Guides/PVP Mechanics (2024)

Contents

  • 1 Buffering
  • 2 Super Armor
  • 3 Hyper Armor
  • 4 Global Cooldowns
  • 5 Stun
  • 6 Dashes
  • 7 End-lag
  • 8 Blocking/Parrying
  • 9 Rage Mode
  • 10 Blinding
  • 11 Ragdoll
  • 12 Damage Over Time
  • 13 Barrage Speeds
  • 14 Awakening

Buffering[]

Buffering is a very helpful thing to know about in YBA, it can get you out of deadly combos and is just a good thing to know about. Basically, Buffering is holding a button while you're stunned, so the FRAME you are not stunned you will do the thing you buffered, and example of this is holding block when ragdolled, so the frame you get up, you block. This will help you get out of things like King Crimsons Impale-Chop/Zoom punch/ Eye Gouge combo. However, make sure not to get baited into buffering something.

Super Armor[]

Super Armor is very important to decide whether a move is good or not. Super Armor means that a move can't be cancelled by damage or stun. There are many moves with Super Armor within YBA, the biggest examples are: Stand Barrage Finisher, Dimension Scythe, Scary Monsters Bite, Platinum Slam, Ora Kicks, and many more. (The only things that can counter Super armor moves is if you do RTZ from Gold Experience Requiem, ragdoll the enemy or any form of stand desummoning.)

Hyper Armor[]

Hyper Armor is the next step up from Super Armor, instead of being stoppable by certain means, Hyper Armor cannot be stopped in any way. While rarer than Super Armor, there are still many moves with this property, important examples being Knives, Burst Fire, Skull Crusher, Sendo Overdrive, Luck and Pluck, Haymaker, and Zombie Creation.

Global Cooldowns[]

TS (Time stop) is one of the most powerful tools in YBA. It allows you to score a heavy amount of damage in a click of the TS button, however, what not many people know is that once somebody uses TS, there is a global Time stop cooldown for anybody that was caught in it, but this doesn't stop anybody that has time stop to use it again if they weren't caught before hand. UR (Universe Reset) Universe Reset is a unique move, because it (and RTZ.) are the only beneficial non counter no damage moves. When a MiH (Made in Heaven) use universe reset, it puts it on a global cool down for anybody that is affected, regardless if they are an MiH user or not, so Universe Reset is able to be used again consecutively if another MiH user isn't caught in the first Universe Reset.

Stun[]

When you get hit by most moves in the game, you have some sort of stun where you are extremely slow(or can't move at all) and can't use moves. All stunning moves are good for combos because stun= combos. If there wasn't stun in YBA we wouldn't be able to do combos. If there wasn't stun we could just walk out of barrages. That is why stun is such an important PvP mechanic. Examples of high stun moves: C-Moon's gravitational shift, all rag-dolling moves, Boxing's eye gouge, Hamon's zoom punch. (The only way to get out of stun is by barraging after you get stunned, but its not recommended because you can fail and get punished for it. Also some moves that stun that wont let you attack you cant barrage out of.)

Dashes[]

These are mostly used to gain a bit more speed, but what some people don't know is that you can dash the moment you press a move, ex. jawbreaker. This means that you can press the dash key and the move key at the same time to dash forwards and then use the move, allowing you to surprise your opponent. Dash is also good for when you are in a combo or trying to dash out of fire. If you are on fire by Scarlet overdrive or some other thing, you can back-dash to extinguish the fire. You can also dash as soon as you get up from a ragdoll move (see buffering) so you can gain distance from your enemy and have some time to counterattack. A fun fact is the lower your FPS is, the longer your dash length will be.

End-lag[]

End-lag is what is used for self-stunning basically, you can demonstrate unbalanced end-lag with click end-lag, and balanced end-lag with zoom punch end-lag. End-lag also comes with missing a counter so the enemy can punish you.

Blocking/Parrying[]

Whenever you press that F button on your keyboard, you will block until you let go of it. When you block it mainly just makes you slow and most moves then wont hit you. Some moves break block like a heavy punch, what would make a blue cracking effect and makes you stunned for combos. Some moves also bypass the block what would attack you if you are blocking or not. A perfect block or parry is when you block exactly the moment before the parry able move hits. Some moves have a larger window, which means that you have more time to block and parry the move. Some moves, like a Beatdown, have a small window.

