Attacks in Absolver are covered on this page. Attacks are the various moves that you will place into your Combat Deck for use in sequences. All attacks have a starting and and ending stance, this determinantes the positions at which a move is available and the moves that can follow it up. It is recommended to visit the Combat and Combat Deck pages in addition to this one to better understand the concepts hereby explained.

 

Movement and Target

Each move has a movement type and a target area, these influence the way the move interacts with certain moves with special properties and certain defensive abilities. The different target areas are high, low and mid, while the different movement types are: vertical, thrust and horizontal. Things to be noted are that vertical attacks act the same way as mid thrusts with the only exception of back stagger being stopped by mid thrusts but not by verticals and that horizontal attacks also physically have a wider area coverage, making them effective against badly timed manual dodges.


In addition to this, with only a couple of exceptions to be had, attacks hit from one side, meaning that the Forsaken class ability and moves with the parrying property will only parry the attack if the input/parry side coincides with the one from which the attack hits.

 

Properties

Some moves have special properties that give them special effects or allow them to avoid specific attacks:

CAWFEE-breaking_move_icon Breaking: Commonly known as guardbreak moves, this attacks interrupt attacks with the charge property and absorbs and deal very high stamina damage if blocked. This moves are the primary way of breaking the opponent's guard. These moves are slow, telegraphed by their lavalike visual effect and characteristic sound and linear (thrusts and verticals) but can put a lot of pressure on an opponent due to the high reward of hitting with one, granting a very high frame advantage on hit and on block and having good damage on hit, additionally to the high stamina damage on block.
CAWFEE-charging_move_icon Charging: This moves act in a similar way as one hit of hyperarmor would in other games, it allows the user to not be interrupted if the user gets hit once during the animation, the move will however be interrupted if the user gets hit twice or by either a breaking or a stopping attack. These moves are usually called charge attacks or armor attacks.
CAWFEE-ducking_move_icon Ducking: The move allows the user to avoid attacks that hit high. These moves are also called avoid high and high crush attacks
CAWFEE-jumping_move_icon Jumping: The move allows the user to avoid attacks that hit low. These moves are also called avoid low and low crush attacks
CAWFEE-parry_move_icon Parrying: These moves allow the user to parry an attack coming from a specific side, depending on the attack itself and the stance from which it is used. Parrying attacks have a significatively larger active window than Forsaken's parry and, with the exception of parry and strike (which is very fast to compensate) give massive frame advantage on hit, making them extremely powerful tools.
CAWFEE-stopping_move_icon Stopping: Stopping attacks could be described as faster but less powerful guardbreaks, they deal good stamina damage, give good frame advantage on hit and on block and stop charging attacks (note: they do not stop absorbs) at the cost of being linear and telegraphed by a red glow. Most stopping attacks dela relatively little damage for their speed but are mid thrusts and have good range making them decent options when combined with high damaging horizontals.
CAWFEE-strafing_move_icon Strafing: The move allows the user to avoid vertical and thrust attacks.
  Double hits: although not an official property, moves that hit twice are harder to avoid with defensive abilities (with the exception of Forsaken's parry) and will interrupt charge attacks.
 

Learning Attacks

New attacks are learned when you block, dodge or use your defensive ability against them, with the last one being the fastest method. Keep in mind you have to kill the enemy from which you are learning in order to gain the experience for each attack. Getting killed or running away from a fight will lose all the experience you gained fighting this particular enemy. By joining a school you get access to the school's deck and style, using the attacks in the deck will allow you to learn them, succesfuly using the new style wil earn you progress towards unlocking it. You can leave a school and retain all the preogress on the moves/styles you were unlocking. You won't however retain them unless you fully learn them.

 

Frame Data

In fighting games time is often measured in frames, with every frame being 1 / (frame rate) of a second. In many games, including Absolver, 30 frames per second is the standard upon which frames are measured, meaning a frame in Absolver is 1/30 of a second or approximately 33 milliseconds.


