air_throw
A throw type attack that only works air to air.
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all_or_nothing
A high risk maneuver that performs next to no damage if it fails (miss / block)
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animal_shaped
A move (normally a projectile) that takes the shape of an animal of some sort, but is not an actual animal).
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anti_air
Distinctly targeted to thwart incoming airborne opponents.
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arc_projectile
A projectile thrown or launched with a distinctive arc, often with a rainbow-like trajectory.
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attacks_change
The character's attack properties become different, either because of a newly equipped weapon or enhanced/changed fighting style.
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augmentation
Does very little on its own but increases the effectiveness of other moves.
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auto_combo
An (often excessive) string of attacks which are (generally) guaranteed to strike should the preceding do so.
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ball_shape
The character rolls into an unnaturally round ball for this move.
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beam_move
A move often represented by a beam of energy or force (Kamehameha, Optic Blast, MVC Shinkuu Hadouken, etc.).
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bisecting
A move (often a finishing move) that cuts or rips the opponent in half at the waist.
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body_shaped
A projectile that is shaped like a body part (hand, foot, head, skull) or has that shape somewhere in it.
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burning
The move sets the opponent on fire (likely just a visual effect).
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butt
Move utilizes the gluteus.
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cancel
A move which has the purpose of halting previous moves before they are carried out, or to cease a special movement such as a different stance or flight.
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chargeable
Capable of "charging up" the move by holding buttons or otherwise, for an enhanced effect.
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command_throw
Any close range unblockable attack resulting in some kind of canned animation, requiring special input.
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counter
Causes the character to enter a state that nullifies and counters certain attacks, probably resulting in a canned throw animation.
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damage_over_time
A move which causes amounts of damage (usually small amounts) continuously for a duration. Commonly referred to by the acronym "DOT"
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decapitation
A move that detaches an opponent's head from their body.
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delayable
Timing of attack can be momentarily stalled
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dive
Any air attack that travels at an arbitrary downward angle regardless of previous trajectory.
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down_attack
Deliberately (sometimes only) strikes at a prone opponent.
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evade
A move specifically designed for dodging an opponent's attack.
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extra_movement
Some kind of non-attack that grants the user extra mobility beyond the normal abilities of a game's cast.
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fake
A false version of a real attack, important for yomi.
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freezing
The move encases the opponent in ice, likely stunning them.
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ground_strike
A move that hits the arena's floor and affects standing/crouching opponents (i.e. those that are not in the air). Usually are unblockable.
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ground_to_air_throw
A ground-based move intended to "catch" and throw airborne opponents, whether leaving the ground yourself or not.
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head_stomp
Any air move (probably down+button command normal) which doesn't alter trajectory, but on hit or block the character rebounds with an "extra jump" and can still do air attacks.
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healing
A move that increases the health of the character using it.
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heart_effects
Heartshaped objects or special effect can be seen, whether it is a special move, a pose or a taunt.
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hits_mid
An attack that can be blocked high, but will hit a low-blocking opponent.
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homing_projectile
A projectile that tracks and follows the opponent's movement to some extent in an attempt to collide with them.
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homing_stomp
An attack that starts on the ground (probably?) but takes to the air with the aim of hitting the opponent in the head.
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hop_throw
A jump forward some distance into unblockable throw attempt.
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hurricane
An advancing spinning attack often used to avoid projectiles.
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impact_throw
A (usually) blockable strike that becomes a more elaborate throw when successful.
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inviso_hit
Draws collision without necessarily using the body or other visible object.
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kancho
Moves that involve sticking two pointer fingers in the booty, a childish "prank" in Japan known as kanchō.
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kanji
This move causes some kind of Japanese character to appear, whether as window dressing or an actual part of the attack.
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launcher
Sets up juggle and/or air combo options.
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mashable
Continues extensively (or indefinitely) if mashed.
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might_equals_height
A move that is performed at a different height depending on which strength of a button is pressed, or whether punch or kick is pressed.
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multiplier
Creates copies or shadows of the user that follow their movements exactly, although the amount of delay may vary.
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nudity
Utilizes the removal of clothing or deliberate lack thereof in the attack.
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nullify
Able to "eat" projectiles without suffering chip damage or frame disadvantage.
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oraora
Includes the repetitive chant of "Ora!" during its execution.
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organ_rip
The character rips out one or more of the opponent's vital organs, such as the heart, brain, etc.
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petals
Move is accompanied by imagery of flower petals or utilizes them as a weapon. The most common flower, especially in Japanese-based games/characters, is the cherry blossom (sakura), whereas western characters may be more apt to use roses.
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random_element
Some aspect of this move is random (ie: increased effectiveness, danger to user, totally random effects, etc).
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rapid_kicks
The move involves a quick succession of kicks.
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rapid_punches
The move involves rapid punches, likely with appropriate speed effects and multi-fist optical illusion.
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rapid_weapon
An attack that consists of repeated strikes with a melee weapon.
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reflect
Able to send projectiles back where they came from.
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repetition
A greater move comprised simply of a lesser one repeated multiple times.
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reposition
A move (likely a throw) that does little or no damage, but is used to set up the opponent in a more favorable position.
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reversal
A defensive move that turns aggressive when intercepting attacks.
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running_throw
Forward grounded movement (usually quick) followed by an unblockable throw attempt.
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rush
A physical attack moving in a relatively straight line and for a reasonable distance across the arena.
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shocking
The move causes an electrical effect, possibly displaying the victim's skeleton.
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shortrange_projectile
An attack that has projectile properties but doesn't go much farther than a standard attack.
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special_ender
A move (often an auto-combo super) that ends with the character performing one of their standard special attacks.
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special_medley
A super move that consists of multiple different special moves, one after another. Sometimes these moves are more powerful or the character is followed by a shadow trail when performing them.
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spinning
Forces excessive y-axis rotation on the victim.
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startup
Move has a significant wind-up before the actual attack occurs.
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stealth
Induces invisibility or a similarly cloaked state.
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striker
Summons a character from off-screen for a quick attack.
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stun
Leaves the opponent disabled momentarily
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suicidal
A move that damages the character using it as well as the opponent.
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summon
Summons a character that is playable/semi-playable for a brief period of time in place or addition to the character that used this move.
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super_armor
This move's properties include a "super armor" state, that is, the character can receive damage without being interrupted by hitstun.
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super_projectile
A super move projectile which is a larger and more powerful version of the character's standard projectile.
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teleport
Instant/near-instant transport to somewhere else on the screen.
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thumbs_up
The awesome of this move is accentuated with a thumbs up
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to_the_skies
While this move is performed on the ground, the character will leap into the air before the attack commences.
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vertical_blast
A move that creates a vertical column or geyser of energy. Likely able to absorb projectiles.
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victim_pov
Moves where the camera changes to the receiver's point of view (as in, as if from their eyes) when the move is performed. Normally relegated to super/desperation and finishing moves.
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wall_assist
Deliberately uses the arena "walls" to deliver or augment the attack.
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whiff
Throw with an abundant "miss" animation, usually as punishment.
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whirlwind
Some kind of tornado or whirlwind is involved in this move.
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