Attack Properties

Gum Weapons can have attacks with special characteristics that primarily make the user invulnerable to certain aspects, ultimately allowing them to overcome the natural attack priority and place the user in an advantageous state. The player can then capitalize on this by continuing with a full combo to achieve K.O.s and IPPONs, thereby scoring points. This means that these attack properties play a significant role when fighting opponents and are crucial to the player's strategy. A gum weapon's combos, situational options, and overall play style are built around attacks with these attributes. Gum Ninjutsus feature at least one of these properties, but they are not limited to them. These attributes apply across the attack types, including Standard Attacks, Break Attacks, Specials and Alter Specials. 
There are also properties reserved to Standard or Break Attacks which can be found here. 
== Super Armor ==
An attack can have the property Super Armor. It's visually indicated by a semi-transparent sphere fitted with blue octagons wrapping around the user lasting a short period of time. While Super Armor is active the user is protected from flinching. If the user got hit by an attack they still receive the damage but any type of hit stun is disabled. So the user has to keep an eye on their health bar. Also, Super Armor does not protect the user from Gum Damage and the knockdown state, which will be entered when the down value is at 100%. Receiving Gum Damage means the user can get bound. If a player has Super Armor during a Gum Bind the same properties apply. Usually using an attack that launches opponents break them free from Gum Bind. Due to the properties of Super Armor though the opponent will not be released. 
There are plenty of Attacks through which the user gets Super Armor. These include Standard Attacks, Specials and Gum Ninjutsu. Attacks while a Parry can also have Super Armor. Which attack armor has is determined by the weapon class. Hammers have armor on their Back Attack, Yo-yos have armor on their Wide Attack and Boards have armor on their Normal Attack. All the other classes don't get Super Armor through a Parry attack. 
There is also one Ability, Iron Body, of Hammer Type A weapons, that grants players Super Armor for a period of time after scoring an IPPON. Also the Shinobi Card Gambler Card can randomly grants player with Super Armor for a period of time. 
The following table lists all attacks with Super Armor:
Attack 	Attack Type 	Weapons 	Additionals
Charging Slash 	Special 	Katana Type A 	
Ring Chop 	Special 	Katana Type C 	
Power Buster 	Special 	Hammer Type A 	
High Tempo Beat 	Special (Alter Special)	Hammer Type B 	
Full Throttle Field	Special 	Hammer Type C 	
Golden March 	Special (Alter Special)	Yo-yo Type B 	
Bumpy Accelerator 	Special 	Yo-yo Type C 	During Turbo, Mini Turbo, and Attack.
Overflowing Power 	Special 	Punch Type A 	Back Attack
Bolt Slash 	Special 	Extra Type A 	After striking opponents in Gum Bind state.
Normal Attack 	Standard Attack 	Yo-yo Type C 	at the end
Back Attack 	Standard Attack 	Hammer Type C 	at the end
Wide Attack 	Standard Attack 	Punch Type A 	Fully charged (stage 3) version
Back Attack stage 2	Standard Attack 	Punch Type A 	
Shinobi Disco 	Gum Ninjutsu 	Scrap Saber, DJ Scratch 	right after usage
Potent Poison 	Gum Ninjutsu 	Shinobuzz Paper Fan, Home Run Surfer 	during activation
Shinobi Beast 	Gum Ninjutsu 	ASAKUSA Wheel, Matsuri Board 	during Attack
Worst Night-mare 	Gum Ninjutsu 	Bird Drill, Extreme Motor, Ogre Gloves	
== Normal Attack Guard ==
As the name already suggests Normal Attack Guard neutralizes Normal Attacks. After inputting the attack, a simple, hexagonal shield shortly covers the player before performing the actual attack. Instead of whiffing, the opponent stops doing the full attack motion and suffers from a short recoil. This property is reserved for just a few attacks of Hammer Type A and B weapons. Due to their lack of speed Hammers have difficulties when it comes to countering Normal Attacks. They don't have the speed of Yo-yo weapons to evade such attacks and their Back Attack don't have a teleport characteristic. Instead, the Back Attack of Hammer Type A and B has a Normal Attack Guard. This allows the relation between the Standard Attacks to be maintained. The Special of Hammer Type B Echoing Scream also has a Normal Attack Guard when launching. So, this propety is not limited to Standard Attacks. Wide Attack, attack with properties such as Super Armor or invulnerability, or other attack types ignore the guard.
==Invulnerability==
An attack can have an invulnerablity to Gum Damage, projectiles or any attack. These can be therefore categorized into three types: Gum Invulnerability, Projectile Invulnerability and Invulnerabilty. There are no clear visual indicators like for Super Armor. However, there is an indicator for the last type for opponents at least. During the Invulnerabilty the target symbol is turned to the color white instead of orange or red. If Lock-on Target (by pressing ) is used the target circle is colored white. 
As the name already suggests attack with the Invulnerablity property makes the user invulnerable to certain attacks. If the attack is invulnerable to Gum Damage the user cannot get bound. If its invulnerable to projectiles, the projectile will be canceled, no damage and hitstun. And if its fully invulnerable, any attack will whiff. There are plenty of attacks through which the user gets Invulnerablity. These include Standard Attacks, Specials and Gum Ninjutsu. Respawning grants players Invulnerabilty for a short period of time. Also, within a parry the moment two attacks clash, both participants are fully invunerable. 
