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Vegito (Dragon Ball Super)
Vegito
Cost to buy
Contents
Moves
Gif of Vegito using «Cross Kicks»
Cross Kicks: Vegito kicks the opponent up with him before doing a back kick, knocking back the opponent.
Properties: Guardbreak (Last hit) | Damage: 30 (20 + 10) | Cooldown: 16 Seconds | Aggressive, Multi-Hit, Combo Finisher | Range: 3 Studs, Red Range | Melee
Gif of Vegito using «Split Finger Shot»
Split Finger Shot: Vegito flies in the air and shoots 3 separate Ki blasts, with each one exploding on contact.
Properties: Blockable | Damage: 30 (10 x 3) | Cooldown: 12 Seconds | Aggressive, Multi-Hit, Combo Extender | Range: 8 Studs, Orange Range | Projectile
Gif of Vegito using «Savage Strike»
Savage Strike: Vegito uses the Instant Transmission to teleport above his opponent and clads his fist in blue-colored ki. Vegito then punches the opponent down to the ground, inflicting a huge amount of damage.
Properties: Guardbreak | Damage: 15 | Cooldown: 24 Seconds | Aggressive, Auto-Aim, Slam Down, Combo Starter, Combo Extender | Range: 4 Studs, Red Range | Melee
Gif of Vegito using «Spirit Sword»
Spirit Sword: Vegito dashes forward while slicing opponents in his path with a blade of Ki. If anyone is caught in his path, they’ll be stunned for 1 second.
Properties: Blockable (May Bypass at closer range) | Damage: 20 | Cooldown: 12 Seconds | Aggressive, Combo Starter, Combo Extender | Range: 5.5 Studs, Red Range | Stun
Super Saiyan God Super Saiyan (Transformation)
Gif of Vegito using «Cross Kicks»
Cross Kicks: Vegito kicks the opponent four times, with the last kick sending them flying.
Properties: Guardbreak (Last hit) | Damage: 30 (5 x 3 + 15) | Cooldown: 12 Seconds | Aggressive, Multi-Hit, Knockback Combo Finisher | Range: 7 Studs, Red Range | Melee
Gif of Vegito using «Super Spirit Sword»
Super Spirit Sword: Vegito creates an enhanced spirit sword made of God Ki and swings it twice while dashing forward.
Properties: Guardbreaks | Damage: 30 (15 x 2) | Cooldown: 13 Seconds | Aggressive, Multi-Hit, Combo Starter, Combo Extender | Range: 7 Studs, Red Range | Melee
Gif of Vegito using «Split Finger Shot»
Split Finger Shot: Vegito fires a series of Ki blasts from his fingers.
Properties: Blockable | Damage: 80 (10 x 8) | Cooldown: 12 Seconds | Aggressive, Multi-Hit, Combo Extender | Range: 9 Studs, Yellow Range | Projectile
Gif of Vegito using «Final Kamehameha»
Final Kamehameha: : Vegito combines the Final flash and Kamehameha techniques to shoot a beam of pure energy that deals heavy damage.
Properties: Guardbreak | Damage: 65 | Cooldown: 30 Seconds | Aggressive, Multi-Hit, Combo Finisher | Range: 21.5 Studs, Yellow Range | Projectile
Combos
3 M1s + Uptilt + Split Finger Shot + 4 M1s + Cross Kicks
4 M1s + Spirit Sword + 3 M1s + Uptilt + Split Finger Shot + 3 M1s + Cross Kicks
Awakening
3 M1s + Uptilt + Split Finger Shot + 4 M1s + Cross Kicks (The Cross Kicks wasn’t used, because dummies have 100 HP, unlike players who have 115.)
Accelerator
Accelerator
Cost to buy
The Accelerator is the name used to refer to the 1st-ranked Level 5, the strongest Esper currently residing in Academy City. Accelerator is also the 1st character in the Toaru Majutsu no Index roster.
Contents
Moves
Gif of Accelerator using «Accelerate»
Accelerate: As Accelerator crouches, he alters the vector values of his own body to shoot himself in the direction of the target.
