User:NeloAngelo/KStuff/Mechanics

Controls
*Note: All inputs are listed based on P1 (facing right)

Offense
Throws= Throws are short ranged, fast attacks that can not be blocked nor combo-ed into (with the exception of opponents in Stagger). Throws can be considered somewhat as an universal reversal due to its priority. With the right timing, you can throw opponents in the middle of their moves! There are several variations of Throws available:
 * Ground Throw: Performed by inputting 4/6+[[File:Circle-button.png]] while next to the opponent. Throws have no start-up at all, so the instant the input is completed the throw happens. However, if you miss, the character will perform his/her 4/6 HS, which is often not good at all. Due to its lack of startup, it's possible to perform a wake-up throw, even during the opponent's attack active frames. To counter this, the attackers have to stay far away enough so that the are out of range of an opponent's wake-up throw attempt.  Throws cannot be performed while running/dashing, nor can they be performed with diagonal directional inputs (ex: 1/3HS will not work). Players can work around the no-dash-throwing limitation however, by Dashing>Dash Break>Throw.


 * Air Throw: Air throw follows the same rules as Ground Throws, except done on air. Air throws are typically finnicky to land due to the inconsistent hitbox/hurtbox's height difference during fast paced fights. A reliable way to air throw someone is to be slightly below them and rising up to meet them. Typically if you are above the other person, you will not be able to throw before they do. Thus air throws are often used as an anti-air as well as an air-to-air tool when slightly below the opponent. Air throws are also used in throwing people out of techs or Bursts, neither of which are throw invincible. Doing so usually requires you to bait out the escape attempt and punish it.


 * Command Throw: Command Throws are similar to Normal Throws except they require specific directional inputs to perform them. On a whole, Command Throws inflict more damage and often have better follow up possibilities. They also can be done while running, so no need to Dash Brake. Command Throw however has startup frames and whiff animations (that cannot be Cancelled), so they usually can't be used on reversal safely like regular throws can be.

Opponents cannot always be Thrown, here are some examples of throw-invincibility situations:
 * The opponent is in hitstun +X frames after. Basically this means that after an attack strikes the opponent, even if you Cancel the attack, they will be invulnerable to throws for an additional X frames from when they left hitstun.
 * The opponent is in blockstun +X frames after blockstun ends.
 * The opponent is knocked down +X frames after.
 * During the opponent's jump start-up.
 * Ground throws will miss versus airborne opponents and vice-versa.
 * Some attacks are throw invincible, like Ruger's 6K, making it ideal for wake-up pressure due to their immunity against wake-up throws. Some attacks also discreetly counts as being in the air, like Argence's 6K, meaning they cannot be ground thrown, but can be air thrown!

KStuff's button priority are set Throw>P>K>LS>HS, so it's possible to make some of your throw attempts safer. For example, Ruger performs 6K+HS, and if the opponent is close enough, he will throw them. If they are out of range/airborne, he'll perform 6K instead, which is much safer than 6HS. The option select works as well for air throws.
 * Button Priority

Force Move= Force Moves are basically special attacks that costs 25% meter to perform. Every character will create a circular purple spark on startup, and posseses invulnerability frames (amount depends on character/Force Move performed). Unlike normal moves however, all Force Moves will always deal a minimum percentage (20%) of its base damage regardless of damage proration/combo rate and cannot be Burst-interrupted once it goes active, making it well worth the meter spent. Once a Force Move is used, the character will enter Meter Freeze for 1 second, with additional 1 second for each Force Moves/Overdrives you perform again within 4 seconds (120F). Force Moves are all character specific, so refer to the specific character's move list for more information on how to do them. Overdrive= Overdrives (or Supers) are attacks that are even more powerful than Special Attacks/Force Moves, cost 50% Meter, and often have even more elaborate inputs. Some Overdrives are useful as Reversals like Argence's Aureate Regalia, while others power up the character like Ruger's Distortion Install 2nd (pictured). On startup, the stage will darken slightly with blue surges of Aether flow overlaying them and both characters freeze temporarily to show the user doing a fancy pose before attacking (superflash). Most supers have startup both before and after superflash, allowing the defender to easily react to the attack. However, some supers do not have startup after the superflash, meaning if you didn't already have a counter out pre-superflash, you are guaranteed to get hit afterwards! Overdrives that deal damage will always deal a minimum percentage (40%) of its base damage regardless of damage proration/combo rate and cannot be Burst-interrupted once it goes active. Once an Overdrive is used, the character will enter Meter Freeze for 1 second, with additional 1 second for each Force Moves/Overdrives you perform again within 5 seconds (120F). Each Overdrive is character specific, and it's up to you to know what your characters variation does and what properties it contains. Execution Drive= Execution Drives are basically instant kills that wins the round! It can be used at any point of the round and depletes 100% meter. On startup, the stage goes near-blackout with red surges of Aether flow overlaying them and both characters freeze temporarily to show the user doing a fancy pose before attacking. Like Overdrives, Execution Drives have startup both before and after superflash, allowing the defender to easily react to the attack (though some characters can combo into Execution Drives). After performing an Execution Drive (whether successful or not), your meter gauge disappears completely for the rest of the round. This means you lose access to all meter related actions like: Force Moves, Overdrives, Distortion Cancels, and Faultless Defense. Obviously, you will also be unable to perform another Execution Drive. Against bosses, Ex Drive can only be used if said boss' health is below 35%. However, it is entirely possible to use Ex Drive in a combo if the boss character eats the combo at >35% health (however scarce the possibility is). All characters have special dialogue on a successful Execution, some long, some short.
 * Throw Priority
 * Throw vs Strike: Throw always wins. This is why throw can be used as a risky reversal; since throws are instant, they can be used to throw out an opponent's attempts at attacking you.
 * Throw vs Throw: Neither character will perform a Throw, and both characters will perform 4/6HS instead.
 * Throw vs Command Throw: The Command Throw will always win.
 * Command Throw vs Command Throw: Both Command Throws whiff for that one frame, meaning the Command Throw with more active frames will win.