The following table lists all attacks with Invulnerablity: 
Attack 	Attack Type 	Invulnerability Type 	Weapons 	Additionals
Shinobuzz Attack 	Special (Alter Special)	Projectile 	Katana Type B 	
Hurricane Shake 	Special (Alter Special)	Projectile 	Yo-yo Type A 	
Overpowering Wave	Special 	Projectile, Gum 	Board Type B 	while on board
Sonic Trick 	Special (Alter Special)	Projectile 	Board Type A 	while executing an attack
Bolt Slash 	Special 	Projectile 	Extra Type A 	during approach
Blast Barrier 	Gum Ninjutsu 	Projectile, Gum, Invulnerability	Paxing Gloves, Slash Kicks X 	Invulnerability during activation, launching projectile excluded
Shinobi Disco 	Gum Ninjutsu 	Invulnerabilty 	Scrap Saber, DJ Scratch 	during dance
Golden March 	Special (Alter Special)	Projectile 	Yo-yo Type B 	
Sky Uppercut 	Special (Alter Special)	Invulnerabilty 	Punch Type A 	at the start
Variable Stance 	Special 	Invulnerabilty 	Extra Type A 	while Dodging/Dashing
Wide Attack 	Zanshin Attack 	Invulnerabilty 	Extra Type A 	at the start
Wide Attack 	Standard Attack 	Invulnerabilty 	Hammer Type C 	at the start
Ninja Tornado 	Gum Ninjutsu 	Invulnerabilty 	IPPON Katana, Sushi Axe, Shinobi Spinner, Ninja Carpet	
Punishing Blade 	Gum Ninjutsu 	Invulnerabilty 	Drill Beast, Ninja Calibur, Chalae Magnum 	during activation, and while using S-Blast
Tenchi Muyo 	Gum Ninjutsu 	Invulnerabilty 	SK8 Hammer, Mellow à la Mode, Oedo Cannon 	
Shinobi Beast 	Gum Ninjutsu 	Invulnerabilty 	ASAKUSA Wheel, Matsuri Board 	during activation, and while using S-Blast
Iron Fist Dive 	Gum Ninjutsu 	Invulnerability 	Spinning UFO, Knockout Door 	
== Projectiles ==
See: Projectiles
== Multi-Hit ==
Attacks which does not hit single but multiple times are called multi-hit attack. Generally, the active time of each hit is shorter than from normal or single hit attacks. Each hit deals a fixed damage value to the opponent, as well as a fixed down value. So, each hit is treated just like single hit attacks. The games cancel mechanic mostly allows the players to cancel the attack midway through with a jump or dodge. This mostly means a portion or a few attacks are performed before being able to cancel the move. Not canceling means the player performs the rest of the hits. Each hit produces a short hit stun, so the opponent suffers from multiple hit stuns during the attack. Any hit enables the enemy the option to S-Burst. This can have the result of immediately getting into a parry, because once getting hit while S-Burst is active, a parry is the result. So, multi-hit attacks are prone to parries. There are some particularities however. Shinobuzz Attack, the Alter Special of Katana Type B weapons for example, disables S-Burst. Going for the extra hit at the end however, enables S-Burst again. Some attacks are also projectiles, which naturally disable S-Burst.
Various gum weapons have a multi-hit attack in their moveset. The following table lists them
Attack 	Attack Type 	Number of Hits	Weapon
Back Attack 	Standard Attack	2 	Katana Type B
Wide Attack stage 2	Standard Attack	3 	Katana Type B
Shinobuzz Attack 	Alter Special 	9 	Katana Type B
Wide Attack stage 2	Standard Attack	3 	Hammer Type A
Back Attack 	Standard Attack	5 	Yo-yo Type A
Hurricane Shake 	Alter Special 	11 	Yo-yo Type A
Fiery Raid 	Alter Special 	7 	Yo-yo Type C
Thunder Cannon 	Special 	5 	Punch Type B
Back Attack 	Standard Attack	6 	Extra Type A
Back Attack 	Standard Attack	6 	Extra Type B
==Unblockables==
An attack can have the property of being unblockable. As the name already suggests it is an attack which cannot be guarded against with a Gum Guard. There are not many unblockable attacks. Gum Ninjutsus in general are unblockable attacks as well as some Special Attacks. These includes both Specials of Hammer Type A weapons, Power Buster and Super Strength Strike, the Special Froggy Block of Katana Type C, level 3 of the Alter Special of Board Type B weapons, Surfing Cannon, the Special of Punch Type B weapons, Thunder Cannon, and a counter hit after an successful Wide Attack in Variable Stance with Extra Type A weapons. Dodging, projectiles with a higher priority, attacks with a invulnerabilty or Super Armor property need to used there. Also, Counters can guard unblockables.
==Counter==
An attack can be a Counter such as the Wide Break Attack of Punch Type B weapons and the Wide Attack of Variable Stance of Extra Type A weapons. Except for Gum Ninjutsu there is no attack that cannot be countered. Standard Attacks, Specials, Gum Shoots, even unblockable attacks such as Power Buster of Hammer Type A weapons don't stand a chance. This makes these weapons a defensive beast. The big downside of a counter however, is the recovery. If a counter wasn't successful, there is a huge gap before the next move, leaving the player open for a punish.
Category:Game Mechanics
Category:Attack