Properties: Blockable | Damage: 20 | Cooldown: 16 Seconds | Aggressive, Auto-Aim, Combo Starter | Range: 7 Studs, Red Range | Melee
Gif of Accelerator using «Accelerate (In-air)»
Use 2: Accelerate (In-air): Accelerator charges 4 high-powered tornadoes on to his back to propel himself towards his opponent at high speeds, before slamming his fist knocking the opponent away.
Properties: Blockable | Damage: 23 | Cooldown: 16 Seconds | Aggressive, Auto-Aim, Tracking, Knockback, Combo Finisher | Range: 14.5 Studs, Yellow Range | Melee
Gif of Accelerator using «Quake»
Quake: Accelerator’s right foot stomps on the ground to create a seismic explosion that will push all who are caught in it upward.
Properties: Guardbreak | Damage: 24 | Cooldown: 19 Seconds | Aggressive, Multi-Hit, Combo Finisher | Range: 7 Studs, Red Range | Projectile
Gif of Accelerator using «Quake (In-air)»
Use 2: Quake (In-air): Accelerator charges wind within his arm and then fires it slamming the opponent to the ground.
Properties: Guardbreak | Damage: 20 | Cooldown: 19 Seconds | Aggressive, Slam Down, Combo Extender | Range: 4.5 Studs, Red Range | Projectile
Gif of Accelerator using «Grasp»
Gif of Accelerator using «Grasp» on an opponent in the air
Grasp: Accelerator stomps on the ground with his left foot, creating 5 pillars to trap the opponent in the air. If the opponent is in the air, they’ll be pulled to the 5 pillars be trapped.
Properties: Blockable (Bypasses Guard, if the opponent is the air) | Damage: 10 | Cooldown: 15 Seconds | Aggressive, Auto-Aim, Stun, Combo Starter | Range: 5 Studs, Red Range | Stun
Gif of Accelerator using «Grasp (In-Air)»
Use 2: Grasp (In-air): Accelerator charges wind within his arm, immobilizing the target by manipulating vectors and stopping them in place.
Properties: Blockable | Damage: 0 | Cooldown: 15 Seconds | Aggressive, Auto-Aim, Tracking, Stun, Combo Starter, Combo Extender | Range: 5 Studs, Red Range | Stun
Gif of Accelerator using «Redirection»
Gif of Accelerator using «Redirection» on a projectile
Gif of Accelerator using «Redirection» on a beam
Redirection: Accelerator will redirect any harmful attacks coming towards him back to the attacker. If a projectile is countered and hits the attacker, Accelerator will laugh hysterically. This move lasts for 1.2 seconds.
Properties: Depends on move | Damage: (Depends on the move) | Cooldown: 19 Seconds | Defensive, I-frames | Range: Infinite | Counter
Plasma Storm (Transformation)
Gif of Accelerator using «Accelerate»
Accelerate: Accelerator crouches as he seemingly alters the vector values of his own body to shoot himself in the direction of the target., but before hitting the opponent Accelerator will run then behind the opponent shoving them.
Properties: Blockable | Damage: 25 | Cooldown: 9 Seconds | Aggressive, Auto-Aim, Combo Starter, Combo Extender | Range: 7 Studs, Red Range | Melee
Gif of Accelerator using «Accelerate (In-air)»
Use 2: Accelerate (In-air): Accelerator charges 4 high-powered tornadoes on to his back to propel himself towards his opponent at high speeds, before slamming his fist ramming the opponent in to the ground.
Properties: Blockable | Damage: 40 | Cooldown: 9 Seconds | Aggressive, Auto-Aim, Tracking, Slam Down, Combo Starter, Combo Extender | Range: 29 Studs, Lime Range | Melee
Gif of Accelerator using «Quake»
Quake: Accelerator’s right foot stomps on the ground to create a seismic explosion that will push all who are caught in it upward.
Properties: Guardbreak | Damage: 40 | Cooldown: 9 Seconds | Aggressive, Multi-Hit, Combo Finisher | Range: 7 Studs, Red Range | Projectile
Gif of Accelerator using «Quake (In-air)»
Use 2: Quake (In-air): Accelerator charges wind within his arm and then fires it slamming the opponent to the ground.
