Attacking
Other (objects, etc.) concept
Name variations: attacks
This is a container group; its children are:
Alternate attack | An alternate way to perform the same or similar attack (e.g. light and heavy punch), without being entirely different attack on its own (e.g. kick and punch). | 1987 / 2020 | 107 games |
Attack cancelling | Player can interrupt attack animations to transition to other attacks or actions, such as a dodge. (too short) | 1991 / 2003 | 10 games |
Auto-attack | Character unusually (for the genre) automatically keeps attacking without player having to signal each attack themselves. | 1998 / 2019 | 59 games |
Charged attack | Includes "charged" attack, usually performed by holding down the fire button for a longer period of time to unleash a more powerful attack. Either scaling in effect with charge time, or requiring a significant charge time to do anything. | 1988 / 2018 | 153 games |
Combo moves | Player can perform some devastating combo attacks and other moves by following a precise sequence of controller actions. Usually the more powerful the combo is, the less it has to do with the combination required to initiate it. | 1980 / 2018 | 87 games |
Counter attacks | Player has the ability to take advantage of their opponents' attacks and turn them into devastating attacks of their own. The opponents may also be able to do this. | 2003 / 2018 | 52 games |
Feinting | Player can cancel out individual attacks as a feint to mislead enemies (especially other human players). | 2012 / 2014 | 2 games |
Merged actions | Two or more actions/attacks can be combined to produce a new one. (too short) | 1993 / 2015 | 7 games |
Secondary attack | Player can use a secondary attack/weapon that doesn't need switching to to be usable. Commonly something quick to use on the side. | 1981 / 2019 | 85 games |
Stationary attack | Attacking requires player to stop movement completely. (too short) | 1992 / 2020 | 78 games |