Attacks: Difference between revisions
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| Line 39: | Line 39: | ||
|'''Launcher''' | |'''Launcher''' | ||
|Uki | |Uki | ||
|This launches the opponent into the air. | |This launches the opponent into the air. Can {{YCancel}} if hitting an opponent on the ground. | ||
|- | |- | ||
|'''Spinout Launcher''' | |'''Spinout Launcher''' | ||
|Down | |Down | ||
|This launches the opponent higher into the air. | |This launches the opponent higher into the air. Can generally {{YCancel}}. | ||
|- | |- | ||
|'''Stagger''' | |'''Stagger''' | ||
| Line 55: | Line 55: | ||
|'''Sweep''' | |'''Sweep''' | ||
|Koro | |Koro | ||
|Beats super armor, cannot | |Beats super armor, cannot {{YCancel}}. | ||
|- | |- | ||
|'''Chipping attacks''' | |'''Chipping attacks''' | ||
Revision as of 04:13, 18 May 2018
Characteristics
Moves can have any combination of the following elements. They will have a move power, a hit range, and at least one attack type. The specific attack types can be any or all as well. If a move is not given either a weak, medium, or strong and/or a high, mid, or low it functions as an unblockable.
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 | Debug | Notes |
|---|---|---|
| Special | Special | This means that an attack gains no chakra for the attacker, even when it hits. Generally seen on supers. |
| Unblockable | NoGuard | This is seen on certain moves that have command grab properties like Chouji |
| Small Bounce | Tata | 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 | 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 | This launches the opponent into the air. Can |
| Spinout Launcher | Down | This launches the opponent higher into the air. Can generally |
| Stagger | Yoro | 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 | This knocks the opponent full screen. |
| Sweep | Koro | Beats super armor, cannot |
| Chipping attacks | Beast | This makes a slashing sound and effect and does chip damage. Leftover from Bloody Roar. |
| Super cancelable attacks | AtkCan | These moves can be combed into super and are on every character's |
Technical Details
Throws
The thing to remember about throws is they have a small window of active frames. The grab is only active for a single frame, but comes out instantly making it's use precise. If the opponent is in hitstun or blockstun they cannot be grabbed normally. The two exceptions to this rule are if the opponent is in a staggered state (see attack types) or in the air.
Overhead throws and air throws do 20 damage, bounce throws do 40 damage, and push throws do 0 damage.
Substitutions
KnJs have 12 frames of invulnerability while
KnJs have 16 frames of invulnerability. This is good to know for trying to avoid some meaty traps.