Properties: Guardbreak | Damage: 40 | Cooldown: 9 Seconds | Aggressive, Slam Down, Combo Extender | Range: 4.5 Studs, Red Range | Projectile
Gif of Accelerator using «Plasma»
Plasma: Accelerator fires the previously compressed plasma in the air on to the opponent.
(Note: Plasma does 90 damage, although the leaderboard stats saying 120.)
Properties: Bypasses Guard | Damage: 90 | Cooldown: One-time-use | Aggressive, Multi-Hit | Range: 24 Studs, Yellow Range | Projectile
Gif of Accelerator using «Redirection»
Gif of Accelerator reflecting a projectile using «Redirection»
Redirection: Accelerator will redirect any harmful attacks coming towards him back to the attacker. This move lasts for 4.2 seconds. If a projectile is countered and hits the attacker, Accelerator will laugh hysterically.
Properties: Depends on move | Damage: (Depends on the move) | Cooldown: 10 Seconds | Defensive, I-frames | Range: Infinite | Counter
Combos
Demostration of Combo 1
3 M1s + Uptilt + Down Slam + Quake + 3 M1s + Uptilt + Down Slam + Grasp + 3 M1s + Uptilt + Down Slam + Accelerate
Demostration of Combo 2
3 M1s + Uptilt + Ladder (Slam Down) + Grasp + 3 M1s + Uptilt + Quake + Accelerate
Awakening Combos
Demostration of Combo 3
4 M1s + Accelerate + 3 M1s + Uptilt + Down Slam + Quake
Ranked
Ranked is one of the three major gamemodes in Anime Battle Arena, it is essentially the competitive scene of ABA, and also serves as a basis for notable YouTubers such as Sagee4, Infernasu and Allahsword226 use to boost their content and create certain videos such as; «The ABA TS Sasuke Experience» «ZEKE IS A CERTIFIED DEMON» «Rukias buff made her a reverse 3 stock machine» and such that fall under the category as Ranked content. Hasheem also intuitively states that Ranked is the real game of Anime Battle Arena.
The ranked lobby GUI consists of a title labeled as «RANKED MATCHES» and a subheading called «CHOOSE A GAMEMODE«, and on top of the title is a scripted counter for the Rank Reset, which resets approximately every 15 minutes, to clear out excessive server captcha. There also are 2 light blue buttons which take you to either the 1v1 queue and for the 2v2 queue. Clicking the 2v2/3v3 button will take you to a GUI where if you type in a player’s username, a invite will be sent to them. If they accept that invite, they will join your team, and you and your teammate will be sent to to the 2v2 or 3v3 queue lobby. There is also an autofind button which sends you into a random person’s party and auto-queues you up if clicked.
Image of the main lobby in Ranked
There is also a leaderboard with a green rectangle for the heading, listing all of the players 1v1, 2v2, and 3v3 elo score.
Every time you win a match, you gain 5 ELO score. If you lose a match you’ll lose 5 ELO score. If you fight an opponent with more than or less than 30 points your rank you’ll either gain 1 ELO or lose 10 ELO.
Contents
Character Bans
A image demonstrating how the character ban system works.
Character bans are a way players can ban characters that oppose their mains or the character they are using for Ranked, in 1v1s, a total of 2 bans are orchestrated, but for 2v2s it will be a total of 4, for private servers there isn’t an automatic ban system but a manual one that can be created, although it will be indefinite. If a player bans a specific character, and that player still uses that character, they will be reverted to Pre-Timeskip Luffy when they load into the game. You can also pass bans in order to not ban a certain character, making the total bans 0-1 and can vary in 2v2s for a match. You can also chose to not ban a character by pressing the Pass Ban button below the main Ban button. The Random character has a chance of bypassing a ban, if RNG happens to choose that banned character.
Game modes
In this type of game mode, you will queue up to face another opponent, and you can only play 1 character from each match, however there is a chance that opposing player may ban the character that you’re specifically using, winning this game in low rank will give you 5 points, however in higher rank it will just vary to 1-3, constantly winning 1v1s can obtain you a statue which is behind the Kami House, and to obtain a statue you must be #1 on the leaderboard for that current month, however your titles can be dethroned if someone beats your record.
