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Wishmere Wiki
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Attack Types
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==Hit Status== ===Hitstun=== 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=== 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=== [[File:Ge launch.png|frame]] 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. <br clear=all/> [[File:Ge slide.png|frame]] ===Slideback=== 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. <br clear=all/> ===Floor Bounce=== 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=== 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. <br clear=all/> ===Wall Splat=== [[File:Ge wallsplat.png|frame]] 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. <br clear=all/> === Slam === [[File:Ge slam.png|frame|Denies opponent any Quick Getup options]] 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. <br clear=all/> ===Unblockable=== Certain moves cannot be blocked, no matter the amount of defender's Guard Gauge present. Unblockable moves are rare in Wishmere.
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