Bionicle: Kanohi Klash/Attacks

From Mizuumi Wiki
Jump to navigation Jump to search

Attack Classifications

Normal Moves

All characters have a set of normal moves which serve as the basic foundation for their move set. Each one of the 6 buttons (LP, MP, HP, LK, MK, HK) represents a distinct normal move. There are three sets of normals, standing, crouching, and jumping, which makes up 18 normals in total for each character.

Normal moves can chain cancel in combos, making many of them useful only in a sequence of attacks instead of on their own. Although normal moves usually represent a punch, kick, or an otherwise less complex action than other attacks, some of them have unexpected properties that make them more important than more advanced techniques.

Every character has a sweep attack on 2HK.

Command Normals

Some characters have command normals, additional normals that require a directional input with the attack button. Command normals will generally not factor into gatlings.

Special Moves

Performing a special move, often the most distinctive attacks for a character, requires a sequence of directional inputs, or motion, before pressing an attack button. Normals can cancel into specials at any point, with only a few exceptions. Specials can cancel into supers during their designated frames where a super cancel is allowed (typically during some but not all recovery frames).

Super Moves

A super move uses 1 or more levels of meter to executes a powerful attack. Supers are the primary use of meter in Kanohi Klash. Supers offer a wide variety of utility, such as an invulnerable reversal, a high damage combo finisher, provide a setup, or other advantages.

During start up, a super causes a super flash effect. These are typically 30-40 frames long, and most inputs can be buffered in the last 3 frames.


Attack Properties

Strike

A strike is any move that can be blocked. The large majority of moves in fighting games are strikes. These attacks will cause hitstun on hit and blockstun on block. This categorization of moves is primarily useful when thinking of which moves are affected by strike invulnerability, and are not affected by throw invulnerability.

Throw

Throw moves cannot be blocked, and can be avoided by jumping, or throw teching for normal throws.

Normal Throws

Every character has a normal throw using LP+LK. Normal throws can be stopped through throw teching.

All characters have a ground throw and an air throw, inputted by pressing LP+LK simultaneously. Throws will beat opponents who are blocking, and must be countered either by throw teching (inputting a throw immediately after getting thrown) or by jumping away. Throw teching causes both players to recover at the same time.

Ground throws will miss opponents in the air, and when they're in jump startup. Similarly, air throws will only work on airborne opponents.

A back throw, inputted by holding back and pressing throw, throws them behind and switches sides with the opponent. This only applies to ground throws, air throws cannot be thrown backwards.

All normal throws have 2f of start up, stay active for 1f, and have a tech window ending 10f after the throw hits.

All normal throws will miss opponents while they are in hit stun or block stun, meaning combos into a throw are not possible under most circumstances. Characters are invulnerable to throws on the first frame after hit stun, block stun, or after waking up. There are no additional frames of throw invulnerability, but holding up will avoid ground to ground throws that hit on the first frame after the stun, since throws won't connect during the opponent's jump startup.

A successful throw animation is invulnerable and cannot be interrupted by any other characters or attacks on screen.

It is possible to cancel the first 3 frames of a normal move or command normal into a throw. This is known as a "Kara cancel". Throws cannot cancel the active or recovery frames of any move.

Throughout the wiki, the universal throw mechanic will be referred to as normal throws. There are other types of throws in Kanohi Klash too, such as hit grabs and command grabs.

Command Grabs

Command grabs are special move throws cannot be teched.

Some characters have command grab special moves, which cannot be teched like a normal throw and must be jumped away from.

If two command grabs connect on the same frame, both will whiff.

Hit Grab

A move that can be blocked (is a strike) but has properties of throws, such as going into an invulnerable animation sequence on hit and breaking armor.

  • Hit grabs require the hitbox to overlap with an opponent's hurtbox (same behavior as a strike), not the opponent's collision box (behavior of a throw).
  • Hit grabs with multiple hits during the animation will not advance the damage scaling.

Anti-Air Grabs

Anti-air grabs are grounded hit grabs that will only connect against opponents in the air. These moves are unblockable if the opponent is on the rising part of their jump or double jump arc. If they are on their way down, they can be blocked. They can also be blocked during double jump startup.

Projectile

Things such as fireballs will be referred to as "true projectiles" and will be erased by any hitbox also labelled as a projectile. Certain defensive abilities will not work against true projectiles.

Invulnerable

Invulnerable moves have a window of time where they cannot be hit. Moves that are invulnerable from the first frame are especially useful as reversals. When a move whiffs due to it hitting an invulnerable hurt box, there's a small visual effect to indicate this.

Fully Invulnerable

Fully invulnerable moves are invulnerable to anything and cannot be hit under any circumstances.

Strike Invulnerable

Strike invulnerable moves are invulnerable to strikes only, and can be thrown.

Throw Invulnerable

Throw invulnerable moves are only invulnerable to throws, and can be hit with a strike.

Projectile Invulnerable

Projectile invulnerable moves are invulnerable to projectiles only.

Armor

Hitting an armored character will cause a flash and hitstop, but not hitstun, allowing the move to continue afterwards.

Sweeps

All Sweep moves will trigger a Hard KD. All characters have a sweep on 2HK, though some in the future may have them on other buttons.

Launchers

Launches the opponent with an upward knockback animation. This is actually almost impossible to categorize in this game as technically everything that causes knockdown is functionally a launcher lmfao

Hit Effects

Soft Knockdown

A character hit by a move that causes a soft knockdown will fall to the ground in a jugglable state, and hit the ground with a bounce. Opponent becomes invulnerable to everything except OTG moves after the bounce. The opponent can ground tech by pressing down when hitting the ground after the bounce.

Hard Knockdown

Cannot ground tech. All sweeps and normal throws cause hard knockdown.


General
FAQ
Controls
Netplay
Characters
Tahu
Gali
Onua
Mechanics