In this unique game mode, A total of 4 players will queue up,with each player having a teammate either from inviting a player of their choosing, or via the autofind team button which notoriously many people dislike, and the players you queue up in are named by «randoms» by the community, they are a total of 4 bans in this gamemode, witch each team composed of 2 players (They are a total of 2 teams) who can select characters of their choosing & to also ban, as they are 2 bans for each game mode, 2v2s is often disliked by majority of the community due to the fact the amount of cheesey duos and large maps which are widely used for running, a great example of «cheese» would be the Gohan & Broly duo.
PLEASE NOTE: Reaching #1 on the leaderboard will not grant you a statue behind the Kami House, as it only applies to the 1v1 demographic.
A major game of ranked where 6 players will join the 3v3 team, and be paired together in 2 teams when transported to the secluded server. They then have to duke it out in a Team Battle (refer to the Arena section of this page) scenario, with 3 people on the Blue team and 3 people on the Red. This game mode would later on get replaced with the 2v2 game mode.
PLEASE NOTE: Reaching #1 on the leaderboard will not grant you a statue behind the Kami House, as it only applies to the 1v1 demographic.
Map Rotations
The current maps in 1v1 cache are
The current maps used in 2v2 cache are
The current maps used in 2v2 cache are
Trivia
3 points, if you lose you can lose around
Rider (Iskandar)
Iskandar
Cost to buy
Iskandar (イスカンダル, Isukandaru), Class Name Rider (ライダー, Raidā), is the Rider-class Servant of Waver Velvet in the Fourth Holy Grail War of Fate/Zero.
Contents
Moves
Gif of Rider using «Via Expugnatio»
Via Expugnatio: Iskandar summons his Noble Phantasm, Via Expugnatio: Distant Trampling Domination. As it appears with a strike of lightning, Iskandar rides and orders it to charge straight forward, trampling all those caught in the wheels and the lightning trail. Once Iskandar has hit someone or simply gone the maximum range, the chariot and the bulls will fly away.
Properties: Guardbreak | Damage: 20 | Cooldown: 26 Seconds | Aggressive, Slam Down, Combo Finisher | Range: 12 Studs, Orange Range | Melee
Gif of Rider using «Cleaving Strikes»
Cleaving Strikes: Iskandar uses the Sword of Kupriotes to slash from his right twice then end it with a slash from the left.
Properties: Guardbreak (Last Hit) | Damage: 21 (7 per hit) | Cooldown: 12 Seconds | Aggressive, Multi-Hit, Combo Extender | Range: 1.5 Studs, Red Range | Melee
Gif of Rider using «Reckless Charge»
Reckless Charge: Iskandar charges forward with his sword out, slamming down all those who are in his way.
(Note: This move can be cancelled by pressing LMB)
Properties: Blockable | Damage: 30 | Cooldown: 10 Seconds | Aggressive, Slam Down, Combo Starter | Range: 8.5 Studs, Orange Range | Melee
Gif of Rider using «Chariot Ride»
Chariot Ride: Iskandar summons his Noble Phantasm, Via Expugnatio: Distant Trampling Domination. As it appears with a strike of lightning, Iskandar rides and orders it to charge, allowing him and a close ally to fly through the battle field and trampling all those caught in the wheels and the lightning trail. Once Iskandar has hit someone or landed on the ground, the chariot and the bulls will fly away. If Iskandar is near a teammate, they will both fly on the chariot, with Iskandar in control.
Properties: Blockable | Damage: 20 | Cooldown: 29 Seconds | Aggressive, Slam Down | Range: 50+ Studs | Melee, Transportation
Ionioi Hetairoi: Army of the King (Transformation)
Gif of Rider using «Cleaving Strikes»
Cleaving Strikes: Iskandar uses the Sword of Kupriotes to slash from his right twice then end it with a slash from the left.
Properties: Guardbreak | Damage: 39 (13 per hit) | Cooldown: 10 Seconds | Aggressive, Multi-Hit, Combo Starter, Combo Extender | Range: 1.5 Studs, Red Range | Melee
Gif of Rider using «Infantry»
Infantry: Iskandar orders the infantry of his army to charge forward and attack anyone in range.