Attack Attributes
Hold Attribute= Hold attribute, commonly known as Freeze is an attack effect in Kstuff. Because of the myriad ways the cast are able to replicate freeze without using actual ice-skills (though it's the most common), these attacks are categorized under Hold. As the name implies, Hold(sic) characters are encased in an object where they can be comboed by the opponent. Once hit, they will automatically break free from it (using another attack with Hold attribute while the opponent is held will not extend).

Unlike Stagger, Hold is not affected by hit-stun decay or bonus hit-stun from Counter. The effect lasts for a fixed 3 seconds instead of displaying a mini bar to display the Stagger rate, but can be shortened by rapidly pressing left and right, though there is a minimal amount of time the opponent will be held which is specific to each attack. Also, Stagger reverts the victim to neutral state regardless of he/she manages to break free of the state, while Hold puts the opponent in a knockdown state if it is not broken out of.

The optimal number of left+right inputs to break out of Hold is 6 (meaning 3 left and 3 right). When a held character is able to hit the opponent (through delayed projectiles or attacks trade), then the held character automatically breaks free.

Examples: (Image)Faye's Seal Sign: Frost Column, Cocytus Spine, which encases the opponent in ice.

Something to note is that Ylvaria's Enticing Lull is the exception of Hold attribute in such that it consistently holds the opponent for a fixed period (depends on the version used) while disabling the possibility to break out of via directional inputs (trading hits still works). Whether does it cause knockdown depends on the version used.

Defense
Block-types=
 * Ground Blocking: The most common defensive option. Initiated by holding back (Back for High (overhead) attacks, back/down+back for Mid attacks, down+back for Low attacks). While blocking, you will still take chip damage, and your Guard Meter will steadily drop depending on what kind of attack you block. Grabs cannot be blocked, and some attacks are outright unblockable (Ex: Weir's Storm Press shockwave).
 * Air Blocking: Initiated simply by holding back while airborne. Air blocking does not have high/low blocking, but comes with a restriction; basic air blocking will not work against ground based physical attacks. (Ex: Argence jumps at Ruger, Ruger uses 2HS, Argence gets hit because Ruger is on ground). Anytime you attempt to air-block a ground-to-air physical attack, you have to use Faultless Defense. Another thing to note is that once you blocked an attack while on airborne, your air-options reset. (Ex: Argence performs a double jump and blocks an air projectile, after blocking, she regains the ability to jump again while airborne, assuming she isn't too close to the ground.) Similar to Ground Blocking, you will still take chip+Guard Meter damage and is subject to throws.

