Manoeuvres

We like to move it, move it.

As with statistics, on registration, each Brawler is assigned default manoeuvres for their specific collection (again Pudgies vary to Apes in default manoeuvres for example). Each Brawler collection has a number of unique manoeuvres exclusive to that collection, representing trademark and finishing manoeuvres. Brawlers are able to learn additional manoeuvres available to them by spending XP and $BB. The XP cost for learning manoeuvres is a calculation of the move difficulty multiplied by a base rate. Not all manoeuvres are available to all Brawlers, even those that are not necessarily trademark moves. For example, a Sumo learning a triple backflip splash is not likely to be possible.

Each BaseBrawl manoeuvre is compiled using the below attributes

Attribute
Description

Manoeuvre Name

Name of the manoeuvre.

Primary Body Part Required

Calculated against body part HP statistics of the player attempting the manoeuvre represented in the following values. 0 = head, 1 = body, 2 = arms, 3 = legs.

Energy Cost

Base cost of the manoeuvre, multiplied against a Brawlers stamina to calculate total energy cost.

Damage

The amount of health (HP) damage the manoeuvre will deal to the defender if successful.

Head Damage

The amount of health (HP) damage the manoeuvre will deal to the defender if successful.

Body Damage

The amount of body damage the manoeuvre will deal to the defender if successful.

Arm Damage

The amount of arm damage the manoeuvre will deal to the defender if successful.

Leg Damage

The amount of leg damage the manoeuvre will deal to the defender if successful.

Stun

The amount of stun the manoeuvre will deal to the defender if successful. For more information on stun, see the section.

Dq Points

The amount of DQ points the attacker will receive if successful.

Difficulty

The difficulty value is utilized the success calculation, the higher the opponents HP and lower the turn count, the harder high difficulty moves are to hit.

Lift Required

A value from 0 to 10 indicating how much strength is required to perfrom the attempted manoeuvre, calculated with strength and opponents weight.

Stance ID

A value representing the stance the manoeuvre is performed in (see table below).

Defense Array

A list of the Stance IDs the manoeuvre can be used to counter when defending.

On Success Game State

The state the game will be placed in (see game states below) if the manoeuvre is successful.

Required Game State

The state the game must be in (see Game States) to attempt the manoeuvre.

The below table outlines the associated stance IDs to their stance description:

Stance ID
Stance

1

Defensive

2

Arm Extended

3

Leg Extended

4

Back To Opponent

5

Behind Opponent

6

Opponent Below

7

Head Down

8

Clinche

9

Rushing

10

Standing Above

11

Hit or Miss

12

High Risk

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