Properties: Guardbreak | Damage: 25 | Cooldown: 20 Seconds | Aggressive, Slam Down, Area of Effect | Range: 50 Studs+ | Projectile
Gif of Rider using «Cavalry»
Cavalry: Iskandar orders the cavalry of his army to charge forward and attack anyone in range.
Properties: Blockable | Damage: 35 | Cooldown: 15 Seconds | Aggressive, Slam Down, Area of Effect | Range: 50+ Studs | Projectile
Gif of Rider using «Javelins»
Javelins: Iskandar orders army to throw a series of Javelins at the intended opponent.
Properties: Blockable | Damage: 28-44 (varies) | Cooldown: 10 Seconds | Aggressive, Multi-Hit, Combo Extender | Range:
20 Studs, Yellow Range | Projectile
Combos
Demostration of Combo 1
4 M1s + Cleaving Strikes + 3 M1s + Uptilt + Via Expugnatio
Demostration of Combo 2
4 M1s + Cleaving Strikes + 3 M1s + Uptilt + M1 (downslam) + Reckless Charge
Anime Battle Arena Terminology
Anime Battle Arena has many different phrases and concepts usually adopted from other fighting games, with also some created by the community as a way to label certain quirks/mechanics common to the game. Here are some commonly used phrases.
Contents
Game Mechanics
Player Slang
I-Frames (Invincibility Frames)
The phrase I-Frames, refers to a brief period where certain moves allow the user to avoid all attacks, hence the Invincibility part of the name. I-Frames can also refer to the Invincibility characters are granted during the awakening animation.
Attacker-Only
Name | Damage | Cooldown | Properties | Range | Type |
---|---|---|---|---|---|
Logia Reflex | 3 (for every physical hit Ace receives) | 15 | Defensive, I-Frames | 1 Stud, Red Range | Evasive |
Fire Pillar | 25 | 20 | Aggressive, Defensive, I-Frames, Combo Finisher | 2 Studs, Red Range | Projectile |
Cloak | 10 | 15 | Aggressive, Defensive, I-Frames | N/A | Evasive |
Kick Barrage | 32 (8 per hit) | 20 | Aggressive, I-Frames, Multi-Hit, Auto-Aim, Combo Extender, Combo Starter | 3 Studs, Red Range | Melee |
Blitz | 15 | 15 | Aggressive, I-Frames, Auto-Aim, Knockback, Combo Finisher | 3 Studs, Red Range | Melee |
Yata Mirror (Kizaru (Base)) | 20 | 18 | Aggressive, I-Frames, Auto-Aim, Tracking, Slam Down, Combo Starter | 25 Studs, Red Range | Melee |
Yata Mirror (Kizaru (Awakening)) | 30 | 10 | Aggressive, I-Frames, Auto-Aim, Tracking, Slam Down, Combo Starter | 25 Studs, Red Range | Melee |
Ultimate Rush | 36 | 25 | Aggressive, Multi-Hit, Slam Down, Combo Starter | 8 Studs, Orange Range | Melee |
Instant Transmission (Son Goku) | 0 | 5 | Aggressive, Defensive, I-Frames, Combo Starter | 12 Studs, Yellow Range | Transportation |
Powered Shell | 0 | 20 | Defensive, I-Frames | N/A | Evasive |
TRASH | 25 | 20 | Aggressive, I-Frames, Combo Extender | 0.5 Studs, Red Range | Grab |
SLAM JAM | 40 (5 initial, 7 per hit) | 20 | Aggressive, Multi-Hit, I-Frames, Combo Finisher | 0.5 studs, Red Range | Grab |
Instant Transmission (Goku Black (Base)) | 0 | 20 | Aggressive, Defensive, I-Frames, Combo Starter | 6 Studs, Red Range | Transportation |
Instant Transmission (Goku Black (Awakening)) | 0 | 5 | Aggressive, Defensive, I-Frames, Combo Starter | 8.5 Studs, Red Range | Transportation |
Chakra Arm | 25 | 15 | Aggressive, Auto-Aim, Tracking, Combo Finisher | 10 Studs, Red Range | Melee |
