.CFrame=hit.Parent.Head.CFrame*CFrame.new(math.random(-3,3),math.random(-3,3),math.random(-3,3))
- hu=Instance.new('Humanoid',teller) hu.MaxHealth=0
- end
- hit1.Touched:connect(touch)
- bas = Part(1,1,1,',1,false,false,anime)
- bas2 = Part(1,1,1,',1,false,false,anime)
- fakel1 = Instance.new('Weld',anime)
- fakel1.Part1 = bas
- fakel2.Part0 = pl.Torso
- coroutine.wrap(function()
- fakel1.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle*2), math.rad(angle/2), math.rad(0))
- fakel2.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(angle*2), math.rad(-angle/2), math.rad(0))
- end end)()
- welditbro1.C0 = CFrame.new(0, 0.5, 0)
- welditbro1.Part1 = bas
- welditbro2.C0 = CFrame.new(0, 0.5, 0)
- welditbro2.Part1 = bas2
- anime:remove()
- end
- tol.Selected:connect(function(mouse)
- mouse.Button1Down:connect(function() onClicked(mouse) end)
- --~Right 3dmg~--
- dmgb= Part(.5,.75,3,'Pastel brown',0,false,false,wep)
- dmgw= Weld(dmgb,pl['Right Leg'],.75,.25,.5,0,0,0,wep)
- dm=Mesh(dmg,1,2.5,12.5,2.5)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.5,-1.25,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.5,-1.7,math.pi/2,0,math.pi/2,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.4,.5,-1.5,math.pi/2,0,math.pi/3,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.65,.75,-1.15,math.pi/5,0,0,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.125,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,.125,-.125,-1.5,0,0,0,wep)
- --~Left 3dmg~--
- dmgb2= Part(.5,.75,3,'Pastel brown',0,false,false,wep)
- dmg2w= Weld(dmgb2,pl['Left Leg'],-.75,.25,.5,0,0,0,wep)
- dm=Mesh(dmg,1,2.5,12.5,2.5)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.25,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.5,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.7,math.pi/2,0,math.pi/2,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.4,.5,-1.5,math.pi/2,0,-math.pi/3,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.65,.75,-1.15,math.pi/5,0,0,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,-.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,-.125,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.125,-.125,-1.5,0,0,0,wep)
- bbas= Part(2.1,.1,1.1,'Really black',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.1,.1,.1,'Black',0,false,false,wep)
- bm= Mesh(b,'http://www.roblox.com/Asset/?id=10207677',.2,.05,.2)
- bw= Weld(b,bbas,-.5,0,.5,math.pi/3,0,math.pi/3,wep)
- bm= Mesh(b,'http://www.roblox.com/Asset/?id=10207677',.2,.05,.2)
- bw= Weld(b,bbas,0,0,.5,math.pi/3,0,-math.pi/3,wep)
- bw= Weld(b,bbas,-.25,0,1,math.pi/5,0,0,wep)
- b=Part(.2,.3,.5,'Dark stone grey',0,false,false,wep)
- --Right sword
- sb= Part(.21,.2,1.01,'Really black',0,false,false,wep)
- s= Part(.2,.2,1.3,',0,false,false,wep)
- s= wPart(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.01,-.55,-math.pi/3.5+4.9,0,0,wep)
- sw= Weld(s,sb,0,-.2,-.7,0,0,0,wep)
- me=Mesh(s,3,1,.25,5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,-.15,0,0,0,wep)
- me=Mesh(s,3,.5,1,.5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,.15,0,0,0,wep)
- me=Mesh(s,3,.5,.5,2)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-.75,0,0,0,wep)
- me=Mesh(s1,3,.25,.7,20)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4.57,0,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1,math.pi/4,0,0,wep)
- --left sword
- sb= Part(.21,.2,1.01,'Really black',0,false,false,wep)
- s= Part(.2,.2,1.3,',0,false,false,wep)
- s= wPart(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.01,-.55,-math.pi/3.5+4.9,0,0,wep)
- sw= Weld(s,sb,0,-.2,-.7,0,0,0,wep)
- me=Mesh(s,3,1,.25,5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,-.15,0,0,0,wep)
- me=Mesh(s,3,.5,1,.5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,.15,0,0,0,wep)
- me=Mesh(s,3,.5,.5,2)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-.75,0,0,0,wep)
- me=Mesh(s2,3,.25,.7,20)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4.57,0,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1,math.pi/4,0,0,wep)
- if key 'q' and not q and mouse.Target then
- if (mouse.Hit.p - pl.Torso.Position).magnitude < 200 then
- a = mouse.Hit.p
- q.Color = BrickColor.new('Really black')
- q.Humanoid = pl.Humanoid
- game:GetService('Debris'):AddItem(pl.Torso.Smoke,0)end
