Clash of Mythics: Genesis/Attack Attributes

==Attack Attributes==
Many attacks in the game are split up into three general categories: strike, projectile, and throw.
===Strike===
Strikes are the most common attack attribute found in the game, consisting mostly of physical strikes such as punches, kicks, or weapon attacks. They are capable of clashing with other attacks possessing the strike attribute, but generally don’t have this same effect with projectiles or throws.
The strike attribute is further split into three categories: high, mid, and low. Generally, many standing attacks tend to hit mid, many crouching attacks hit low, and virtually all air attacks hit high. With attribute invincibility in play, it runs on an “all-or-nothing system”, meaning an attack must be invincible to all three sub-attributes in order for it to successfully trade with another strike attack.
Some special moves that are considered Command Throws possess the strike attribute, meaning these throws can be blocked. These kinds of specific throws are otherwise referred to as “hit-grabs”.
===Projectile===
Projectiles refer to attacks that are independent of the attacker and are also quite common in the game. Different projectiles sport a specific durability level, which determines how it interacts with other projectiles. If two projectiles with equal durability clash, then a single hit is cancelled out for every clash.
Meanwhile, projectiles are unable to clash with strikes or throws, however, as they instead successfully trade against such attacks.
===Throw===
Throws are short-ranged, unblockable attacks that turn both characters invincible throughout the animation before damage is dealt. Turn here for a more detailed explanation on throws.
===Invincibility===
Invincibility is a property found in an attack that renders it unaffected by other attacks. They primarily come in the form of attribute invincibility and hitbox invincibility.
*Attribute Invincibility - this simply refers to an attack possessing an invulnerability towards certain attack attributes. Bursts, for example, are invincible to all attacks with the strike and projectile attributes, but not to throws. However, the invincibility frames of the attack are only active in a certain period of time, meaning they can be beaten with a well-placed counter hit.
**Auto-Guard - a few attacks in the game possess this property, allowing them to automatically block an incoming attack within a certain time frame of performing it.
**Super Armor - attacks with this property are not interrupted even after being hit in the middle of it, though the attacker still takes damage.
*Hitbox Invincibility - this refers to an attack altering the attacker’s hurtbox, making it possible for an attack to miss even if it looks like it should. Like with attribute invincibility, the invincibility is only active within a certain period of time and can be beaten with a properly-timed counter hit.
==Attack Level==
Most attacks in the game deal a standard amount of hitstun or blockstun, among other properties, which is dictated by their Attack Level, which goes from Level 0 until Level 5. Naturally, the higher the Attack Level, the stronger the attack. In addition, higher Attack Levels also translate to the attack having a higher priority.
On that note, when two attacks happen to intersect, one of two things can happen - the attacks clash with each other, or the stronger attack breaks the weaker attack. It should be noted that this effect only applies with attacks falling under the strike attribute.
* Clash - when attacks of equal Attack Level connect at the same time, both attackers are put in a hitstop state. They can then immediately cancel into almost anything that can be cancelled into, like another attack or a Reversal Action. Each successful clash also grants both fighters a small increase to their Action Gauge. Due to the unpredictable nature of clashes, however, it's rare for people to take full advantage of them and doing so requires both an intimate knowledge of how attacks interact and a swift reaction speed.
* Break - when two attacks clash, but one of them has a higher Attack Level than the other, the stronger attack beats out the weaker attack. Attacks with invincibility will always break through attacks that don't. In the same vein, many Decisive Actions and especially Decisive Climaxes will break through other types of attacks. 
==Attack Effects==
===Counter Hit===
A counter hit occurs when a character lands an attack on an opponent in the middle of an attack of their own. Counter hits commonly lead to a damage increase in the attack landed, in addition to the opponent suffering from increased hitstun and a longer untechable time.
When attacking an opponent whose Guard Gauge has been significantly lowered, it is possible to land multiple counter hits in a row in a single combo. 