Lion’s Barrage (Base) | 20 | 15 | Aggressive, Multi-Hit, Slam Down, Combo Finisher | 0.5 Studs, Red Range | Melee |
Lion’s Barrage (Awakening) | 30 | 15 | Aggressive, Multi-Hit, Slam Down, Combo Finisher | 0.5 Studs, Red Range | Melee |
Headhunter Justu | 15 | 20 | Aggressive, Auto-Aim, I-Frames, Slam Down, Combo Finisher | 1.5 Studs, Red Range | Melee |
Primary Lotus | 35 | 20 | Aggressive, I-Frames, Multi-Hit, Combo Finisher | 0.5 Studs, Red Range | Melee |
Rotation (Base) | 19 | 16 | Aggressive, Defensive, I-Frames, Multi-Hit, Knockback, Combo Finisher | 1 Stud, Red Range | Melee |
Rotation (Awakening) | 19 | 16 | Aggressive, Defensive, I-Frames, Multi-Hit, Knockback, Combo Finisher | 2 Studs, Red Range | Melee |
Hiding in Mist (Base) | 21 | 25 | Aggressive, Defensive, I-Frames, Combo Starter | 14 Studs, Red Range | Transportation |
Hiding in Mist (Awakening) | 21 | 25 | Aggressive, Defensive, I-Frames, Combo Starter | 18 Studs, Red Range | Transportation |
Sand Defense | 0 | 20 | Defensive, I-Frames | N/A | Defense |
Sand Coffin | 40 | 20 | Aggressive, I-Frames, Auto-Aim, Tracking, Combo Finisher | 7 Studs, Red Range | Projectile |
Yata Mirror (Itachi) | 0 | 10 | Defensive, I-Frames | N/A | Defense |
Primary Lotus | 30 | 18 | Aggressive, I-Frames, Slam Down, Combo Extender | 1 Stud, Red Range | Grab |
Hidden Lotus | 35 | 20 | Aggressive, I-Frames, Slam Down, Knockback, Combo Finisher | 7 Studs, Red Range | Grab |
Asakujaku | 40 | 16 | Aggressive, I-Frames, Slam Down, Multi-Hit, Combo Finisher | 1 Stud, Red Range | Grab |
Night Guy | 500 | One-time-use | Aggressive, I-Frames, Auto-Aim, Tracking, Slam Down, AoE | 12 Studs, Red Range | Melee |
Susanoo Guard | 0 | 10 | Aggressive, I-Frames, Auto-Aim, Tracking, Slam Down, AoE | N/A | Defense |
Flash Dodge (Rukia) | 0 | 15 | Defensive, I-Frames | N/A | Evasive |
First Dance | 25 | 10 | Aggressive, I-Frames, Combo Extender | 1.5 Studs, Red Range | Melee |
Hierro Counter | 20 | 13 | Aggressive, I-Frames, Combo Starter | Infinite | Melee |
User and Attacker
Name | Damage | Cooldown | Properties | Range | Type |
---|---|---|---|---|---|
Evening Elephant | 50 (10 per hit, 5 hits) | 20 | Aggressive, I-Frames, Knockback, Multi-Hit, Combo Finisher | 12 Studs, Red Range | Melee |
Everyone
Counters
Name | Damage | Cooldown | Properties | Range | Type |
---|---|---|---|---|---|
Counter! | 35 | 20 | Defensive, I-Frames | Infinite | Melee |
M1 (Mouse 1) / Combat
This phrase refers to the combat hot key, when this word is used it is most likely used to represent a basic punch. No matter what any M1 combo ends with a guard break, the only down side to this is that doing this is very easily punished. One thing of note is that there are several different kinds M1 aerials which you can use by holding space after a certain amount of punches. When using an Xbox controller, M1’s are B.
M1 + Space (Aerial)
The user punches the opponent once before rising up into the air. Once in the air, the opponent is swiftly brought down. Once on the ground the user is punched once more before being knocked away by a kick. With an Xbox controller, it is A+B.
M1 + Space (Aerial) (Hold)
The user punches the opponent once before rising up into the air. Once in the air, the opponent is punched twice before being side kicked away. On xbox, you hold B, then press A after the first punch.
