Attack Types/Status Effects

Certain attacks can be better avoided than others. Likewise, certain attacks and Arts prefer status effects over raw damage. Here is an explanation of Attack Types and Status Effects, and how to react to them:

## **(ATTACK TYPES)**

Armored Dash: These attacks send the user forward, covered in armor frames.

Barrier: These attacks travel in a circle around the user, and have several ticks of damage.

Dive: These attacks don't deal damage immediately, but when they do, the damage is usually moderate or high.

Combination - Long: This is a combination move that connects when far from your opponent.

Combination - Mid: This is a combination move that connects when close to your opponent.

Combination - Short: This is a combination move that connects when right in front of your opponent.

Command Grab (Short): These attacks cannot be blocked and can only connect when right in front of your opponent, though will usually do the most damage of the grabs.

Command Grab (Mid): These attacks cannot be blocked and can be used near your opponent, though will usually do moderate damage compared to the other grabs.

Command Grab (Long): These attacks cannot be blocked and can be used when aways away from your opponent, though will usually do the least damage of the grabs.

Counter: These attacks will cancel an opponent's attack with one of your own.

Energy Ball: These attacks travel in a straight line, but cannot be charged.

Energy Wave: These attacks travel in a straight line and can be charged.

Escape: These attacks pull the user out of the fray quickly and generally do little to no damage.

Ground Projectile: This is an attack centered at an opponent's feet that usually knock them into the air.

Hara-Kiri: This is an attack that will cost the user at least some of their Vitality to activate.

Onslaught: These attacks cover a short distance in front of the user, but can be continued for several ticks of damage.

Radial: These attacks travel in a circle around the user, but usually don't have many ticks of damage.

Ranged Projectile: These type of attacks fly a long distance and tend to do a lot of damage on their own.

Scatter: These attacks cover a wide range directly in front of the user and often have homing properties.

Shield: While a shield is active, the user cannot be attacked from the front.

Single Strike: These type of attacks usually do the most damage, as they are centered into one blow.

Unblockable: These type of attacks usually do low damage - or have slow wind-up - but cannot be defended against.

Uppercut: This type of attack will send your opponent into the air from Melee Distance.

## **[STATUS EFFECTS]**

Attack Down: When hit with an attack down status, the targets overall damage will be lowered temporarily.

Back-Turn: When back-turned, a fighter cannot defend.

Bleed: When bleeding, a fighter's regeneration/health recovery will pause.

Bound: When being bounded off the ground, a fighter cannot attack or defend. Your opponent has a small window of opportunity to attack again before this status is null.

Burn: When burning, a fighter cannot defend and their Prowess will start to drain.

Confuse: When confused, you will not be able to focus on your opponent.

Damage Drain: When Damage Drained, a fighter will lose Prowess or Endurance. This tends to drain less than Pressure Drain.

Disorient: When disoriented, movement speed will be boosted to unnatural and inconvenient levels temporarily.

Freeze: When frozen, a fighter cannot attack or defend, and their Endurance will start to drain.

Leech: When being leeched, the target will lose health to the assailiant.

Poison: When poisoned, a fighter's Vitality will start to drain.

Pressure Drain: When pressure drained, a fighter will lose either Prowess or Endurance while guarding, and in few cases, Vitality. These attacks usually do little damage.

Prowess Absorption: A bit of the target's Prowess is transferred to the assailant.

Prowess Seal: The target will be unable to use Prowess temporarily.

Slow: When slowed, the target's movement speed will temporarily decrease.

Stagger: When staggered, a fighter cannot attack, defend or Breakaway. This usually lasts a very short time.

Stun: When stunned, a fighter cannot attack or defend. This effect usually wears off on its own.

Trap: When trapped, a fighter cannot attack or defend. This effect usually requires input from the assailant.

Trip: When tripped, a fighter cannot attack or defend. This effect usually lasts a bit longer than Stagger, and you can use a Breakaway to escape.

## **{BUFFS}**

Armor: The user/target stops leaning back temporarily.

Attack: The user/target's attack strings will do more damage temporarily.

Damage Absorption: The user/target becomes invincible and boosts their damage output depending on how much they are attacked during the buff.

Debuff Chance: This buff boosts the probability of causing a Debuff with Ubers and Ultras while draining the Endurance meter. These buffs cannot be canceled once activated.

Defense: The user/target will take less damage temporarily.

Diversion: The user/target will distract the opponent with an extra target that attacks or disorients in some way.

Endurance: The user/target gains some Endurance.

Endurance Regen: The user/target's Endurance Recovery is temporarily increased.

Finisher: The user/target's next Uber will have a moderate damage increase. This excludes buffs.

Invincible: The user/target cannot be damaged for a short while.

Projection: The user/targets Projectile Ubers will do more damage for a short while.

Prowess Charge: The speed of the user/target's Prowess Recovery when charging is temporarily increased.

Prowess Regen: The speed of the user/target's Prowess Recovery is temporarily increased.

Skill Unlock: The user gains access to special abilities for a short time.

Speed: The movement speed of the user/target is temporarily increased.

Strike: The user/target's Strike Ubers will temporarily deal more damage.

Switch Drain: The user/target will spend a different type of gauge temporarily.

Ultra: This ability will boost the effect of an Ultraclimax temporarily

Vitality: The user/target gains some Vitality.

Vitality Regen: The user/target starts recovering Vitality.