Attacks/List of Signature types

The following is a list of different types of Signature attacks. Note that a Signature can be more than one type at a time.

Direct Damage
All Signature attacks deal direct damage and knockback. For most Signatures, these are the only properties that define them.

Grappling Signatures
Some Signatures have a "grappling" effect, stunning the enemy in place before knocking them back forward or even sending them backwards. Typically only one opponent can be stunned by these types of Signatures, but the final blow can hurt multiple. The time it takes between stunning an enemy and finishing the attack also gives an opening for a third opponent to attack and cancel out the Signature.

Moving Signatures
Many Signatures will cause the user to move. There are two types of moving Signatures:
 * Signatures where the user moves during the attack, such as Orion's Lance side sig. These Signatures have a fixed distance that the player will move.
 * Signatures where the user moves while charging, such as Asuri's Sword side sig. These Signatures' distances depend on how long the player charges the attack.

Active Input Signatures
Active inputs are an attack property unique to the Scythe and several Signature attacks. The core concept of active inputs is that holding a different directional key after an initial hit will result in the attack finishing in a different way. Active input attacks only have two variant outcomes; one for holding the relevant directional key, and one for holding any other directional key (or none at all).

List of Signatures with active inputs:

Active Hitbox
Certain Signature attacks have an active hitbox while charging, meaning if an opponent touches the attack while the user is charging they will take damage. This is sometimes referred to as "chainsaw," due to Ulgrim's chainsaw being the first instance of this type of Signature attack.

List of Signatures with an active hitbox:

Steerable Signatures
A limited amount of Signature attacks allow the user to change their movement direction while charging the attack (or during the attack, depending on the Signature). This movement is a lot more limited than regular movement, with not much movement ramp-up if alternating steering directions.

List of steerable Signatures:

Teleporting Signatures
Some Signature attacks will teleport the user directly to another location, marked by a visual indicator. Unlike regular moving Signatures, the opponent can not be hurt if they are between the user's initial location and the teleport destination.

Teleporting Signatures can be cut short if used into walls, allowing their hitbox to come out quicker.

List of teleporting Signatures:

Transforming Signatures
Transforming Signatures are Signatures that change properties if charged for a longer time. Most of these Signatures simply reach further when charged, with an indicator to show when the Signature has transformed.

Most of these Signatures can be fully transformed during a charged Gravity Cancel, with the exception of Xull (who can charge halfway) and Petra (who can't at all).

List of Signatures that transform when charged:

Projectile Signatures
Projectile Signatures are Signature attacks that include a hitbox disjointed from the player. The most notable projectile Signature is Thatch's Blasters down Signature, where he fires off two large cannonballs.

Projectile Signatures are distinct as they do not allow the player to Chase Dodge after hitting an opponent. Projectile Signatures also have unique interactions with terrain, passing through platforms but immediately detonating on any other terrain (this can allow for attacks to come out quicker if hitting a wall).

List of projectile Signatures:

Terrain Impacted Signatures
Typically if an attack goes off the edge or hits a wall, it will either play out normally or get caught in the wall. Certain attacks, however, have unique endings depending on the terrain they interact with.

List of Signatures that are impacted by terrain:

Note this list does not include the following:


 * Projectile Signatures, which always pass through platforms and detonate on impact with any other terrain.
 * Teleporting Signatures, which always get cut short if used into a wall.
 * Moving Signatures, which always stop moving but continues the attack if used into a wall.

Two Hit Signatures
A limited amount of Signatures will have two hits: an initial hit that occurs before charging, and the regular hit that occurs after charging. It is possible to get hit by the first attack and dodge out if the attacker decides to charge, however it is impossible to escape if the first hit lands and the attacker does not charge.

List of Signatures with an initial hit:

Backstepping Signatures
Some Signatures have an animation where the player steps back while charging the attack, such as Ember's Katar down sig. While fairly inconspicuous on its own, these Signatures have a unique property; if the slide-charges one of these Signatures, they will not actually step backwards. This causes the attack to go further than normally expected.