Attack

Attack is a fundamental mechanic in Ninjala, alongside blocking and moving. To score points in any battle mode, most notably battle royale and team battle, players need to successfully land attacks on other players or drones with their selected gum weapon to decrease the opponent's HP. Defeating players results into K.O's and IPPON's which additionally grant bonus points. Players must cleverly use movement, attack and gum bubble actions within their weapon's arsenal to emerge victorious. Attacks are divided into different types: Standard Attacks, Break Attacks, Special Attacks, Gum Shoots and Gum Ninjutsus. Each attack has different properties, but they all deal a certain amount of damage, down value and hit stun. It is important to understand these differences to effectively combine them. 
==Attack Types==
* Standard Attack
* Break Attack
* Gum Shoot
* Special
** Alter Special
* Gum Ninjutsu
== Attack Properties ==
See: Attack Properties
== Hit Reaction ==
When a player is hit by an attack, their ninja suffers from hit stun and becomes unable to move or escape for a brief moment of time. If utilized correctly, players can make opponents unable to break out of flinch traps, or stun locks, with a series of planned attacks. Thus, easily earning themselves a K.O. or IPPON.
When a player has enough S-Energy, they can S-Burst out of a the hit stun to enter a parry if the opponent is still attacking. However, if there isn't enough S-Energy, little can be done to escape besides hoping the opponent stops attacking long enough for the player to make their move. Whether it be escaping or retaliating.
There are different hit reaction based on the performed attack. The default one is a simple flinch, leading to a hit stun which is dealt by most attacks. Most of it can be capitalized on at close and mid range which can lead into opening combos or to extend them. A spin reaction keeps players in a longer hit stun opening more options to the attacker. Blowbacks throw players into the air while letting them suffer from hit stun. This doesn't only help in positioning but also allows wall splat combos and such attacks generally tend to deal more damage. Paralyze and transform are subclass specific with multiple benefits such as disabling S-Burst, and more follow-up options.
Super Armor is a temporary power-up players can achieve when performing certain attacks. When the power-up is in play, ninjas with it will not suffer from hit stun for a period of time, which can prove useful in many situations. However, players can still take damage and be defeated, so it's best to keep an eye on the health bar while it's in play. Being in Gum Bind state with Super Armor is also not recommended, as a blowback helps ninjas break out of the gum faster.
File:Hit Reaction Spin.jpg|Avatar spins around after getting hit by Bolt Slash.
File:Hit Reaction Blowback.jpg|Wide Attacks usually blow away opponents.
File:Hit Reaction Paralyze.jpg|Player gets paralyzed from sound bullet.
File:Hit Reaction Transform.jpg|Player transforms for a period of time after getting hit by Golden March.
=== Flinch===
Flinch is the default hit reaction after getting hit by most attacks. The hit stun across all lasts around the same. During hit stun players are able to S-Burst by spending S-Energy. 
===Spin===
Spin is a kind of hit reaction mostly reserved to Specials or Alter Specials. When getting hit by such an attack, the player's avatar spins around, staggering. The hit stun lasts longer than the default flinch. This opens more options to the attacker to follow up. During hit stun players are able to S-Burst by spending S-Energy.
===Blowback===
Blowback is a hit reaction applied by various attacks. Break Attacks, some Specials or Alter Specials, last attack stage Standard Attacks, Wide Attacks, as well as heavy hitting ones have this kind of hit reaction. When getting hit by such an attack, the opponent gets launched into the air or blow away. During that, opponents are able to S-Burst by spending S-Energy. Blowback Standard Attacks tend to deal higher damage but also a higher down value, however, the latter decreases over the attack stage. Besides the down value, users have to be careful as a blowback frees opponents from Gum Bind. A skillful use can lead to a good positioning for a Gum Bind combo, as distancing can take a huge role for some Gum Shoots, like Gum Shot. Blowback attacks can also wall splat opponents, which disables S-Burst and thus puts the attacker into a advantageous state. Another situation, where this characteristic might come in handy is against the Gum Ninjutsu Blast Barrier. Although it disables hit stun in general, a blowback works. So, the Blast Barrier user can be kept away. As blowback attacks tend to deal higher down value, sometimes it's helpful to utilize the knockback effect on the opponent once their down value hits 100% to keep them away. 
