Attacks

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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.

  • ("NoGuard" in Debug):
  • 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 .
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.
Combo Number Input Notes
Combo 1
Combo 2 Can Y-Cancel on 4th hit
Combo 3 Can Y-Cancel on 3rd hit
Combo 4 Can Y-Cancel on 3rd and 5th hit
Combo 5
Combo 6 Can Y-Cancel on 4th hit
Combo 7 Can Y-Cancel on 3rd hit
Combo 8 Can Y-Cancel on 3rd and 5th hit
Combo 8 Towards opponent
Combo 9 Towards opponent Can Y-Cancel on 3rd hit
Combo 10 Away from opponent Can Y-Cancel on 2nd hit
Combo 11 Away from opponent Can Y-Cancel on 2nd and 4th hit
Combo 12 Away from opponent
Combo 13 Down Can Y-Cancel on 2nd hit
Combo 14 Down Can Y-Cancel on 2nd and 4th hit
Combo 15 Down
Combo 16
Combo 17 Can Y-Cancel on 2nd hit
Combo 19 Can Y-Cancel on 2nd and 3rd hit