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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. Attacks are all tied to a specific stance and can be mixed and matched. 

 

Attacks

Some attacks will naturally flow from one stance to another, others will stay in the same stance. Each attack will always flow into another effortlessly shifting from stance to stance without interruption. You will choose a sequence of attacks in a stance and an alternative attack. Alternative attacks can be used at any time to break a sequence and then shift the fighter to a new stance. 

 

Learning Attacks

New attacks can be unlocked from fighting opponents of any skill. New attacks can be learned when hit by the enemies with it, if you successfully blocked or absorbed it you can learn it even faster. But keep in mind you have to win in order to gain experience of each attack, get killed or run away from a fight will lose all experience.  You can also learn new Fighting Styles by choosing a mentor you meet in the world. Students can use their mentor's combat deck. 

 

(More will be added when the game officially releases.) ...at some point...

Bare-Hands Attacks

 

 

 


Stagger

Donkey Slap    
     
     
     
     
     

 




    • Anonymous

      06 Sep 2017 13:56  

      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

        31 Aug 2017 22:35  

        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

          28 Aug 2017 12:37  

          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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