Rage Mode[]

Rage Mode is one of the most overlooked mechanics for nearly every stand with it (Except Crazy Diamond and Purple Haze), Rage is a kind of awakening that is activated by filling up a bar, this bar can be filled by dealing physical damage, and taking damage while your stand is out. Once active, it grants you a 20% Damage Boost and a 20% Defense Buff. However, the most widely known thing about rage is how Star Platinum, The World, And TW AU use it, at the cost of their (About) 50 seconds of rage most they can stop time for 5 seconds. HOWEVER, what not many people know is that no matter when you use TS in Rage Mode, you always get the 5 seconds. this means that you can make the most of your rage mode while stilling being able to use time stop. Another cool thing you can do with Rage Mode Time Stop is stop time, an than immediately cancel it. Although this eats up a good chunk of your rage bar, it gives you the ability to time skip in rage mode, with added with your boosted strength due to rage mode makes you a serious threat.

Blinding[]

Blinding is a mechanic that is just what it sounds like. Blinding is good for combos and blinding moves give you a combo advantage. It can be extremely hard for a blinded opponent to parry or aim an attack. Examples of moves that blind: The Way to Heaven's (Made in Heaven's) Universe Reset, Platinum Sun's (Star Platinum) Star Finger, The Universe: Alternate Universe's (The World: Alternate Universe's) Smoke Grenade, Scarlet King Requiem's(King Crimson Requiem's) Reality Marble, Boxing's Eye Gouge, White Poison's (White Snake's) Acid Spray, and more.

Ragdoll[]

When a player is ragdolled, they have iFrames. Some ragdolls don't give iFrames. If an opponent doesn't know how to buffer, you can get easy combos off of ragdoll. Examples of ragdoll without iFrames: Chariot Requiem's "Conqueror's will" Sometimes conqueror's will might glitch when you use it on a ragdolled opponent and it won't affect them. There is another glitch that gives people in Conqueror's Will iFrames.

I-Frames: I-Frames are known as "Invincibility Frames." Moves with them are normally great combo breakers and will help you alot in fights. examples of moves with I frames are: CD's Wall, All Beatdowns (While your on the receiving end or the one doing the beatdown), Near the end of the BTD cutscene, King Crimsons time erase, some frames near the end of the tea time cutscene, Impale (When it hits) and MIH Heavens Judgment.

Damage Over Time[]

This has three types, bleeding, burning, and poison. Only a few stands have a move that applies this like King Crimsons Chop, Purple hazes poison, and more. Bleeding is when you are bleeding out blood that does a little bit of damage over a few seconds. Poison is mainly from purple haze, and it does damage over time as well. Scary monster also has this and is the only stand that has a move that can do bleeding and poison at once. Burning is only from Magician's Red attacks and hamon and vampire. Vampires burn during the sunlight. This is considered the weakest one because you can dash to the side and dash behind you to take it off. (Only healing moves can take away the effects of bleeding and poison.)

Limbs: You have 4 limbs in YBA, what are your arms and legs. Only a few stands can take off limbs, and the ones that are the best at doing it is The Hand, Cream, and King Crimson Requiem. When one of your arms are gone, you take around 50% more damage to the player that took off your limb until it regenerates. When your legs are gone you move slower and cant sprint. (All healing moves regen limbs as soon as you get healed, and vampires regen limbs 2 times faster then a person with no vampire.)

Barrage Speeds[]

A little known fact about YBA is that every stand has a different barrage speed. A example of this is Star Platinum's Barrage is a lot faster than Hierophant Green's Barrage. Knowing stands barrage speeds and everything they can true combo out of a barrage allows you to figure out if barraging first would be beneficial or get you comboed to death.

Awakening[]

Awakening buff the defense and damage output of stands. There are currently two stands in the game with awakenings, which are Star Platinum: The World, and Golden Experience Requiem. Star Platinum: The World's awakening heals you when you activate it, gives you a jump and speed boost, and also allows you to parry any attack that is parriable just by blocking, no need to actually try to parry. Golden Experience Requiem's awakening, when activated, the user temporarily gains a movement speed, jump height, and defense buff as well as a 20% health regeneration boost. Golden Experience Requiem's awakening has a special effect. If you kill anyone in the main game with your awakening activated, they get put in a cutscene called "Infinite death." It isn't really infinite, don't worry. Silver Chariot Requiem has a move similar to an awakening called "A Helping Hand" It doesn't have any special effects other than it buffs your run speed and jump height and does the same for any gang members in a certain range of you.

Specs: This is like a mini stand that you can use with your normal stand. This mainly gives you buffs and more moves for more combos or passives. The current specs in YBA is Boxing, that gives you defense and more health, Hamon, that gives you more attack and defense with you having to charge it, Pluck, that gives you a lot more stunning moves, Vampire, that makes you have a second full bar of health and you are faster and do more damage, and Spin, that gives a defense move and is ranged.


Moves you can use while stunned: These are moves which you can use at basically any time, even when you are being comboed. Examples of this are: 6P dash, Barrage and BtD.

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Guides/PVP Mechanics (2024)
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