- weightless = Instance.new('BodyPosition',pl.Head)
- weightless.position = Vector3.new(0,1000,0)
- local current = weightless wait(0.25)
- weightless.maxForce = Vector3.new(0,5000,0)end
- elseif key 'e' and not e and mouse.Target then
- if (mouse.Hit.p - pl.Torso.Position).magnitude < 200 then
- b = mouse.Hit.p
- e.Color = BrickColor.new('Really black')
- e.Humanoid = pl.Humanoid
- game:GetService('Debris'):AddItem(pl.Torso.Smoke,0)end
- weightless = Instance.new('BodyPosition',pl.Head)
- weightless.position = Vector3.new(0,1000,0)
- local current = weightless wait(0.25)
- weightless.maxForce = Vector3.new(0,5000,0)end
- elseif key 'f' and (q or e) then
- game:GetService('Debris'):AddItem(q,0)end
- game:GetService('Debris'):AddItem(e,0)end
- bgdest = pl.Torso.Position + (pl.Torso.CFrame.lookVector * 125)
- gas.Size = 0.1
- if not weightless then
- weightless = Instance.new('BodyPosition',pl.Head)
- weightless.position = Vector3.new(0,1000,0)
- local current = weightless wait(0.25)
- weightless.maxForce = Vector3.new(0,5000,0)end
- mouse.KeyUp:connect(function(key)
- if not e then
- game:GetService('Debris'):AddItem(q,0)
- game:GetService('Debris'):AddItem(weightless,0)
- elseif key 'e' and e then
- pfvalue.Value = false end
- e = nil b = nil if weightless then
- weightless = nil end end end)
- if pfvalue.Value false then
- pl['Left Leg'].CanCollide = false
- pl['Left Arm'].CanCollide = false
- else
- pl['Left Leg'].CanCollide = true
- pl['Left Arm'].CanCollide = false
- end end)function grapple()wait()
- if q and e then
- local x = {}numqe = numqe + 1 local num = numqe
- for i = 1,3 do table.insert(x,(tab[i] + tab[i+3])/2)end
- bp.maxForce = Vector3.new(4500 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bp.D = 0 end elseif q then
- bp.position = a bp.D = 10
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bgdest = a bg.maxTorque = Vector3.new(5000,5000,5000)wait(1)
- elseif e then nume = nume + 1 local num = nume
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bgdest = b bg.maxTorque = Vector3.new(5000,5000,5000) wait(1)
- elseif pl.Torso:FindFirstChild('Smoke') then
- nums = nums + 1 num = nums bp.position = bgdest bp.D = 10
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 2000,4500 * (math.abs(pos.y-bgdest.y)/200) + 2000,4500 * (math.abs(pos.z-bgdest.z)/200) + 2000)
- wait(1) if num nums then bp.D = 0 end else
- bg.maxTorque = Vector3.new(0,0,0)end end
- mouse.KeyUp:connect(grapple)
- bg.cframe = CFrame.new(pl.Torso.Position,bgdest)
- if anim then
- end
- local rm = Instance.new('Motor', torso)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part1 = ra
- lm.C0 = CFrame.new(-1.5, 0.5, 0)
- lm.Part0 = torso
- rlegm.C0 = CFrame.new(0.5, -1, 0)
- rlegm.Part0 = torso
- local llegm = Instance.new('Motor', torso)
- llegm.C1 = CFrame.new(0, 1, 0)
- llegm.Part1 = ll
- rsc0 = rm.C0
- llc0 = llegm.C0
- neckc0 = neck.C0
- local countspeed = 1
- while wait() do
- count = (count % 100) + countspeed
- if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2 then
- --Idle anim
- rlegm.C0 = rlc0 * CFrame.Angles(angle*.025, 0, 0)
- llegm.C0 = llc0 * CFrame.Angles(-angle*.025, 0, 0)
- rm.C0 = rsc0 * CFrame.Angles(0, angle*.05, angle*.05)
- lm.C0 = lsc0 * CFrame.Angles(0, -angle*.05, -angle*.05)
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude > 2 then
- --Walk anim
- rlegm.C0 = rlc0 * CFrame.Angles(angle*0.25, 0, angle*0.015)
- llegm.C0 = llc0 * CFrame.Angles(-angle*0.25, 0, angle*0.015)
- rm.C0 = rsc0 * CFrame.Angles(-angle*0.25, angle*.05, angle*0.080)
- lm.C0 = lsc0 * CFrame.Angles(angle*0.25, -angle*.05, angle*0.080)
- end)
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Attack Used to attack the titan. R Reload your weapons Tip: If you stab a titan's eyes or legs, your sword will be used up. F Ability / Replenish For heal when you using healer class, Healself: Aim your cursor to your character and Press F Heal Other: Aim your cursor other character that want you heal, and Press F. Attack Used to attack the titan. R Reload your weapons Tip: If you stab a titan's eyes or legs, your sword will be used up. F Ability / Replenish For heal when you using healer class, Healself: Aim your cursor to your character and Press F Heal Other: Aim your cursor other character that want you heal, and Press F.
