Attacks: Difference between revisions

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|This launches the opponent into the air. This can be {{YCancel}} if hitting an opponent on the ground.
|This launches the opponent into the air. This can be {{YCancel}} if hitting an opponent on the ground.
|-
|-
 
|'''Spinout Launcher'''
*Spinout Launcher ("Down" in Debug): This launches the opponent higher into the air. These can generally be {{YCancel}}.
|"Down" in Debug
*Stagger ("Yoro" in Debug): If you are staggered twice in a row in a combo, it knocks you down. You can be thrown during a stagger state that will not reset the combo counter.
|This launches the opponent higher into the air. These can generally be {{YCancel}}.
*Flying screen knockback ("Butt" in Debug): This knocks the opponent full screen.
*Sweep ("Koro" in Debug): Beats super armor, cannot be {{YCancel}}.
*Chipping attacks ("Beast" in Debug): This makes a slashing sound and effect and does chip damage. Leftover from Bloody Roar.
*Super cancelable attacks ("AtkCan" in Debug): These moves can be combed into super and are on every character's {{B}}{{B}}.
 
 
{|class="wikitable"
|-
|-
!Combo Number
|'''Stagger'''
!style="width:275px;"|Input
|"Yoro" in Debug
!Notes
|If you are staggered twice in a row in a combo, it knocks you down. You can be thrown during a stagger state that will not reset the combo counter.
|-
|-
|'''Combo 1'''
|'''Flying screen knockback'''
|{{B}} {{B}} {{B}} {{B}} {{A}}
|"Butt" in Debug
|
|This knocks the opponent full screen.
|-
|-
|'''Combo 2'''
|'''Sweep'''
|{{B}} {{B}} {{B}} {{A}}
|"Koro" in Debug
|Can {{YCancel}} on 4th hit
|Beats super armor, cannot be {{YCancel}}.
|-
|-
|'''Combo 3'''
|'''Chipping attacks'''
|{{B}} {{B}} {{A}} {{A}} {{A}}
|"Beast" in Debug
|Can {{YCancel}} on 3rd hit
|This makes a slashing sound and effect and does chip damage. Leftover from Bloody Roar.
|-
|-
|'''Combo 4'''
|'''Super cancelable attacks'''
|{{B}} {{B}} {{A}} {{A}} {{B}}
|"AtkCan" in Debug
|Can {{YCancel}} on 3rd and 5th hit
|These moves can be combed into super and are on every character's {{B}}{{B}}.
|-
|'''Combo 5'''
|{{A}} {{B}} {{B}} {{B}} {{A}}
|
|-
|'''Combo 6'''
|{{A}} {{B}} {{B}} {{A}}
|Can {{YCancel}} on 4th hit
|-
|'''Combo 7'''
|{{A}} {{B}} {{A}} {{A}} {{A}}
|Can {{YCancel}} on 3rd hit
|-
|'''Combo 8'''
|{{A}} {{B}} {{A}} {{A}} {{B}}
|Can {{YCancel}} on 3rd and 5th hit
|-
|'''Combo 8'''
|{{6}} {{B}} {{B}} {{A}}
|
|-
|'''Combo 9'''
|{{6}} {{B}} {{A}}
|Can {{YCancel}} on 3rd hit
|-
|'''Combo 10'''
|{{4}} {{B}} {{B}} {{A}} {{A}}
|Can {{YCancel}} on 2nd hit
|-
|'''Combo 11'''
|{{4}} {{B}} {{B}} {{A}} {{B}}
|Can {{YCancel}} on 2nd and 4th hit
|-
|'''Combo 12'''
|{{4}} {{B}} {{A}}
|
|-
|'''Combo 13'''
|{{2}} {{B}} {{B}} {{A}} {{A}}
|Can {{YCancel}} on 2nd hit
|-
|'''Combo 14'''
|{{2}} {{B}} {{B}} {{A}} {{B}}
|Can {{YCancel}} on 2nd and 4th hit
|-
|'''Combo 15'''
|{{2}} {{B}} {{A}}
|
|-
|'''Combo 16'''
|{{8}} {{B}} {{A}}
|
|-
|'''Combo 17'''
|{{8}} {{A}} {{B}} {{B}} {{A}}
|Can {{YCancel}} on 2nd hit
|-
|'''Combo 19'''
|{{8}} {{A}} {{B}} {{A}}
|Can {{YCancel}} on 2nd and 3rd hit
|-
|-
|}
|}

Revision as of 20:51, 17 May 2018

Characteristics

Move power:

Moves function through three methods of power, this affects their hitstun (combined with another element) and blockstun. The three types are W for weak, M for medium, and S for strong. More information on Blockstun.

Hit Ranges:

While the game does not have high and low blocking, it does have high and low attacks. A person can be invulnerable to highs if they are currently in what is called the "sit" state and they are immune to lows if they are currently in what is called the "float" state. This makes certain moves have a high or low crush status.

Attack Types:

Punch, Kick, or Throw. Self explanatory, doesn't do anything special. Throws cannot be KnJed or tech rolled during the duration of their function.

Specific Attack Types Input Notes
Special "Special" in Debug This means that an attack gains no chakra for the attacker, even when it hits. Generally seen on supers.
Unblockable "NoGuard" in Debug This is seen on certain moves that have command grab properties like Chouji or Jirobou .Debug): This is a state defined by a small bounce that the opponent is put into. This is tech rollable when first hit into the ground, but cannot be tech rolled after being bounced.
Large Bounce "SpTata" in Debug This is a state defined by a large bounce that the opponent is put into. This is tech rollable when first hit into the ground, but cannot be tech rolled after being bounced.
Launcher "Uki" in Debug This launches the opponent into the air. This can be Y-Cancel if hitting an opponent on the ground.
Spinout Launcher "Down" in Debug This launches the opponent higher into the air. These can generally be Y-Cancel.
Stagger "Yoro" in Debug If you are staggered twice in a row in a combo, it knocks you down. You can be thrown during a stagger state that will not reset the combo counter.
Flying screen knockback "Butt" in Debug This knocks the opponent full screen.
Sweep "Koro" in Debug Beats super armor, cannot be Y-Cancel.
Chipping attacks "Beast" in Debug This makes a slashing sound and effect and does chip damage. Leftover from Bloody Roar.
Super cancelable attacks "AtkCan" in Debug These moves can be combed into super and are on every character's .