Each attack in the game has an attribute. Attributes are broken up into three broad categories: strike, projectile, and throw. These attributes interact with each other to trigger certain effects like Crush and Throw Break.
- Strike Attribute
- Strike attacks are the most common in the game, and include any non-throw attack that's part of the character, such as punches, kicks, headbutts, and sword swings.
- Strikes can clash or crush other strikes.
- Projectile Attribute
- Projectiles are attacks that move independently of the character and do not interact with strikes, but can interract with other projectiles (and hit other characters).
- When projectiles hit each other, each projectile will lose one hit (so a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears).
- Throw Attribute
- Throws are attacks that can not be blocked but are short range and have other restrictions.
- The throw attribute is not exclusive to standard throws! Some attacks, such as Ladiva's Devoted Body Slam (623X), do not behave like normal throws as you can combo into them, but typicality have other restrictions in place such as being unable to hit opponents in certain states, such as crouching or airborne opponents.
- On hit, throws cause both characters to become temporarily invincible to other attacks while an attack animation plays out.
- Multi-Attribute Strikes
- Some strikes actually have attributes from other categories, like Strike-Projectile.
- A common instance of this is strikes can interact with projectiles and take on the properties of both.
- For example, the first hit of Gran's 236M is both Strike attribute and Projectile attribute and has the following properties
- Can clash with strikes
- Can clash with projectiles
- Assist Characters
- Some attacks actually call out a friend to attack for you, such as Lowain's Sammy & Tommy (236X)
- In practice, these attacks are very similar to projectiles, with the main difference being you can hit them with strikes, and they don't clash with other projectiles.
Invincibility and Armor
Invincibily and Armor effects both protect you from getting hit, but the difference is in the details:
- Your attack is completely invincible to attacks for a set period of time. The opponent's attacks will simply not hit you during this time.
- Ex: Dodge (4G)
- Your attack will absorb one hit for a set period of time. This means the opponent's attack will hit you, so the opponent can still special cancel their attack as if you blocked it.
- Ex: Katalina's Light Wall (5U)
- Super Armor
- Your attack will absorb multiple for a set period of time. This is very similar to Armor, but you can armor multiple hits.
These effects do not protect you against all attacks, certain attacks only have invincibility/armor against certain Attack Types. For example, Dodge is invincible to Strikes and Projectiles, but completely vulnerable to throws.
- Some attacks shrink the hurtbox of characters, making them dodge attacks by virtue of not being in that space, even if they appear to occupy that space.
- Cross-Over (6G) is a common example of this. Your character is invincible above the knees during the move, even though they appear to be standing. This means you can dodge attacks like Katalina's f.M and Frozen Blade (236X), but would get hit by Katalina's 2M. This does not mean Cross-Over is programmed to be invincible to projectiles or strikes; this is because your hurtbox is lowered during Cross-Over.
- Gran's 2U is another example of this.
Most attacks in the game deal standardized amounts of hitstun, blockstun, etc. depending on their Attack Level. Note that some moves override these default values, which will be noted in the frame data. In addition to these exceptions, some attacks knock the enemy into the air, wallbounce, crumple, etc. As a general rule attacks with the same Attack Level share the same sound effects and graphical effects.
|Lvl 0||Lvl 1||Lvl 2||Lvl 3||Lvl 4|
|Hitstun (Ground Hit)||14||16||18||20||22|
|Untechable (Air Hit)||14||16||18||20||22|
|Untechable (Air Counter Hit)||28||32||36||40||44|
|Counter Hit Hitstop||+0||+2||+4||+8||+12|
- Crouching hit adds 1F additional hitstun
- All air normals attacks inflict 14F ground hitstun
- Air counter hit doubles the amount of untechable time
- Additional hitstop on counter hit only applies to opponent.
When two strike's attackboxes intersect, they may clash, or one might crush the other. This depends on each attack's priority level; equal level attacks will Clash, higher level attacks will crush lower level attacks. This priority system only applies to strikes. Projectiles and throws follow their own priority systems.
As a rule of thumb, each attack's priority level equals their Attack Level. Exceptions to this rule will be noted in the frame data.
Clashes occur when two strikes with the same priority level hit each other at the same time. During a clash each player can cancel into almost any attack*, Dodge, or Cross-Over, and each player also gains 10% Skybound Gauge!
- Specifically you can cancel into any attack except itself, but f.L, 2L, j.L, and Specials can cancel into themselves.
Because of the unpredictable nature of clashes, they are often difficult to take advantage of, but some players understand how the attack interact well enough to intentionally cause a clash to cancel out the opponent's attack, then retaliate with their own!
