System mechanics

This page is an (unfinished) list of notable system mechanics present in Joy Mech Fight.

**Health system:** unlike most fighting games, Joy Mech Fight only features one "round", but with a somewhat unique health system. Players start the round with a full health bar, and two heart-shaped icons above it, which the community refers to as "stocks". If a player's health bar is fully drained (each bar contains 88 health points), they will use up a stock, and their health bar will fully replenish. However, when this happens, the opponent will also regain a small amount of health. If your health bar is emptied and you have no heart icons remaining, you lose the round, as is to be expected. The health bar scrolling down is an actual representation of your HP (like Earthbound). Meaning that if an attack will kill you (Example: You're at 8 HP and get hit by a move that does 8) your HP will scroll down to 0 and while it's scrolling, you can still use moves. Which can let you win a trade or take a stock in rare cases.

**Stun:** each character has a "stun value" associated with them, along with a hidden "stun counter" that starts at 0 at the beginning of each round, and quickly drains over time. If a character takes damage, their stun counter will go up by an amount equal to the damage they took. If the stun counter is ever equal to or higher than the character's stun value, they will be "stunned", giving the opponent an opportunity to attack, or to do specific setups. If, while stunned, the player rapidly mashes buttons, they'll escape stun more quickly than usual. The minimun amount of inputs needed depends on the character**.** Once you reach this number all you need to do is press any button on the frame of, or during the "wiggle" phase to escape. You can buffer a charge or a flurry during this.

**Landing Lag:** Whenever you land from a jump or a move that makes you airborne, you will have **4** frames of lag where you cannot do anything except for specials. If you're hit with a weak move that makes you airborne, you will undergo the 4 frames of lag when landing despite you not jumping. This 4 frame timer can also be activated with certain specials though the cause for this is unknown.

**Unblockable crossups:** If you blocking when you are facing the **same direction** as your opponent, you will get hit anyway. Due to how this works, if you can position a hitbox behind the opponent on the frame they get up after a knockdown, they will have no way of avoiding your attack. In some cases, this can lead to an infinite, although the ones performed by Legend and Leo are banned under the standard tournament ruleset.

**Projectile speed control:** On any projectile special move that uses the [2]A input, the [1]A input can be used instead to fire a slower version of the projectile, with the [3]A input being used to fire a faster version, you can also use the [6] or [5] inputs to alter the speed after inputting the projectile before the projectile itself spawns.

**EX Transfer***:* If Nay, Neo, Skapon, or Skapokon pull of their EX moves at the same time a projectile hits the opponent, the added damage from the EX move will be added to the projectile's regular damage, these are also referred to as "EX Projectiles".