====Bold Counter====
Some moves in the game instead cause a Bold Counter, which is essentially a more powerful counter hit in the form of a damage increase as well as an increase in hitstun and untechable time taken to a greater extent than a normal counter hit.
==== Throw Counter====
As the name implies, a Throw Counter occurs when a throw successfully connects with an opponent as a counter hit. As a bonus, Throw Counters cannot be escaped from under any circumstances, making it a suitable punishment for reckless players.
===Stagger===
Stagger is a state in which a fighter is briefly helpless towards any attacks their opponent may throw at them. It is possible to get out of this state even quicker by quickly mashing buttons.
===Stun===
Stun is a state similar to stagger, but primarily occurs after being hit repeatedly within a short amount of time. While stunned, a fighter is unable to do anything ranging from attack, blocking, or even breaking out of combos from the opponent for its duration.
It is generally more difficult to force oneself out of stun, as doing so requires not only mashing buttons but also rapidly shaking the joystick in any direction. Failure to do so can lead to the opponent either beginning another combo or, if they’re feeling especially merciless and are able to do so, set up a Shutdown finisher and end the match on the spot.
===Launch===
Launch is a state in which an attack forces the opponent into the air. The most common example of attacks that can put opponents into this state are their Crush Attacks and sweeps. It should be noted that sweeps don’t force the opponent nearly as high into the air as other moves do.
===Vacuum===
Most attacks in the game push the opponent away from the attacker on hit or block, though a select few actually drag them closer due to their vacuum effect. One example of an attack with this property is Streak’s Reel-In follow-up from her Style Action.
===Bounce===
The bounce property comes in two main variations - ground bounce and wall bounce.
*Ground bounce is where the opponent briefly bounces off of the ground and is popped right back into the air, making it somewhat similar to the launch property in this regard.
*Wall bounce, on the other hand, is when the opponent bounces off of the edge of the screen behind them and onto the ground. Typically, the farther away from the corner they are, the sooner they can recover.
===Knockdown===
A knockdown is when an opponent is, as the name implies, knocked down onto the ground and left floored for a few brief moments. They come in three variations - soft, sliding, and hard knockdowns.
*Soft knockdown - the most common form of knockdown, attacks with this property leave the opponent down on the floor, though they are immediately able to recover with either a ground recovery or a wake up.
*Sliding knockdown - attacks with this property force the opponent to slide along the ground towards the corner for a short amount of time, during which the attacker can continue their assault with no issue. Once the slide effect wears off, they are put into a hard knockdown state.
*Hard knockdown - attacks with this property leave the opponent floored and unable to use a ground recovery. They also force a set amount of time where they cannot wake up, though the only thing that can hit the opponent in this state is an off-the-ground move.
===Unblockable===
As the name implies, these are attacks that simply cannot be blocked at all and are thus unblockable. The only method to avoid taking damage from these attacks is to either dodge them or use an Anti-Shield on them.
===Off-the-Ground ===
Off-the-ground attacks, otherwise known as OTG, can hit an opponent that has already been heavily knocked down onto the floor. Though not many moves have this property, they are useful for extending combos even after the opponent goes through a hard knockdown. Some examples of an off-the-ground attack is Zagan’s Savage Roar and "Who said I'm done?!", the latter of which is only performable while the opponent is floored.
===Crumple===
Attacks with the crumple property, when they hit, briefly stun the opponent as they slowly fall onto the ground, leaving them open for another combo until a certain period during which they can recover.
====Wall Stick====
A similar property is the wall stick property, in which getting hit with an attack with this property will cause the player to be stuck on the wall before going through a slump animation, during which they are vulnerable to further combos. However, this effect will only kick in when they are close enough to the corner, as landing the attack from farther away will simply cause them to fly back a large distance but never stick on the wall. The Shield Crush is the universal example of an attack with this property.
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 Gameplay Mechanics: Movement & Cancelling, Offense, Defense, Gauges, Attack Attributes
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