Attacks

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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.

Blockstun in GNT4 is dependent on which move is blocked. However, the numbers don't wildly vary, as they can only be one of a few set numbers.

Here are the various categories of attacks, along with the corresponding blockstun amount. (The frame of impact is included as frame 1 of these numbers).

Category Blockstun Notes Examples
Very Weak 15 Frames This length of blockstun is reserved for shanks (thrown kunai and other weak projectiles) only.
Weak 20 Frames This is the most common, and includes jabs and a lot of midstring moves.
Weak Lift 3 Frames These are weak attacks that lift the opponent into the air when blocked. As you can guess from the blockstun, these moves are absurdly easy to punish, even with some crappy divekicks.  : Down
 : (each hit)
Medium 19 Frames Despite the game classifying these moves as medium strength, and the fact that they commonly do more damage than weak attacks, these have just one less frame of blockstun. That's pretty odd, huh? Most lows seem to be this, but this is not reserved for lows by any means.  : Down
Medium Lift 7 Frames These are medium attacks that lift the opponent into the air when blocked. These are generally punishable by jump kunai (often referred to by the community as "shanks"), depending on the matchup or if it's in the corner or not.  :
Strong 24 Frames These are the big heavy moves that do a lot of damage. Very commonly found at the end of a string or on a lot of weapon based attacks.  : Towards opponent
 : Running
Strong Lift 12 Frames These are, you guessed it, strong attacks that lift the opponent when blocked. This is on a lot of single hit moves that launch opponents. These are far more likely to be safe than medium lifts are, especially in awkward corner angles.  : Towards opponent
Pushback 29 Frames If you block some powerful blows while standing, your character will slide across the stage in a very long blockstun. If you block some of these moves while cornered, it can be pretty darn scary.  : Towards opponent
Standing Pushback 23 Frames While very rare, there are moves that will put you in a pushback stun where your character is standing, rather than crouching. The blockstun here is notably less.  : Towards opponent
Air Pushback 12 Frames If blocked in the air, pushback attacks are treated as lift attacks, at least from a blockstun perspective. Every pushback move I tested was a strong, so while I'm not sure if there are weak or medium pushbacks, I severely doubt it, due to the very nature of these attacks. If a weak or medium is pointed out, just know it has the blockstun amount of lifts of that type. Despite the decreased blockstun compared to blocking it while standing, punishing most of these attacks is still pretty rare.
Spikes 8-10 Landing Frames Some moves, when blocked in the air, will leave your character spiked into the ground, stuck in blockstun for a moment. Punishing with a throw can be possible against some of these moves, but you'll definitely want to be familiar with the matchup and recognize what height you were at when you blocked it.  :

Air Blocking

If you block an attack in the air, blockstun is reduced by 1 frame. This barely affects much at all, but if you want to lab this game intensely, this could prove to be useful to you eventually. Also, please note that blockstun will end immediately when you hit the ground, but you will suffer the regular 5 frames of normal landing recovery, effectively adding 5 more frames of blockstun, since you can block during this recovery. Lastly, blocking lift attacks while already airborne won't result in the 1 less frame of 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  : or  : .
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 Y-Cancel if hitting an opponent on the ground.
Spinout launcher Down This launches the opponent higher into the air. Can generally Y-Cancel.
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 Y-Cancel.
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 (move soon)

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.

References

Blockstun Pastebin