A Crush occurs when two strike's with the different priority levels intersect. You will see the word "CRUSH!" appear on the HUD. This means that one attack beat the other, commonly known as having higher priority.
Attacks with invincibility, like Gran's Rising Sword (623X), or most Skybound Arts will Crush all non-invincible attacks, and might even crush each other depending on the moves involved.
In order of lowest priority to highest priority:
Easy input Skills > Manual input Skills > Easy input Skybound Arts > Manual input Skybound Arts > Easy input Super Skybound Arts > Manual Input Super Skybound Arts
- All Easy input Skills are considered the same priority level
- ex: Gran 6S will clash with his 6S+M
- Manual input specials priority level is further separated by button strength
- ex: Beelzebub 623M will Crush his 623L
- These priorities hold true across characters
- ex: Gran's 623L will clash with Katalina's 623L
- ex: Charlotta's 8L will crush to Gran's 6S
- ex: Percival's 236236U will crush Lancelot's 236S+U
You might think that thanks to the Clash and Crush systems, it is impossible for two strikes to trade (aka both characters get hit), but this is not true! Trades are still possible, just fairly rare.
Remember, Clash and Crush only occur when two attack's attackboxes intersect. If you can have two attack's hit each other's hurtboxes without touching attackboxes, you can make a trade, regardless of level!
An example of this is a well spaced and timed Katalina f.M vs Katalina 2M.
One attack can hit multiple targets assuming they are within range, such as Lowain and his bros.
Normally, when a strike touches the opponent, the remaining active frames are converted into recovery frames. However, if there is an assist on screen, then the remaining active frames can still hit them if they run into the attack!
This can lead to visually strange situations like Gran's f.M hitting Lowain, then a moment later, his bro jumps into the active frames and gets hit.
This is further compounded by the fact that hitstop only applies when hitting non-assist characters, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!
Projectiles interacting with Assists is a bit tricky, Lowain's bros can absorb one hit of a projectile, so you can use them as a shield. Lowain's robot (Katerpiller) can not do the same however; projectiles will hit her and continue unaffected. However the inverse is not true! You can protect your assist from projectiles by blocking the projectile for them, allowing the assist to attack afterwards!
- Counter Hit
- This occurs when hitting the opponent during the startup or active frames of their attack. Certain attacks are even in counter hit state during their recovery, like Evade (4G)! The opponent will flash red and the HUD will display Counter when this happens.
- Certain attacks have unique effects on counter hit, for example Katalina's M Enchanted Lands (214M) causes wallbounce only on counter hit.
- Forcing air state
- There are lots of moves that force the airborne state in some way or another, meaning they behave the same regardless of whether they hit someone grounded or airborne. They typically come in two forms
- Launchers typically launching the opponent into the air, such as Gran's Rising Sword (623X)
- Sweeps everyone's 2U attack as well as some others, they don't knock the opponent very high, but can be useful for either extending combos or setting up okizeme.
- Bounces the opponent off the wall in the corner, allowing you to extend your combo.
- Hard Knockdown
- Disables ground recovery on hit, forcing the opponent to wake up in place - this is typically a very opportune time to perform okizeme.
- Guard Break
- This is a unique effect that occurs on block. The defender is are stuck in a reeling animation and can not block. Depending on the attack, you can even start a combo on Guard Break!
When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as hitstop and can vary in duration, like Gran's 2A compared to Vaseraga's f.H. Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends. Characters with charge moves (like Charlotta's 6X) also have the added benefit of getting more time to charge those attacks.
Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.
Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Gran's projectile hits the opponent, Gran does not experience hitstop, only the projectile and the opponent do. From Gran's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun!
- Uneven Hitstop
When an attack hits an objects, both usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, or normal vs counter hit.
The most common example of this is counter hit - the defender experiences a few extra frames of hitstop compared to the attacker! These extra frames of hitstop can be thought of as extra hitstun since only the defender experiences them.
- Armor and Parry Stances
Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat safe jumps; they force the attacker into enough uneven hitstop that the defender can attack before the attacker can reach the ground and guard!
Vaseraga's Super Skyound Art and Lowain's 623H are two examples of this.
As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!
When hitting assists, neither the attacker nor the assist experience hitstop.
- Miscellaneous Hitstop Notes
- Amount of Hitstop
- The amount of hitstop an attack deals depends on its attack level, but certain attacks can override these default values.
- Getting Hit While in Hitstop
- Hitstop does not confer any invincibility - your state carries over from what you were doing before. If you were invincible/hitstun/blockstun before hitstop, then you will still be in that state during hitstop. If you are hit while experiencing hitstop, then the previous hitstop ends and the new hitstop begins.