The total time any move takes to complete is usually divided in three parts, this applies mainly for attacks, but also for powers and defensive abilities:

  • Start up: time from the moment the move starts until the moment it hits
  • Active frames: The period when the move is active, if it's hitbox collides with the hurtbox of a unblocking player a hit will be registered, if the player is guarding a block will be registered. In the case of defensive abilities, it needs to collide with the hurtbox of an incoming attack to be registered as a success.
  • Recovery/ Release: The period from after the active frames end until the character can move again, in Absolver attacks have in general little release, and a part of it can be canceled (more on that later), leading to common fighting game concepts like whiff punishing being less prevalent than in other games. Defensive abilities have in general a longer recovery when they are not successful, and can be punished.

 

As mentioned previously, when getting hit by an attack the receiving player enters one of two states where they are technically unable to do anything: blockstun, if the player was guarding when the hit was taken and hitstun, if they were not. It is important to mention that for most moves, hitstun usually last for much longer than blockstun, making taking actions after being hit much more disadvantageous than doing so after blocking a hit. In Absolver hitstun can be cancelled into block unless the player is guardbroken, meaning that breaking the opponent's guard is the only way to create true combos.


When one character attacks another, the time difference between the moment the aggressor recovers from their move and the receiver recovers from either blockstun or hitstun is called frame advantage and has great impact in combat, as, if both characters were to take the same action afterwards, the fastest recovering one would execute it first.

 

Gold-linking (Perfect Attack)

When using an attack it is possible to cancel a part of the recovery and transition into another almost immediately after the hit occurs. This is called Perfect attack in game, but has been given the name of Gold-linking by the community, as the characters flash gold when linking moves using this technique.


Whenever an attack is made, two horizontal lines advance along the stamina bar and two triangles point towards a point of it. To execute a goldlink players must input the next attack roughly at the point where the two lines coincide with the location the triangles are pointing. Doing so will cancel the last 4 frames of the recovery of the move and transition immediately into the next one.

It is possible to execute gold-links from rush attacks and manual dodges, it is also possible to gold-link from an attack into defensive abilities and manual dodges.

 Goldlinking

 

Attack list


 

 

 




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    • [quote="Anonymous"]Where do we learn the Cleaver Blow?[/quote]
      I farmed the Essence Miner lost prospects; they're the Windfall ones. From them I also learned 360 Tornado Kick, Slap Kick, and Jumped Spin Kick, as they do that in the Cleaver Blow > Knife Hand Strike > kick 1 > kick 2 > kick 3 combo.

      • Anonymous

        short summary for new people of some useful and frequently used up and down evade moves in pvp:

        attributes in [ ]
        Fast moves generally scales well with !dex! slightly slower moves !str! wind up moves that require evade, space, stagger etc. can "differentiate" in this regard
        soft cap lies at aproximatly 20 for most builds

        1.Down evade moves

        hits low in aoe(:( Tripped kick [fast], Back tripped kick [fast], Low spin heel [medium/slow], Front sweep [medium/fast] ):)

        Meialua [slow,+ aoe mid hit, punish vs most flying moves,-easy to parry] Roll uppercut [-2slow mid, mostly useful after evade reengage, +dmg]

        2: Up evade moves

        Illusion twist kick [medium dex+ airtime spins might punish low im not certain - don't carry the forward momentum id like for the windup time] Jumped light kick [+fast hits mid, Excellent combo breaker, Punish low hit spam] Jumped out elbow[+guard break, counters resist moves and lows, carries far on cancel, dmg -slow telegraphed] Bounce knee [medium str + chase tool, dmg]

        Hit mid and high aoe (:( Scissor kick [fast/medium aoe + slightly faster then most windup kicks - range] Slap kick [fast/medium aoe same story] 360 tornado [medium/slow dmg zone tool] ):)
        """GL HF"""(っ◔◡◔)っ "sparkle"

        • Anonymous

          I also think it'd be nice if we could start listing what kinds of enemies and where use each attack for better acquisition.

          • Anonymous

            I know this is a stretch because the game hasn't even been released yet but could we get the starting and finishing stances for the attacks. It would really help out with making combat decks.

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