(last updated: 09/12/19)
MotM is all about fighting games, and you can't have a fighting game without unique and varied attacks. It would be boring if every punch or kick was the same, so in addition to a name and the attack type, each attack can have a multitude of special properties, which we call "Effects."
Attacks may have multiple effects, but some combinations of effects that don't make sense may not be allowed. Certain effects--Counter, Reflect, Heal and Projectile--all can be included with other effects listed above, but they absolutely cannot be included in any combination with one another. For example: A Heal Projectile or a Counter Reflect attack is not valid, but a Projectile EM attack is.
There are five kinds of Effects:
- Attack Categories (addressed below)
- Dynamic Effects (Effects2)
- Core Effects (Effects5)
- Overdrive Effects (Effects8)
- Staff-Applied Effects (Effects9)
There are six categories of attacks: Specials, Supers, MAXes, Ultras, Globals, and Normals. Most characters' unique attacks will be represented by Special attacks; all other categories have an appropriate effect flag:
Super (SUPE, SU): Super attacks have higher stats than usual, and cost very little Reserve to use, but require one level -- that is, 50% -- of your Super Meter. Supers have +40 speed compared to a Special of the equivalent power level. See Attacks for more details.
MAX (MX): MAX attacks are like Super attacks, but better. Like supers, they cost little to no reserve to use, but in exchange, require 70% of your Super Meter. MAXes have +60 speed compared to an equivalent power level Special. You can only have one MAX per attack list (one per mode, if using Style or Mindset). See Attacks for more details.
Ultra (U*): Ultra attacks are the biggest and the best attacks. They are ridiculously fast, but will draw 100% of your Super. They also include two Overdrive effects (see Overdrive effects below) and the Priority and Crush effects at no extra charge. See Attacks for more details.
Free (FR): Everyone has access to a set of "normal" attacks that are 10 speed slower than Special attacks. See Attacks for more details.
Global (GLBL, GL): Everyone has access to the same set of Global attacks that are 20 speed slower than Special attacks (except for folks with the RESOURCEFUL trait). See Attacks or Globals for more details.
The next group of effects represents characteristics of attacks that can change dynamically through the course of battle. Masters of the Control ability are able to add these effects to an attack whenever they choose. Attacks with the Variable effect can be modified on-the-fly, even by characters without Control.
Priority (PRI, PI): The Priority effect represents attacks are more likely to plow through interrupting attacks and deal damage. The Priority effect costs  super on top of its regular reserve/super costs. In exchange, a Priority attack is % harder to interrupt, unless the interrupting attack has the Priority effect. A Priority attack has a % success bonus on Poke Interrupts, unless the incoming attack has the Priority effect. If both attack and interrupt attack have the Priority effect, it's just as if neither did (except they both still cost  super on top of their usual cost).
Proximity (PROX, PX): The Proximity effect represents attacks that are difficult to get out of the way of, especially wide-area attacks. Generally, if the target of an attack chooses to dodge, there is a small chance they will receive a "Glancing Blow" instead, taking partial damage. The Proximity effect increases the "Glancing Blow" chance by %, without affecting the chance of a full hit for dodges. The disadvantage is that a Proximity attack is % easier for the target to block than an equivalent non-Proximity attack.
Crush (CRU, CR): Some attacks are harder to block than others. Possibilities include strikes at an angle that's difficult to defend against, and electrical attacks that "shock" regardless of whether they're blocked. Attacks with the Crush effect have a % lower probability of being successfully blocked. Additionally, the penalty to future blocks is increased by a greater amount than normal if the opponent succeeds their block. The Crush effect costs  Super, in addition to the usual attack costs. If the opponent fails an attempted block, their block penalty is not increased by CRUSH.
Press (PRS, PS): Press represents attacks that might be harder to do than normal specials for that character, almost taking on the properties of a mini-super. As such, attacks with this effect cost  more super but gain a % discount in their reserve cost.
