DBFZ Physical Clash Study
Physical: "Air attack" (head) and body. Foot attribute doesn't seem to exist (yet?)
Projectile: P1 and P2 exist. Unsure if P3 (super) exists. Projectiles also seem to have head and body.
What does clashing do
Physical clashing gives both character 10% Ki gauge, and each of them can cancel the clashing attack into any other action at no cost. This includes Reflect, DR, or even jump and forward airdash during Sparking. Normals can only be cancelled into if they haven't be used in the string. Specials, Supers, Meteors have infinite usage (if they don't have an only-once-until-landing requirement).
"Normal" physical attacks of the same Attack Level will clash with one another when their hitboxes overlap.
Different ALs don't clash, but if they trade (hitboxes do not have to overlap), the attack with higher AL will gain invulnerability (to everything or only to the trading attack?) for as long as they're still trading, effectively winning the exchange.
- Level 1 (L normals)
- Level 2 (M normals)
- Level 3 (air H normals and most Special Attacks)
- Level 4 (ground H normals)
Attacks with "no clash" property... cannot clash, in situations where their hitboxes overlap as they trade, the result is an expected trade. However, they're still affected by ALs, which means they will "lose" to a higher AL attack.
Attacks with "Super" property only clash with themselves, even if they don't belong to the same AL. Though similar to "no clash", they're still affected by ALs and will lose to higher ALs.
Attacks with "grab" ("hit grab") property cannot clash, however, they are NOT affected by AL. If a "grab" trade with the other 3 types, "grab" will win the exchange every single time. However if a "grab" trade with a "grab", the character that landed the last attack (blocked or hit) will win the exchange.
Training mode's default "last offender/defender" flag is decided by Player 1's team:
First char: Last defender (always loses after a reset)
Second char: Last offender (always wins)
Third char: Last offender
We'll be using Teen Gohan's 214X as the main test subject. All 3 versions of this move have AL 3, but 214L is a "no clash", and 214H is a "Super".
Here we have Gohan doing 214X against himself doing the same attack.
As expected from a "normal" attack, the moment the two's hitboxes touched, a clash happens.
With "no clash", the hitboxes simply passed through one another, and both got hit.
Gohan's 214H just clashed with itself, but at the same time with SSB Goku's 214L+M, despite it being AL 4. Showing that "Super" will always clash with one another.
Cell's 5H (an AL 4) beats all 3 versions completely unscathed, despite 2 of them being frame 1 full invul attacks.
This is because while they're still trading, 5H gained invul to continue trading with 214M and 214H, but their invuls ran out while 5H was still active.
This time, we'll be bringing in "hit grab" attacks. Goku Black's 214M and 214H are AL 3, while SS Vegeta's 5LLL is AL 4.