2 M1’s + Space (Aerial)
The user punches his opponent 2 times on the ground before back flipping into the air. Once up into the air the opponent is swiftly brought down where he is then kicked away. On xbox, you hold B, then press A after the 2nd punch
2 M1’s+ Space (Aerial) (Hold)
The user punches the opponent twice before rising up into the air. Once in the air, the opponent is punched once before being side kicked away. On xbox, you hold B, then hold A after the 2nd punch
3 M1’s + Space (Aerial)
The user punches his opponent 3 times on the ground before back flipping into the air. Once in the air, the opponent is slammed down to the ground. One thing of note is that this aerial is extremely useful for combos, being the most used as it is the only M1 which doesn’t knock back the opponent once performed. On xbox, you hold B, then press A after the third punch.
3 M1’s + Space (Aerial) (Hold)
The user punches his opponent 3 times on the ground before back flipping into the air. One in the air, the user side kicks his opponent away. On xbox, you hold B, then hold A after the third punch
4 M1’s + Space (Non-Aerial)
The user punches the opponent 4 times on the ground, once the 4 punches are done the user hand stand kicks his opponent into the air knocking him up. On Xbox you hold B and after the 4th punch you press A.
5 M1’s (Non-Aerial)
The user punches his opponent 4 times, once the 4 hits are done the opponent is kicked far away, if missed the user is left open. On Xbox you hold B.
Note: Air combos may have a slight delay between some clicks and are risky when there is lag involved, or you are fighting a character with a hyper-armor move (e.g. Majin Vegeta’s Ki traps)
M1 Variations
Although different than the standard M1’s you would find on most characters, these variations follow the same basic principles with a few exceptions. These are also passives for the Character that has said variation.
Sword M1’s
Sword M1’s follow the basic principle as the basic M1’s only with different animations and longer range.
Advanced Sword M1’s
Advanced sword M1’s follow the basic principle as basic M1’s with the same animation as normal sword M1’s but with a bigger hitboxes.
They have a slash effect and are only usable by some characters’ awakening for example Whitebeard (Edward Newgate), Rukia Kuchiki, Byakuya Kuchiki, Shunsui Kyōraku, Gin Ichimaru, Ichigo Kurosaki (Shikai and Hollow), Kisuke Urahara, and Afro Samurai.
Sheathed Sword M1’s
Advanced sword M1’s follow the basic principle as basic M1’s with the same animation as normal sword M1’s but with a bigger animation.
They have a slash effect and are only usable by some characters’ awakening for example Trafalgar Law (Pre & Post-Timeskip) and Hiei.
Faster Sword M1s
Characters whose combat sword speed far out speeds others in terms of speed. This usually happens when a sword-type character awakens.
Aizen and Rukia Sword M1s is faster than others, but not too fast where it becomes hard to combo with them, like the online listed below.
Faster M1s
Characters whose combat speed far out speeds others in terms of speed. This usually happens when a character loses their sword (Example: When Grimmjow awakens or Zabuza uses sword throw).
Aizen and Rukia are a special case, because his Sword M1s is faster than others, but not too fast where it becomes hard to combo with them, like Zabuza’s.
Note: Despite the faster punches providing an advantage in battle, these punches are very hard to control due to their speed. (This does not apply to Sōsuke Aizen)
Hyuga’s M1
Neji’s M1’s are much quicker than the normal counter part while also using it’s own animations for the punches and M1 endings (One of his aerial combo give him I-frames at the end for a really short amount of time).
Neji’s 3 M1’s + Space Aerial
Characters who have Hyuga’s M1: Neji Hyuga
Sand M1
Gaara’s M1’s are very different than most M1’s, instead of interacting with his opponents, the user sends waves of sand at his opponents damaging them in the process.
Characters who have Sand M1: Gaara
Stand User M1’s
Stand User M1’s are slightly different from basic M1’s because of their differents animations and extra range.
Kick M1’s
Sanji M1’s are also slighly different from basic M1’s because of the different animation (kicks)
Polearm M1’s
Whitebeard’s M1’s are unique M1 variations that follow this pattern : Advanced Sword M1 + Normal M1 + Advanced Sword M1 + Normal M1 + Advanced Sword M1. Slamdown also does an additional 2.5 damage by creating a Gura sphere on slamdown.
