General Terminology

Cancel - The act of connecting one action into another by prematurely ending the previous action.

Footsie - A term used when describing avoiding attacks through general movement.

Guard Break - Whenever an attack is successfully guarded, the defending player will have a light barrier flash before them, this is known as a Guard Spark. If attacks are guarded in succession the Guard Spark will start to become more visible and change in color, the clearer it is to see signals the defending player that their guard is about to be broken. If a Guard Break occurs the Guard Spark will be shown shattering and the defending player will be left open to attacks for a brief period of time.

Guard Point - A series of frames during an non-defensive action that put you in a guarding state, causing you to automatically block attacks that hit during this window. In other words an attack that has this property will automatically block incoming attacks when coming out.

Mix-up - Attacking in a string that makes your opponent miss guess their guard, this includes using attacks with deceptive appearances (Ex: low attacks that look like they hit high), conditional properties (Ex: get them to block low and use an overhead), and even getting them where you want them (Ex: using a throw).

Okizeme - Or simply Oki, are the tactics which can be implored when one player is knocked down as the other stands. The goal is for the standing player is to safely apply pressure or a mixup to maximize their advantage and chances of scoring another combo. While the downed player wants to get back on their feet without being punished. This is also commonly referred to as the Wakeup/Anti-Wakeup game.

Overhead - A property that allows you to connect an attack on a crouching opponent, even if they’re guarding.

Pressure - Using a sequence of attacks to keep an opponent on the defensive and often involves okizeme and mix up tactics. The purpose of pressure is to keep an enemy from effectively attacking back until they make a mistake, usually allowing for a damaging command move or combo to be performed.

Whiff - Whenever an attack is executed but does not make contact with the opponent.


X - Signifies you can press any of the attack buttons; A, B, or C.

j - Stands for Jump, implying you must be in the air.

Air OK - This lets you know a move can be preformed either on the ground or in mid-air.

360 - Simply make a full circular motion.

720 - Two circular motions.

[ ] - When you see this it means you must "charge" what is within the brackets. (Ex: [4]6 means hold back for a bit before inputting forward).

> - An arrow which tells you the next action that must be preformed (used in combos).

sj - Super Jump.

sh - Short Hop.


They say the best defense is a good offense and you can't win a fight if you don't hit your opponent! Aquapazza features all the basic methods of attacks found in any fighter including; Normals (simply pressing any of the attack buttons), Specials (combining a short sequence of directional inputs along with an attack button), and Supers (like Specials but the directional inputs are longer and you -usually- need to press two attack buttons -which are usually A and B). You also have what's known as a Heavy Smash. These are strong strikes which will knock back the opponent.

There are also powerful techniques known as Splash Arts. These are tide turning attacks that are only available under certain conditions and could alter the line between victory and defeat.

But don't forget you are not alone in Aquapazza, you also have your Partner who's always willing to lend a hand in a fight. Partners can be used in a variety of ways such as; zoning out your opponent, allowing you to make safe approaches/moves, and even setting up your opponent for more devastating combos. Partners can be used on their own but you also have access to Active Assist so coordinating your own attacks with those of your Partner can make fights for you that much easier, and that much more troublesome for your opponent.


Blocking is the most basic but important action in fighting games and in Aquapazza that fact doesn't change. Like in most games you have your standard guards:

  • Hold back (4) to do a standing guard, this will defend against mid and high attacks.
  • Hold down-back (1) to do a crouching guard, this will defend against low and mid attacks.
  • Hold up-back (7) to do an air guard, this will defend against attacks while mid-air.

You must know when to alternate between these guards in order to keep yourself safe, also beware overhead and unblockable attacks!

Aquapazza also has an Instant Block/Just Defend system known as Impact Guard. Utilizing Impact Guard will be key to defending yourself without falling prey to low Emotion.

Other defensive options include Resist Smash and Passive Assist. Both are great tools to escape your opponent's pressure and try to set the match back in your favor, but use them wisely as either action will consume 1 bar of the Power Gauge.

Your final defensive tool is Fast Standing. This is your best tool in avoiding your opponent's okizeme and will allow you to begin your counter assault that much sooner.

Power Gauge

A basic overview of the Power Gauge can also be reviewed at the HUD section.

Simply put it is a meter that allows you to preform various actions such as; Supers, Splash Arts, Assist Cancels, and Resist Smashes. The gauge can hold a maximum of 5 bars and the gauge will gradually fill as you attack, defend, and take damage, it will also build if you whiff an attack.

Proper management of the gauge for both offense and defense will be key to winning battles.


Aquapazza follows a rare (almost outdated) trend of giving each character unique ways to move about the stage. Some characters will do a quick step forward while others will do a dash, some can only Super Jump while other can Double Jump. Knowing the way your character moves specifically and keeping in mind how your opponent can get around will become essential to your footsie game.

It is also worth noting that while some characters may have Double Jumps, NO character can air dash! There are absolutely no air dashes in Aquapazza.

Please refer to your desired character's section in order to see if any special actions or movements apply to them, other wise assume a character has a single jump, back steps (44) and front steps (66).


Throws are preformed by either pressing forward (6) or back (4) along with the C button while near your opponent. They have limited range but can be great for escaping pressure and even setting up your opponent for combos are getting your in a better position. However keep in mind the a throw can be broken with a well timed throw input, so always be on the look out to break your opponent's throw and make sure yours aren't predictable.

With the exception of one character there is no air throwing in the game. Also some characters have Command Throws, these are moves that have the same effect as throws with the exception that they are unbreakable.


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