Sap (SA): Sap attacks represent techniques that diminish your opponent's ability to fight back at full strength. This might be strangling someone, striking pressure points in a certain way, crushing the breath out of them, or a number of other ideas. Attacks with the Sap effect will deal % of their potential damage against the target's health and % of their potential damage against the target's reserve. % of the reserve damage done will be recovered by the opponent over the course of 3 rounds. Repeatedly hitting an opponent with Sap attacks will result in gradually diminished reserve damage. NOTE: Adding Sap via the Control ability or Variable will add % super to the cost.
ATK+ (A+): ATK+ represents attacks that involve the fighter overcomitting themselves to some degree in order to land the attack. As such, the ATK+ grants % greater chance to hit but results in a % penalty to react on the next round. If the move has DEF+/EVD+/INT+, ATK+ will get ignored.
EVD+ (E+): EVD+ represents attacks that leave the fighter in a better position to dodge after using them. As such, the EVD+ gives your target a % bonus to dodge, block, or endure the attack but grants a % bonus to dodge or endure on the next round. If your attack connects, you will gain % to dodge or endure instead of %, unless your attack was a Projectile. Overrides ATK+ if it is on the same move.
DEF+ (D+): DEF+ represents attacks that leave the fighter in a better position to block after using them. As such, the DEF+ gives your target a 5% bonus to dodge, block, or endure the attack but grants a % bonus to block or endure on the next round. If your attack connects, you will be granted % to block or endure instead of %, unless your attack was a Projectile. Overrides ATK+ if it is on the same move.
INT+ (I+): INT+ represents attacks that leave the fighter in a better position to interrupt after using them. As such, the INT+ gives your target a % bonus to to dodge, block, endure the attack but grants a % bonus to interrupt or endure on the next round for you. If your attack connects, you will gain % to interrupt or endure instead of %, unless your attack was a Projectile. Overrides ATK+ if it is on the same move.
Counter (COUN, CO): This attack may work as a regular attack, or be used as a Counter-type Interrupt when reacting to an incoming attack. Geese's various Atemi Nage techniques, and Rock's Crack Counter are good examples of this kind of move. This effect requires either the Control or Counter ability; see Counter for more details. NOTE: Adding this flag via Variable requires the Counter ability and costs % super. Adding this flag via Control costs % super for Counter characters, % super for non-Counter characters.
Reflect (REFL, RE): This attack can be used as a regular attack, or as a Reflect-type Interrupt when reacting to an incoming attack. Athena and Rose are probably the best demonstrators of Reflect techniques, with Athena using her "Psycho Shield" sets of attacks, and Rose using her "Soul Reflect" manuevers. This effect requires either the Control or Reflect ability; see Reflect for more details. NOTE: Adding this flag via Variable requires the Reflect ability and costs % super. Adding this flag via Control costs % super for Reflect characters, % super for non-Reflect characters.
Deadly (D!): The Deadly effect causes the attack to do partial damage up front and then the rest of its damage over the course of the next four rounds. The sum total of damage dealt will be a little higher than the base damage of the attack. This flag requires the DEADLY trait; see Traits for more details.
The following effects are more permanent, defining core properties inherent to the design of the attack. Unless specified otherwise, the following effects cannot be added or removed situationally with
Variable (VARI, VA): The Variable effect represents versatile attacks that can serve a variety of purposes. Variable attacks lose  speed, but make up for it in that they can gain any dynamic effect listed above (Priority, Proximity, Crush, Press, Sap, ATK+, EVD+, DEF+, INT+, Counter, Reflect, Deadly). Others have a great deal of normal attacks which can be used to meet differing needs. See Variable for more details.
Sig (Signature): Your character's signature move. Be it a particularly powerful fireball, or a punishing kick, this effect is assigned to your character's single most familiar and often-used move. Ryu's Hadouken and Terry's Burn Knuckle are the best examples of such attacks. Attacks with the "Sig" effect will cost less Reserve and will move % faster than a normal attack. Both of these are to represent your character's familiarity and practice with this move, though take care; these attacks will be listed with your profile information due to that very familiarity. Each character can place this effect on one attack of their choosing. Also note that characters with Style or Mindset only get one Signature move; it can exist in both modes, but it must exist in your character's primary Mode.
