Attacking

Other (objects, etc.) concept

Name variations: attacks

This is a container group; its children are:

Alternate attackAn 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 / 2020107 games
Attack cancellingPlayer can interrupt attack animations to transition to other attacks or actions, such as a dodge. (too short)1991 / 200310 games
Auto-attackCharacter unusually (for the genre) automatically keeps attacking without player having to signal each attack themselves.1998 / 201959 games
Charged attackIncludes "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 / 2018153 games
Combo movesPlayer 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 / 201887 games
Counter attacksPlayer 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 / 201852 games
FeintingPlayer can cancel out individual attacks as a feint to mislead enemies (especially other human players).2012 / 20142 games
Merged actionsTwo or more actions/attacks can be combined to produce a new one. (too short)1993 / 20157 games
Secondary attackPlayer can use a secondary attack/weapon that doesn't need switching to to be usable. Commonly something quick to use on the side.1981 / 201985 games
Stationary attackAttacking requires player to stop movement completely. (too short)1992 / 202078 games