- 1 Types of Attacks
- 2 Move Properties
- 3 Hit Status
- 4 Invincibility
- 5 Autoguard
- 6 Armor
Types of Attacks[edit | edit source]
Physical Strike[edit | edit source]
Physical strikes are the most common of attacks in Wishmere. They constitute of strikes that involve body parts: all sorts of punches and kicks. When a physical strike hits another physical strike at the same time, both attacks can 'trade' with each other, where both characters take damage. The attacking hitbox / portion of physical strike can be hit.
As a general rule, most attacks are physical strikes unless stated otherwise.
Whether the attack is a normal, Ability or a Super, if attacking with a strike that constitutes a portion of a character's body part, it still counts as a physical strike.
Projectile[edit | edit source]
Projectiles are energy based fireballs that usually (not all the time) travel in a particular direction. Attacks like Earle and Duu Shen's Punisher, though has energy on the attack, does not count as a projectile as it does not travel. While a physical attack can be struck by another physical attack, a projectile cannot be hit by a physical attack. A clash between a projectile and a physical attack will result in the projectile hitting the character performing the physical attack.
There are strength levels of projectiles, whereby an Ability projectile making contact with a Super projectile, will result in the Ability projectile losing out to the Super projectile, not become absorbing 1 hit from the Super projectile.
Throw[edit | edit source]
Throws are close ranged attacks that are unblockable. When a throw is successful, both the attacker and defender are invincible to all attacks until the throw animation is complete.
In this way, throws cannot collide with physical attacks and projectiles while a throw is successful, however a throw attempt will lose out to both physical attacks and projectiles.
Move Properties[edit | edit source]
Comboable [edit | edit source]
Normal attacks (which are Light and Hard Attacks) that are able to cancel into an Ability or a Super are referred to as 'Comboable'. Not all normal attacks can combo into an Ability or Super, so it's advisable that you learn which attacks are Comboable.
In the Command List, a Comboable attack is denoted by a red burger and drink icon.
Super Cancellable [edit | edit source]
Abilities that can be cancelled into a Super are referred to as 'Super Cancellable'. Super cancelling does not cost any extra super meter. Though an Ability may be Super Cancellable and will cancel into a Super, it may not result in a combo due to the hitstun of said Ability may be too short or if the chosen Super's startup time is too long.
In the Command List, a Super Cancellable attack is denoted by a bright red burger, drink and fries icon.
Guard Eater [edit | edit source]
Certain normal attacks or Abilities drain a large amount of Guard Gauge when guarded. On guard, a Guard Eater move will send darkening blue lines out of an opponent's guard. Guard Eater moves tend to be slower moves in a character's moveset and which move serves as a character's Guard Eater depends on the character.
Generally, a move that does over 5.6 chip damage constitutes as a Guard Eater.
In the Command List, a Guard Eater move is denoted by a light blue plate and cutlery icon.
Anti-Air [edit | edit source]
An attack that cannot be guarded while jumping is called an 'Anti-Air'. Anti-airs serve as a defense tool against a jumping opponent. Do note that anti-airs attacks are only unblockable for jumping opponents, standing opponents will be able to guard an attack that is noted as an Anti-Air.
In the Command List, an Anti-Air move is denoted by a green rocket icon.
Chain Move [edit | edit source]
Chain Moves are normal attacks (usually a Light Attack) that can be comboed into from a normal attack, and can be comboed out of to an Ability or a Super. Chain Moves are used to maximize damage and lengthen a combo. On block, Chain Moves still can be used to extend a block string and drain as much guard as possible from a defending opponent.
In other fighting games, Chain Moves are similar to a command move.
In the Command List, a Chain Move is denoted by a yellow clapperboard icon.
Hit Status[edit | edit source]
Hitstun[edit | edit source]
As with the norm in fighting games, hitstun refers to a state in which a character enters when they are hit by an attack. How long that character is stuck in a hurt pose refers to the length of the Hit Stun. Different attacks lead to differing amounts of hitstun and are dependent on the type of attacks.
Typically, regarding attacks that do not knockdown, Light Attacks have the least hitstun, Hard Attacks have long hitstun and Abilities have the longest hitstun.
Hitstun is the most common type of hit status in the game.
Knockdown[edit | edit source]
A knockdown is when the opponent is taken off their feet. Usually, this is favorable as this gives the attacking character time to strategize or move to different / more favorable location. If trying to buy space from an opponent, the further the knockdown distance from you, the better of a knockdown the attack is.
Launch[edit | edit source]
A launch is when an attacking character hits his opponent with an attack that propels them into the air in a hit state, leaving them vulnerable to additional hits. The difference between a launcher and a knockdown is a launcher allows for juggle combo and a knockdown does not allow any additional hits to combo.
A launcher is an attack that pops the opponent up into the air, opening them up for a combo / juggle.
Slideback[edit | edit source]
Slideback is a state where, once being hit by a particular attack, the opponent slides backwards on their back, creating a line of dust. After sliding a certain distance, they fall naturally to a floor state. During the time of when they are in slideback, the attacking character can combo the opponent for additional damage. Do note that an opponent in slideback is considered airborne. After a slideback, recovering opponents will be unable to perform a Quick Getup.
Floor Bounce[edit | edit source]
Like with all hit status, certain moves will send the opponent into a floor bounce state. During floor bounce, the opponent will slam against the floor and bounce right back up quickly. During the floor bounce, the opponent is vulnerable for a combo.
Wall Bounce[edit | edit source]
Similar to floor bounce, a wall bounce is when the opponent slams against the wall and returns back with force. During the wall bounce, the opponent can be comboed. Only certain moves in the game can lead to a wall bounce.
Wall Splat[edit | edit source]
Wall splat is a status where the opponent flies backwards towards a wall. When they make contact with wall, they will stick to the wall's edge for a moment and then fall down. The opponent is vulnerable and can be comboed during the stick state of the wall splat. Take note that an opponent stuck in a wall splat is considered airborne.
Slam[edit | edit source]
Slam is similar to a floor bounce or an ordinary attack that sends the opponent down towards the floor. However, what makes Slam unique is that the opponent does not bounce off the floor, but instead goes immediately into their downed state. The biggest advantage to a slammed opponent is that they are unable to tech or perform a Quick Getup.
Unblockable[edit | edit source]
Certain moves cannot be blocked, no matter the amount of defender's Guard Gauge present. Unblockable moves are rare in Wishmere.
Invincibility[edit | edit source]
Invincibility is when a character is invulnerable to attacks. Generally, invincibility in Wishmere involves invulnerability to all types of attacks (physical attacks, projectiles and throws). This does not mean a move is entirely invulnerable, as moves with invincibility tend to have select frames where they are invincible.
Generally, most Ultimate Arts have some form of upper body invincibility during it's startup and execution. Moves with the Anti-Air property tend to have some frames of invincibility to physical attacks.
Autoguard[edit | edit source]
Autoguard is a property on a move where if the attacking character is hit, they will automatically guard the attempted strike, continuing on with their move. The character with autoguard does not take any damage nor will they lose any portion of their Guard Gauge.
It's important to note that some moves only have a few frames of autoguard, rather than the entire move having autoguard.
Armor[edit | edit source]
Armor is a property on a move, where an attack makes contact with a character, the character will absorb the damage but continue on with their move. The character with an armored move can be KOed if their health is too low and they are hit during their armored move.
Armor in moves usually only last 1 hit, and thus multihitting moves or a string of attacks is the best way to deal with an armored move.