Projectile (PROJ, PJ): True to its name, the Projectile flag represents anything that moves independently of your body. Ryu's Hadouken is the best example of such a projectile, as is Cody's Knife Throw. These attacks will "clash" with other projectiles, introducing them to the risk of negation or being overcome, but if they land, the character you hit with it will have a 10% penalty towards attempting to hit you during their next action. Additionally, these attacks are slightly harder to interrupt with everything except Reflect moves and opposing projectiles. Attacking with a Projectile attack also triggers the Predictable mechanic. See Predictable for more details.
Dash (D#): Dash moves are an explosive rush intended to close distance or bypass an enemy's attacks with aerial dashes, movement techniques, or rolling. Dash attacks are % harder to interrupt, but this interrupt- insurance does not stack with Priority. Due to the nature of incorporating movement with the attack, Dash moves cannot be used to interrupt. In the round following the use of a Dash attack, the attacker's superior positioning will grant a +% bonus to all interrupts, regardless of whether the attack connects. Dash cannot be applied to Projectile or Shift attacks. Dash can be applied ad-hoc with A-Rank +control. Dash attacks with INT+ will not gain an extra % to interrupt for landing cleanly. Additionally, attacking with a DASH attack also adds two stacks of Predictable - see Predictable for more details.
Shift (SHFT, S!): Shift attacks incorporate a movement that better positions the attacker for incoming reactions. Often, the damaging portion is done at the very start or very end of the attack. If used to interrupt, Shift attacks will deal  PL less damage. If the Shift attack is not interrupted, the attacker will gain a +% to dodge, block, and endure attempts in the next turn. Shift cannot be applied to Projectile or Dash attacks. Shift can be applied ad-hoc with B-Rank +control. Shift attacks with EVD+ or DEF+ will not gain an extra % to reactions for landing cleanly. Additionally, attacking with a Shift attack also adds two stacks of Predictable - see Predictable for more details.
Capture (CPTR, C!): On successful hit, your target gains the CAPTURED effect which grants them +% to hit you with their next attack but reduces their next attack's damage by  Power Level. In exchange, you gain +% to hit and + Power Levels of damage on your next attack against that target. A % reaction penalty will be applied if the Capture attack is dodged, blocked, or fails to interrupt. Capture can be applied ad-hoc with C-Rank +control.
RES- (R-): This attack costs % less reserve. Requires the Enhanced Moves ability; see Enhanced Moves for more details.
SUP- (S-): This attack costs % less super and increases super gain by %. Requires the Enhanced Moves ability; see Enhanced Moves for more details.
EM+: This attack is % more likely to hit the target. Requires the Enhanced Moves ability; see Enhanced Moves for more details.
AM+: This attack is % more likely to hit the target. Requires the Enhanced Moves ability; see Enhanced Moves for more details.
Expert (EXPT, E!): This attack costs % reserve. Requires the Enhanced Moves Signature ability; see Enhanced Moves for more details.
Heal (HE): Characters with the HEALER trait may have one special attack with the Heal effect. Elena's "Healing," Kensou's Meat Bun consumption, and other such techniques are good examples of Heals. This effect causes the attack to cost % reserve on use. When the special is accepted the next round it will restore % health and % reserve to the target. See Traits for more details.
Driven (DRVN, DR): Characters with the DRIVEN trait may have attacks that have the Driven effect. This effect causes the attack to cost % health in addition to its other costs. However, as long as you are below % health, your attacks will do more damage. The lower in health you are, the more extra damage the attack will do. See Traits for more details.
Epic ('): Characters with the EPIC trait may have attacks that have the Epic effect, which increases the speed of the move by %, increases its chance to power hit by %, and reduces its super cost by %. See Traits for more details.