Bursts= Bursts are an extremely costly but highly versatile tool in KStuff. Performed by pressing all 4 attack buttons, the character will rise into the air and an aura of energy will strike all around him/her. Performing a Burst grants the user invincibility frames against strike and projectiles, but it is not invincible (ex: the opponent cannot affect your Burst on startup~active with a strike/projectile, but they can still grab you. Furthermore Bursts can be air thrown at any point, even during start-up!). Upon performing a ground Burst, the landing recovery can be cancelled into any non-movement options (attacks that moves you forward/command dashes(dodges) doesn't count). Everytime you activate a Burst (regardless of of Gold/Blue or hit/blocked/whiff), your Guard Meter will also begin regenerating steadily for 150F. However, the regeneration stops the instant you block an attack (including initiating an empty FD) or enter hitstun.
 * Just Block: A slightly more advanced version of blocking, performed by start blocking right before the opponent hits you. If performed correctly, your character flashes white for an instant. On a Just Block, you recover faster from blockstun, have reduced pushback, and gains a bit of meter. Just Block is still subjected the rules of normal blocking; you must still block high/low attacks correctly, and you cannot basic air block a ground-to-air physical attack. You can Just Block "during" attack patterns, i.e: while normal blocking, you can begin Just Blocking at any point if you can time your blocking with the opponent's attacks.
 * Faultless Defense: Performed by holding back + PK. On execution, your character will enter the usual blocking animation while creating a honeycomb-pattern barrier. As long as the direction and button are held down, your character will continue to perform Faultless Defense. Faultless Defense completely negates chip damage and Guard meter damage, as well as increasing pushback and blockstun. The moment you start performing FD, whether you receive an attack or not, your meter will start to drain. After exiting FD, your meter will freeze for 1 second, with additional .3 second for each FD you perform again within 4 seconds (120F). You cannot perform FD if you have 0% Aether gauge. Performing an air FD allows you to block ground-to-air physical attacks, however, you must still block high/low attacks correctly while using ground FD. You cannot FD throws, but FD can ignore attributes of some attacks, including unblockable ones (Ex: You can tank through Weir's Storm Press shockwave with FD). FD can also be activated during blocking animation by holding down PK, though you are subjugated to Meter Freezing the instant you do so.

Even with a full Burst Gauge, several actions will disable Bursting:
 * Being thrown.
 * Being hit by a Force Move/Overdrive/Ex Drive.
 * Being staggered.
 * Being hit by attacks that have Unburstable properties (ex: Argence's Falling Crimson's 2nd~3rd hit)

Depending on a character's current state, the Burst created will be either Blue or Gold; both types having their own properties and uses: The Burst Gauge starts the match 100% filled and its is carried over between rounds; if you use your Burst at the end of one round, you will be waiting a while before you can use it again!

Cancelling
Distortion Cancel= Distortion Cancelling is a special mechanic that allows you to force cancel almost any sort of action and put your character into neutral state; essentially allowing you to create/extend combos, blockstrings, and whatnot. Performed by inputting any 3 buttons (Ex: P+K+LS), each Distortion Cancel depletes 25% meter or 50%, depending on which type of cancelling you perform. While Distortion Cancelling may seem very expensive to use, they are sometimes more worth it to use rather than Force Moves or Overdrives, the most important being Distortion Cancelling have no Meter freeze penalty, and may occasionally help you turn the tables more efficiently. Grabs/Throws universally cannot be Cancelled, while some characters also possesses attacks that absolutely cannot be Cancelled under certain circumstances (Ex: Ruger's Bandit Spiker on Block/Whiff). Something to note is that Distortion Cancelling an attack will keep your momentum; Cancelling an upward attack will propel your character slightly upwards, etc, etc. There are two "tiers" of Distortion Cancelling you can perform:

Taunting
All characters have their own taunt animations performed by pressing R2 or Select. Taunts can be cancelled into any attack after about half of the animation has played. While it's a great way to rub it in your opponent, it has its uses. Mainly, to give a false sense of vulnerability to lure your opponent into attacking.

Taunting will always raise the opponent's meter by a small amount. If both person taunts at the same time however, the person who taunted last/got the last laugh will get the meter instead. Ex: if P1 taunts first, then P2 follows suit while P1's taunt active frames are still present, P2 (who started later and thus have a longer active taunt frame) will out-taunt P1. Note that this might not necessarily always work, as some characters may have really long taunt animations.

Something to note is that while the winning character uses their taunt animation as a round win pose, the loser will not gain any preemptive Meter on the next round.

Meter Freezing
Because of how fast you can build meter in KStuff, there's a restrictive penalty on how your Aether gauge works, namely Meter freeze(ing). As the name suggests, Meter freeze stops you from gaining meter for a certain time frame, and out-prioritizes external influences except Gold Burst (Ex: Being taunted will not raise your meter during Meter freeze). Keep in mind Meter freeze kicks in after you exit the recovery frames of any meter-related action you perform. Different use of meter have different state of Meter freeze:

Characters
Shade Yellow= Shade Blue= * Not finalized.