All Signature attacks deal direct damage and knockback. For some 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. While the results of the attack vary depending on the Signature, most grappling Signatures can stun multiple enemies (if they are in the same spot), but will only hurt and knock back the first player hit prioritizing enemies over teammates.
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, Battle Boots 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).
Loki grapples his target and attacks with his serpent from behind, launching the target forward and down.
Other
The target is instead grappled backward and Loki's serpent attacks from below, launching the target upward.
Neutral Sig
Upward
Loki grabs his target through a portal and pulls them through, then launches the target upwards.
Other
The target is instead flung backward.
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.
Reversal Signatures will send the hit opponent backwards, that is in the opposite direction the attacking player is facing, and will also leave the attacker facing this direction after the attack. Most reversal Signatures are also grappling Signatures, stunning the opponent before launching them.
Signatures which don't satisfy both conditions are not considered Reversal Signatures (e.g. for missions). For example, Cross's Blasters Down Sig shoots to the left and right of Cross, but it does not count as a Reversal even if the opponent is hit from the back of Cross, since Cross doesn't face the other direction. On the other hand, Yumiko's Hammer Side Sig can hit opponents to both sides, and does leave Yumiko facing the other way, so it counts as a Reversal if and only if the opponent was knocked to the opposite direction.
A limited amount of Signature attacks allow the user to change their movement direction while charging the attack. This movement is a lot more restricted than regular movement, but is usually enough to impact where your attack will land.
There are two types of steerable Signatures:
Fully Steerable: These Signatures can be steered left and right freely.
Partially Steerable: These Signatures have much more limited steering. Most of these signatures rely on prior momentum from running or dashing, and can only be significantly steered in one direction. Their movement can be cancelled out by stopping steering.
The attack can be steered slightly forward if running before charging.
Down Sig
The attack can be steered slightly in either direction during the charge period of the second part of the attack. This only works if the user is airborne.
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 at a shorter distance.
Teleporting Signatures also behave strangely when performed on or against sloped surfaces, which often results in unintended changes to the trajectory of the teleport; this typically manifests as diagonal movement parallel to the surface the user is currently standing on, or the teleport will fail and keep the user in place. In some cases, particularly with Petra Down Gauntlets, the user might clip into the inside of the stage.
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's side-sig (which can't at all).
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).
There are two types of projectile Signatures:
Pure Projectile Signatures: These Signatures only launch projectiles.
Hybrid Projectile Signatures: These Signatures have both a direct damage part as well as projectiles. The direct damage grants the user the ability to Chase Dodge on hit; it could be a setup attack for the projectile, or be the main part of the Signature where the projectile is used as a way to cover the user or as a second option.
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 and execute the attack if used into a wall.
Isaiah shoots his target and his drone sends out a missile, exploding on the enemy.
Into Wall
If the drone's missile is close enough to a wall, the missile will explode against the wall. This sends the enemy on a different trajectory than a regular hit.
Seven launches a scrap metal chunk from the crab tank's main gun.
Into Wall
Seven rams the crab tank into the wall.
Down Sig
Seven launches herself upwards with her cannon.
Off Edge
The exhaust from the initial launch are released into the air below Seven.
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.
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.
Mode Swapping Signatures[]
Mode swapping is a unique feature that allows signatures to take on different attributes. This is activated by a specific signature in a Legend's kit, for example, Seven's Spear Down Sig. After using this mode swapping signature, all signatures will have slightly altered properties - essentially turning each one into a new signature. This can include different charge time, stun, damage, active frames, recovery frames, etc.
Mode swap is visualized with an addon to the held weapon, and can freely be swapped back to the original mode by using the same activation signature or throwing the weapon.
Seven[]
Mode swapping is available with Seven's Spear, activated by her Spear Down Sig. Her default mode is comprised of electric attacks, which are quick hitting with fast recovery but low damage. Her swapped mode consists of flame attacks, making her attacks slower but deal more damage with further reach.
The mode is indicated by the flamethrower attachment connected to the end of her Spear:
No flamethrower: Electric Mode
Flamethrower attached: Flame Mode
Performing Down Sig will first swap the mode then perform the signature. Throwing the Spear will reset the mode to default (electric). If Seven is hit while doing a Down Sig, the mode switch will still occur.
Attack
Electric Mode
Flame Mode
Spear Neutral Sig
Seven thrusts her Spear upward with an electric shock.
Seven fires her flamethrower upward. This has longer active time and gives the attack an active hitbox while charged.
Spear Side Sig
Seven's Spear tip is electrically charged as it spins forward.
Seven's flamethrower is deployed, spinning into a firey tornado. This has longer active time and further movement distance.
Spear Down Sig
Seven swings her spear downward with an electric shock.
Seven swings her spear downward while firing her flamethrower.