The next set of effects are so good, they have their own info file and and can only be applied to Supers, MAXes, and Ultras. For more details please see Overdrive.
Assault (ASSA, AS): An Assault super grants +% to To Hit and Dodge/Block/Endure on clean hit, decaying over  turns. If the attack does not hit cleanly, it grants the attacker % to To Hit decaying over  turns but no bonus to react. These are supers that generate momentum for the attacker.
Enfeeble (ENFE, EN): An Enfeeble super causes the enemy to take [0.6]PL additional damage and suffer a % penalty to-hit for  rounds if they are cleanly hit by the attack. If the attack is blocked or poked, the penalties incurred are [0.3]PL and % to-hit. Otherwise, Enfeeble does nothing. This flag can be used to represent any kind of attack designed to hinder an opponent's ability to fight above and beyond just straight damage.
Impact (IMPA, IM): On a direct hit, the opponent deals [0.6]PL less damage with their attacks and has a % penalty to Dodge/Block/Endure for  turns. If the attack is blocked or poked, the opponent's penalties are [0.3]PL and % to Dodge/Block/Endure. Otherwise, IMPACT does nothing. This flag occupies largely the same design space as Enfeeble in that it staggers or throws off an opponent's game enough to leave them reeling for a bit.
Vanguard (VANG, VN): A Vanguard super grants -PL in incoming damage for  rounds on a clean hit. If the attack doesn't hit cleanly, it grants -[.5] PL against incoming damage for  rounds.
Chain (CHAI, CH): This flag represents supers that do not fire unless the opening attack hits. If a Chain super is dodged, countered or interrupted, the attacker is refunded % of of the super spent on it. If the attack is blocked or Just Defended, it refunds % of the super spent. Attacks with this flag cannot be used to interrupt and will also never provide a refund if the attack is used as a multi-target attack. Cannot be used on ULTRAs.
Proficient (PROF, PF): A Proficient super costs - super to use, however it reduces the speed of the super by an additional , making the attack  speed slower than a normal Super but also  speed faster than a normal Special. In addition, Proficient supers earn [50%] of the normal super gained by dealing damage as opposed to no super at all like normal Supers. These are for those attacks that are not quite supers but still a cut above specials. Cannot be used on ULTRAs.
Drain (DRAI, DN): On direct hit, gain % health immediately. This flag can only succeed once per fight. Subsequent attacks with Drain will still be slowed down but will not grant the health. This can clearly be used to represent life-drain supers, but doesn't need to be limited to only those. Concept-wise, can exist with the same kind of justification the PREDATOR trait or DM/Recovery might represent.
Energize (ENER, EG): An Energize super grants a % Recovery effect and % reserve per turn for  turns if it hits cleanly. Like other recovery, the health ticks don't stack with RESTORE and will overwrite existing RECOVERY ticks if they are smaller. If the attack misses, the attacker is still granted the % reserve recovery ticks for  rounds. This flag can occupy the same conceptual design space as ASSAULT in terms of building momentum for the fighter that uses it.
Exhaust (EXHA, EH): An EXHAUST super drains % reserve and % super from the target on a clean hit. The drained resources do recover over  rounds. If the attack does not hit cleanly, the EXHAUST effect does nothing. This flag is a super enhanced version of the SAP flag, so can occupy the same design space, such as debilitating attacks, special sealing techniques, etc. Characters can only be affected by the EXHAUST effect once per fight.
Note: These flags are STAFF-APPLIED ONLY. Staff will use them at their discretion, so please do not apply it to an attack in your application. They are listed here only for reference, do not ask.
Effort (EFF, EF): This effect simply increases the reserve cost of the attack. It is used in situations where the attack might otherwise be too good, and is essentially a balancing factor.
Temp: This effect is used to indicate attacks the character should have for concept reasons, but that do not count towards the normal limitations on specials/supers.