Attacks: Difference between revisions

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*Small Bounce ("Tata" in Debug): This is a state defined by a small bounce that the opponent is put into.
*Small Bounce ("Tata" in Debug): This is a state defined by a small bounce that the opponent is put into.
*Large Bounce ("SpTata" in Debug): This is a state defined by a large bounce that the opponent is put into.
*Large Bounce ("SpTata" in Debug): This is a state defined by a large bounce that the opponent is put into.
*Launcher ("Uki" in Debug): This launches the opponent into the air. This can be Y cancelled if hitting an opponent on the ground.
*Launcher ("Uki" in Debug): This launches the opponent into the air. This can be {{Y}} cancelled 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 cancelled.
*Spinout Launcher ("Down" in Debug): This launches the opponent higher into the air. These can generally be {{Y}} cancelled.
*Stagger ("Yoro" in Debug): If you are staggered twice in a row in a combo, it knocks you down.
*Stagger ("Yoro" in Debug): If you are staggered twice in a row in a combo, it knocks you down.
*Flying screen knockback ("Butt" in Debug): This knocks the opponent full screen.
*Flying screen knockback ("Butt" in Debug): This knocks the opponent full screen.
*Sweep ("Koro" in Debug): Beats super armor, cannot be Y cancelled.
*Sweep ("Koro" in Debug): Beats super armor, cannot be {{Y}} cancelled.
*Chipping attacks ("Beast" in Debug): This makes a slashing sound and effect and does chip damage. Leftover from Bloody Roar.
*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}}.
*Super cancelable attacks ("AtkCan" in Debug): These moves can be combed into super and are on every character's {{B}}{{B}}.

Revision as of 20:31, 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:

  • 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 .
  • Small Bounce ("Tata" in Debug): This is a state defined by a small bounce that the opponent is put into.
  • Large Bounce ("SpTata" in Debug): This is a state defined by a large bounce that the opponent is put into.
  • Launcher ("Uki" in Debug): This launches the opponent into the air. This can be cancelled if hitting an opponent on the ground.
  • Spinout Launcher ("Down" in Debug): This launches the opponent higher into the air. These can generally be cancelled.
  • Stagger ("Yoro" in Debug): If you are staggered twice in a row in a combo, it knocks you down.
  • Flying screen knockback ("Butt" in Debug): This knocks the opponent full screen.
  • Sweep ("Koro" in Debug): Beats super armor, cannot be cancelled.
  • 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 .