A blowback of a Standard Attack always marks the reset of the attack stage, but not the end of a combo. As long as the limit is not reached (down value = 100%), the combo can be continued, though the opponent has to be in attack range of course. Some gum weapons are even build entirely around blowback Standard Attacks in their moveset, like Hammers or the hybrid Katana Type C. Scrap Sabers, for example, can create a combo of consecutive Normal Attacks. All Normal Attacks are first stage attacks because they reset the attack stage. The Normal Attack additionally has the characteristic of moving forward while attacking, which makes it possible to chain them. 
===Paralyze===
Paralyze is reserved to Type B Hammer weapons. There are specifically three attacks dealing a paralyze effect to their opponents. The shock barrier of Back Attack, the resulting projectile, called sound bullets and the Special Echoing Scream. This temporarly immobilzes opponents completely, leaving them even unable to S-Burst. The hit stun lasts longer than the default. The attacker can proceed their combo without a worry. Gum Binded opponents cannot be paralyzed, but paralzed opponents can be bounded.
===Transform===
Transform is reserved to Type B Yo-yo weapons. There are specifically just two attacks transforming their opponents. The Special Beyond the Gum, as well as the Alter Special Golden March. Opponents transform in place, immobilized for a moment, like after flinching. Afterwards the opponents can move, jump and dodge, but not attack for a period of time until they transform back. This can be used by the attacker to extend their combo carefree, as the transformed opponent cannot use a S-Burst. This transforming attack is so powerful, that it ignores Super Armor and any transforming Gum Ninjutsu, which includes Punishing Blade, Shinobi Beast and Blast Barrier. Difficulties arise with opponents in Gum Bind state because this effect does not occur on them. Transformed opponents however can be bounded.
== Down Value==
Down Value is similar to Gum Damage, as it is a hidden value measured from 0% to 100%. Every attack in the game deals a certain amount of down value to the opponent. When a player's down value reaches 100%, they will be launched away, further than after a blowback attack. The opponent enters a knockdown state, which is a recovery state where the player temporarily is invulnerable to damage. This is visually indicated to the attacker by changing the color of the marker to white. There is no visual indicator for the opponent however, which can make it difficult to even realize it. So, the indicator for them is rather the strength of the knockback as it is stronger than after a blowback. The invulnerability of the short lasting knockdown state can be used to evade upcoming attacks and thus turn the table. By jumping or dodging the state can be canceled. After the knockdown the down value resets to 0%. 
Besides the knockdown state, there are other actions which can reset the value as well, such as a Gum Bind, a successful Break Attack against a Gum Guard or S-Burst, and certain weapon attacks. Some attacks even add 0% down value. Players with Super Armor are protected from hit stun, but not damage and down value. If the down value is 100%, even they get lauched away. 
While being blown away, S-Burst is disabled. Just like a blowback this reaction also frees someone from a Gum Bind or leads to a wall splats. 
===Tips ===
*Different attacks from different weapons all have varying amounts of down value. However, a constant across them is the Break Attack, which deals a very high down value of approximately 70%, meaning that it can be used to send opponents away if the player does not wish to confront them.
== Combos ==
Also see: Combo section of Standard Attack.
==Other Attacks ==
===Emotes===
There are some Emotes that deal damage. They usually take some time to perform, do little damage and launch opponents. Their slow performance speed makes it hard to use mid-combo but if Gum Bind is involved it works.
===Gum Utsusemi ===
In order to use Gum Utsusemi in a battle the Shinobi Card Utsusemi Master has to be equipped. Through this the Utsusemi can explode and deal Gum Damage to opponents. The range of the blast and damage can be increased with leveling up the intended Assist Codes. If an opponent touches the Utsusemi the resulting blast not only deal Gum Damage but also a short hitstun allowing to use it within a combo. Utsusemi can be used offensively as well as defensively because it spawns pretty fast. The triggered blast and hitstun can create a great oppurtunity in close-combat to strike back. When using it defensively Utsusemi user have to watch out for projectiles or attacks with other properties such as Super Armor or invulnerability as they can go right through or in the case of projectiles it can trigger Utsusemis from afar.
Category:Game Mechanics
Category:Attack