Attack on Titan Tribute Game is a tribute game adaptation of the Attack on Titan manga series written and illustrated by Hajime Isayama. It is a derivative game created by the Chinese developer Feng Lee and not officially affiliated with the Attack on Titan franchise. At the beginning, it was a basic game with simple graphics, but the game has continued development and made some advances and progress as time went by, becoming a more complex work.
In the current version, both the Titans and the characters have a higher resolution than they were when the game was introduced. In addition, the camera movement has also been updated to swing with the movement of the characters on their devices. The Three Dimensional Maneuvering gears creates sparks when the characters are sliding along the ground.
The game is still in the process of development and keeps updating new commands and options on his official website.
Game features
The current characters that can be chosen to play are:
- Marco
- Petra
A recent update allows characters to be personalized with various possibilities and it is also possible to create your own character. However, these new characters do not include any unique stars or abilities. Also, en AoTTG also has the option of creating a new character and play as if it was a main one. Such characters have a cute, chibi style of both the characters and the Titans.
As for the scenarios, this tribute game includes the forest, Trost District and the top of the Wall where the Colossal Titan makes its first appearance in the series. This Titan is 200 feet tall and provides a challenge for the players, since they have to learn how to control the Three Dimensional Maneuver gear if they want to kill it. Furthermore, as in the series, one of the stages is focused on having the player to guard the Rogue Titan and to carry an enormous boulder to block a breach in the Trost District’s Wall.
The player must be aware that one single hit can be instantly fatal for most characters, such as getting slapped, squished, bitten or attacked by a Titan in any other way.
Playable characters
Players can choose to control their favourite characters, such as Eren, Levi or Mikasa. In the case of Eren, he can also transform into a Titan, such as in the series. Furthermore, some players like Levi, Petra or Mikasa have their own signature moves where they spin ferociously or cut through other Titans.
Every character has its own particular style, like the following:
- Levi: He has the ability to kill Titans in a fast and efficient way, and he can reach places to kill where other characters cannot.
Attack On Titan Tribute Game Camera For Roblox Codes
- Petra: Her spin attack allows her to blind the Female Titan. It is a very good ability to blind secondary shifting Titans.
- Mikasa: She can use gas and blades faster than anyone else, referencing that time during Trost arc where she broke her blades and blew away her gas stores.
- Eren: He can transform into the Attack Titan. Although he is not invulnerable, his kill rate can be higher than other characters.
- Marco: He has the ability to draw Titans. This skill is based on the moment when he distracted a Titan to help Jean in episode 8.
- Jean: He can lower fuel consumption and break out a Titan’s grip by slicing its hand.
- Sasha: She can develop a very fast speed, based on a gag scene from the original series.
- The Female Titan: She is the only Titan to use a human fighting style on battle, with roundhouse kicks and blind-fighting when her eyes are stabbed out. Also, she can be defeated by attacking her ankles, and her neck can harden enough to avoid the attack of the blades.
Attack On Titan Tribute Game Website
Commands
The commands that can be played by the playable characters are the following:
- Spin Attack: Characters that have a special spin attack are Levi and Petra. Levi is horizontal, which allows him to swing by a Titan’s neck and kill it without losing momentum. Whereas, Petras’s allows her to attack from further away with a higher potential score with ease.
- Super Mode: This is the option that allows Eren to turn into the Attack Titan. This special option lasts only 30 seconds, but in this form the character is mostly immune to attack and can also kill shorter Titans by punting them with only one move, instead of the three punches that other characters have to use. However, this mode does not work on boss Titans like the Female Titan.
- Super Speed: If the player chooses Sasha, she can use her super speed option, which involves eating a potato and increasing her ability to outrun Titans on the ground.
Timed Mission: Players can set time limits for every stage. Therefore, if the player runs out of gas, it is possible to hop on a horse and run back to your spawn area.
Boss Battle: The final enemies are the Female Titan and the Colossal Titan, and have over a thousand hit points each.
Browser
Attack On Titan Tribute Game Online
Attack on Titan Tribute Game is available for download on alternative websites that allows players to play offline.