Punch + Sword M1’s
Shanks M1’s in his Base Form have a very different animation since he only has one arm. Even with his 2nd Skin and Legendary skin, he doesn’t change from this style of M1’s even though he has two arms. Unlike characters that always have Swords M1s or don’t, Shank’s M1’s only turn into sword on these specific M1’s: M1 + Space on the ground, M1 in the air without holding the spacebar down, and the 5th M1 in midair without holding the spacebar down. This M1 style has the smallest hitbox and range out of all the M1 styles.
Characters who have Punch + Sword M1’s: Shanks
Gate Of Babylon M1s
Gilgamesh M1’s in his Base Form and Awakening works like Gaara’s, except they autoaim once at least one hits, making them unique and ranged (must stand still for them to Auto-aim). Gilgamesh does not actually touch the opponent, except he summons swords to hit them. He actually hits them with a sword with one m1, with aerial downtilts (using an m1 in the air without holding space).
Characters who have Gate Of Babylon M1: Gilgamesh
Clone M1s
Both Naruto’s M1’s in their Base Form have a unique animation for their uptilt M1, Downslam M1, and regular 5th m1. A clone suddenly spawns a assists the character. On the 5th m1 with the clone, the clone will also hit the opponent, making this M1 the only m1 to do 6 hits instead of 5 hits. However, the clone spawn is very unstable so the M1 might not fully connect or the clone’s M1 will not hit. Interestingly, even though both Naruto’s mode do not have a clone animation on the regular 5th M1 and the Down Slam 5th M1, they will still have the extra hit, making their default M1 string do extra damage.
Lance M1s
Lancer’s M1s in Base Form and Awakening has a unique animation where he would wield his lance/staff with both of his hands to first stab the opponent twice and swing it in different ways, depending on which M1 you are using. The effects themselves aren’t much different from Sword M1s. The most unique part of this M1 is that the first two M1s will gain extra range.
Characters who have Lance M1s: Lancer (Cú Chulainn)
Passives
Passives, are abilities that do not require the toolbar, to use. An example of a passive is KIllua Zoldyck’s immense speed when he activates Godspeed.
Immense Strength
Characters whose M1 damage is above 4.1 without using any moves have the passive of Immense Strength
Immense Speed
Characters whose speed is above the Roblox average of 16 speed, without using any moves have the passive of Immense Speed.
Increased HP
Characters who HP is increased whether in their base or mode, this allows them to take more attacks then the average character.
(Note: Whitebeard use to have Increased HP, but it was later changed, so now he have less than average HP).
Increased Damage
Characters who damaged is increased for a certain amount of time when they awaken.
Healing
Characters who are able to heal themselves, or someone. This is allows them to play support or extremely offensive play.
Death
Characters who when their awakening bar runs out, they pay the ultimate price, their lives.
Characters who have the passive of Death: Gon Freecss and Might Guy
Death (2.0)
Characters who when they «die», their awakening bar is reset to zero.
Characters who have the passive of Death (2.0): Giorno Giovanna and Lancer (Cú Chulainn)
Q-Dashes
Characters who when they use their Q-Dashes, are granted with better of version of it, this can be used to catch or run away from an opponent.
Q-Dashes (2.0)
Characters who when they use their Q-Dashes, are able to damage their opponent this is usually very small damage and can be used to extend combos.
Characters who have the passive of Q-Dashes (2.0): Katsuki Bakugo and Natsu Dragneel
Q-Dashes (3.0)
Characters who do not have the awakening Q-Dashes when they use their awakening.
Q-Dashes (4.0)
Characters who are able to spam their Q-Dashes without any delay
Q-Dashes (5.0)
Characters who have special Q-Dash effects.
Hyper-Armor
Characters who when they hold F, can’t be guard broken like others. This allows their survivability to far higher than other characters.
Characters who have the passive of Hyper-Armor: Gaara
Blocking
Characters who have a different blocking animation.
Running
Characters who have a different running animation. (Sword running animation do not count)
Ultimates
Ultimates are special type of moves, these moves usually take the longest to script and animate. In order to be considered an ultimate you must fall into at least one of these categories.
An example of a move that one-shots
An example of a move that ends mode
An example of a move that takes awakenings bars
An example of a move that has a one-time-use
An example of a move that’s considered an ultimate