Tattoo Assassins/Mechanics
Game Speed
Tattoo Assassins runs at approximately 58fps.
Health
All characters have an overall health value of 128.
Startup Frames & Blocking
Attacks must be blocked 2 frames before they become active.
If the block is successful on the very last frame it can be, it will result in a crouch block regardless of any down input or not.
DEF only needs to be held for 1 frame to be successful.
Trip Frames
When performing a jumping normal attack from a non-neutral jump, there's a small amount of time upon landing in which you are unable to perform any other move.
Special Moves
All special moves have a cooldown of a little under 2 seconds. This can be seen by looking at the Tattoo gauge below your healthbar, when using the special move you have assigned to TAT.
Certain specials are tied to the same cooldown timer.
Specials performed with TAT have no difference to specials performed using inputs, but doing so will consume one usage from the Tattoo gauge for the current round.
XUPs
The purpose of XUPs (or Crossups) is a little different in Tattoo Assassins from other fighting games. The main purpose of this is to "flip" the controls of the victim, setting up potential XUP throws, as defending against them requires an x-axis direction input.
Damage Scaling
Any hit in a juggle combo following the 1st hit, has it's damage reduced by 1/2.
All further hits in a juggle combo following the 2nd hit, have their damage reduced by 2/3rds.
If this results in a non-integer, it is then rounded to the closest integer (rounding up if it’s .5).
Examples:
• 5FP, 5FP = 5, 5 normally = 5, 2.5 after the scaling = 5, 3 after the calculation.
• 5BK, 5BK = 11, 11 = 11, 5.5 = 11, 6.
• 5FK, 5FK, 5FK = 16, 16, 16 = 16, 8, 5.3 = 16, 8, 5.
• 5FP, 5FP, Uppercut = 5, 5, 26 = 5, 2.5, 8.6 = 5, 3, 9
• 5FP, 5FP, 5FP, Uppercut = 5, 5, 5, 26 = 5, 2.5, 1.6, 8.6 = 5, 3, 2, 9
Breathboxes
Characters have differing hurtboxes dependant on whereabouts they are in the idle animation cycle. This means that certain attacks will only connect at certain ranges on certain frames.
Projectile Tennis
Certain projectiles bounce back towards the player if blocked by the opponent. This process can then be repeated until a player gets hit by the projectile, or the projectile goes off screen, resulting in what is essentially a game of tennis. Each time the projectile hits a blocking character it deals it's chip damage to that character.
OTGs
Although maybe not in the traditional sense, OTGs (or Off The Grounds) exist in Tattoo Assassins. After being knocked down there is a small amount of time in which you are still vulnerable and unable to block. Certain moves can take advantage of this.
If you time OTG too late, it can cause a restand situation instead of a juggle, and although your opponent is free to block, it's still a great way to maintain pressure as your opponent will be momentarily stuck in hitstun/blockstun.
Uppercut Interrupts
Stuff about uppercut interrupts goes here.
Player Priority
If 2 opposing attacks connect on the exact same frame, P2’s attack will always win.
Punishment Mode
When certain moves are blocked, the attacker will roll up into a ball and float right next to the other player, free to be countered, but only within a very brief time, setting up a punisher juggle. This is not much longer than the amount of time it takes you to get out of block so you must react quickly.
DANGERTIME
If a character's health drops to 8 (or below) points of damage, the game will automatically set their health to 1 point remaining, and that character will enter DANGERTIME. Being in DANGERTIME means you move faster, your special moves are no longer bound by the cooldown timer, and you’re no longer restricted by the standard infinite prevention systems listed in the next section.
As you can imagine, DANGERTIME is incredibly broken, and can definitely put you in a situation where you can win on the spot by abusing easy infinites and other degenerate tactics. The caveat is that you die if you get hit by, or block, literally anything.
Infinite Protection Systems
Stuff about the infinite protection systems goes here.
- The CJAK System
The CJAK (Corner Juggle Airborne Knockback) System.
- The MJP System
The MJP (Midscreen Jab Pushback) System.
- The PF (Pushback Flag) System
- Did the previous connected/blocked move have a pushback flag?
If yes, apply pushback. If no, go to step 2. - Does the current connecting/blocked have a pushback flag?
If yes, apply pushback. If no, do not apply pushback.
- The CJP System
The CJP (Corner Jab Pushback) System triggers after 5 hits (or after 1 blocked hit). Completely ignored by DANGERTIME, meaning you can literally mash punches point blank on a cornered opponent and there is nothing they can do about it, regardless of if they're standing, crouching, blocking, whatever. They die, and you win.
The CJJI
The CJJI (Corner Juggle Jab Infinite) is an almost universal infinite that abuses the PF (Pushback Flag) system. In essence, it involves positioning yourself under your opponent whilst in their corner, and juggling them with 5FPs or 5BPs indefinitely.
If you position yourself under your opponent whilst juggling them, far enough forward that the game sees you as on the other side of the opponent, but not far enough that you turn around, the game tries to engage the PF system which in turn pushes you further under the opponent (due to it thinking that it’s pushing you away from them) allowing the CJJI to take place.
The ability to perform the CJJI is not only based on which character you are playing as, but also the character you are playing against, with some characters not having access to the CJJI regardless. These will be covered further in the individual character sections.