| FIGHTER ABILITIES |
| Auto-facing |
1-on-1 facing |
always turns to face the last opponent (except when running away or in the air); allows backstepping |
| Crawl |
crawling |
can move while crouching |
| Glide |
gliding |
holding jump while in the air allows the character to glide |
| Hydrophobia |
hydrophobia |
character takes damage while submerged in water |
| Item Durability |
durability |
some moves have limited-use items that become unusable until they recover over time or when KOed |
| Lenient Dodge |
dodge-leniency |
has extra frames during dodge where character takes half damage and no knockback |
| Multiple Jumps |
multiple double jumps |
can air jump 2-5 times |
| Passive Armor |
passive armor |
doesn't flinch when hit with attacks under a specific knockback threshold |
| Passive Shield |
passive shield |
character's shield auto-blocks any reflectable projectiles when standing, walking, or crouching (can't block while holding an item) |
| Slow Double Jump |
delayed double jump |
double jump has a delayed start and rises slowly but constantly in a curve |
| Wall Cling |
wall cling |
can cling to walls for an extended period |
| Wall Jump |
wall jump |
can jump off of walls |
| List these remaining abilities as part of the attacks themselves. |
| Aerial Smash Attacks |
smash-inputted aerial attacks |
can input aerials like a smash attack for stronger effects |
| Chain Grab |
grab aerial (chain grab) |
has a ranged grab; can use grab mid-air to latch onto ledges or deal damage |
| Command Moves |
command-input moves |
allows fighting game inputs to be used for stronger specials |
| Held Moves |
tapped and held attacks |
moves have different properties when tapped versus when held |
| Taunt Attack |
taunt attack |
has a taunt with a hitbox that can cause damage; cannot be cancelled like a regular taunt |
| Transformation |
mid-battle transformation |
character can transform and change their move set |